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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 --> 00:00:14,639 Okay, welcome to this project. For this project, we are going to texture 2 00:00:14,642 --> 00:00:20,639 the air conditioner as a hero game asset, okay? 3 00:00:20,642 --> 00:00:26,599 And for a hero game asset, we need to keep details, some details, big shapes, in the 4 00:00:26,602 --> 00:00:35,639 topology and model, and we need to keep high quality and the best quality in the texture 5 00:00:35,642 --> 00:00:43,879 for this asset, okay? So, for this purpose, I'm going to use UDIMs for the body part, 6 00:00:43,882 --> 00:00:52,279 okay? And the other part, for example, the stands, the fans, and this stuff, they are 7 00:00:52,282 --> 00:00:58,680 going to be a separate material, okay? But the main challenge here is... 8 00:00:59,104 --> 00:01:05,254 how to keep the same textile density, or in the other word, how to keep the scale of the UV islands 9 00:01:05,254 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 10 00:01:11,424 --> 00:01:20,943 in the same size in both different material and different UV coils in eudyms. So this is 11 00:01:20,946 --> 00:01:28,463 the main challenge that we have here and I'm going to tell you how you can do this in the easiest way, 12 00:01:28,466 --> 00:01:34,623 okay, for this project and the other project that you want to use these techniques and after that we 13 00:01:34,626 --> 00:01:43,743 go to Substance Painter and start our process. But we need to consider this when we want to 14 00:01:43,746 --> 00:01:52,863 texture a hero game asset, which is very important for us and in the game we are going to see it a 15 00:01:52,866 --> 00:01:57,184 in the close-up shots. So we need to consider 16 00:01:57,776 --> 00:02:08,335 the texturing quality, okay? And it's very important to have control on the details on the model, 17 00:02:08,338 --> 00:02:15,456 okay? So, for this purpose, when you are going to texture, for example, the downside, 18 00:02:16,416 --> 00:02:24,255 okay, this floor, you don't have enough control on this, because in Substance Painter you cannot 19 00:02:24,258 --> 00:02:34,096 rotate the model and work on the floor, okay? Or, for example, if I hide this body, 20 00:02:35,136 --> 00:02:44,655 okay, we don't have any control of these sections, okay? So, it's not good for this type of asset, 21 00:02:44,658 --> 00:02:51,855 or any asset that we are going to work on, and the quality is important, the details are important, 22 00:02:51,858 --> 00:02:55,321 and we need more control on it. 23 00:02:55,324 --> 00:03:00,321 We need to take two steps for this, ok? 24 00:03:00,324 --> 00:03:05,321 The first one is manage the baking process. 25 00:03:05,324 --> 00:03:07,321 That's it. 26 00:03:07,324 --> 00:03:12,321 So we need to control which part is going to affect the other parts 27 00:03:12,324 --> 00:03:17,321 and they are going to be like stick together or separated. 28 00:03:17,324 --> 00:03:21,321 So, we need for the first step 29 00:03:21,324 --> 00:03:26,321 take care of baking process, ok? 30 00:03:26,324 --> 00:03:33,321 So, for this project I'm going to use the explode technique. 31 00:03:33,324 --> 00:03:38,321 So, we are going to make separate model 32 00:03:38,324 --> 00:03:45,321 and each part is going to be far enough from the other parts. 33 00:03:45,324 --> 00:03:48,321 So, when we bake each part 34 00:03:48,324 --> 00:03:54,321 they are going to affect on themselves, not other part, ok? 35 00:03:54,324 --> 00:03:55,322 So... 36 00:03:55,856 --> 00:04:01,536 Let's show you what mean explode. I'm going to show you, don't worry. 37 00:04:02,416 --> 00:04:08,496 And after that, we need to manage the texturing part. 38 00:04:09,216 --> 00:04:15,616 Ok? So, for the texturing part, I'm going to use the technique which is called clone. 39 00:04:16,416 --> 00:04:20,335 Ok? So, let's focus on the baking process. 40 00:04:20,338 --> 00:04:25,296 I'm going to show you what mean when we call the explode technique. 41 00:04:25,776 --> 00:04:28,415 Ok? This is the original one. 42 00:04:28,418 --> 00:04:34,496 As you can see, the model is assembled, and everything is ok. 43 00:04:35,216 --> 00:04:38,656 And we are going to render this model after all. 44 00:04:39,696 --> 00:04:48,256 Ok? So, for the baking, I'm going to create this arrangement. 45 00:04:49,296 --> 00:04:50,496 Ok? This is body. 46 00:04:52,632 --> 00:04:58,631 This is a section related to the fans and the radiator and the screw part. 47 00:04:58,634 --> 00:05:02,632 Ok? So, this is the second one, this is the first one. 48 00:05:03,632 --> 00:05:08,632 Ok? And the third one is the stand, the fans and the other stuff here. 49 00:05:09,632 --> 00:05:15,631 Ok? So, when we make mesh maps on this model, 50 00:05:15,634 --> 00:05:26,631 the AO, the curvature and all these mesh maps which is related to the texturing part and they are important. 51 00:05:26,634 --> 00:05:29,632 We can control in this way. 52 00:05:30,632 --> 00:05:35,632 Ok, in the AO, for example, let me explain you in this way. 53 00:05:36,632 --> 00:05:41,632 For the AO, in the original method, like this, 54 00:05:42,632 --> 00:05:49,632 we have a dark area here and when we want to texture this part, 55 00:05:50,632 --> 00:05:51,632 Ok? 56 00:05:53,008 --> 00:05:59,487 there is just ale, the darkest spots. So, it's not good for the texturing part. 57 00:05:59,490 --> 00:06:10,208 Ok? But when we bake the mesh maps in this way, it's not going to be all dark area here. 58 00:06:10,848 --> 00:06:16,528 Ok? Because there is no things, there is no any model to affect in this area. 59 00:06:17,328 --> 00:06:23,568 Ok? So that's it. I'm going to show you the difference between each of them. 60 00:06:24,288 --> 00:06:32,287 The assembly mesh maps, it's good or not. And this explode method, which is good or not, 61 00:06:32,290 --> 00:06:39,008 we can discuss it later. But, this is the first action that we are going to take. Ok? 62 00:06:39,728 --> 00:06:45,967 So, there is another technique, we are going to discuss about that in the next project. 63 00:06:45,970 --> 00:06:50,528 So, don't worry, the explode is very good. 64 00:06:50,736 --> 00:06:58,975 technique for baking a complex model, but we are in the modern age, and we have the modern way to 65 00:06:58,978 --> 00:07:09,215 do it. But, explode method is very good for controlling manual baking, okay? Controlling 66 00:07:09,218 --> 00:07:17,055 manually the baking process. So, we need to learn that, and after that we can use the explode or 67 00:07:17,058 --> 00:07:25,055 the modern way, okay? So, that's it, and this is enough for the baking process. I'm going to show 68 00:07:25,058 --> 00:07:34,015 you this part in the future, near future, and let's go for the texturing part, okay? As I mentioned 69 00:07:34,018 --> 00:07:44,415 before, we need to control the details around the model, okay? And, for example, in the baking we 70 00:07:44,418 --> 00:07:50,336 create separate model to control the effect on the model on each other. 71 00:07:50,576 --> 00:08:00,175 Okay, so let's go back again on the original one. In the original model I couldn't control 72 00:08:00,178 --> 00:08:10,495 any data here because this model is underway. Okay, so and when we are going to use HDR lighting 73 00:08:10,498 --> 00:08:18,815 inside Substance Painter viewport we couldn't have enough lighting data in here because it's 74 00:08:18,818 --> 00:08:27,536 a downside. It's near to the floor. So we can use the clone technique. And what is that? 75 00:08:28,336 --> 00:08:36,896 For the clone technique we are going to separate clone, instance, copy, anything you call it. 76 00:08:37,616 --> 00:08:46,255 Okay, different copy of the original model. As you can see this is the original one. 77 00:08:46,258 --> 00:08:48,896 This is the upside down version. 78 00:08:49,120 --> 00:08:53,120 And this is the rotate version in both left and right. 79 00:08:53,680 --> 00:08:58,560 Okay, and when we are texturing inside Substance Printer, 80 00:08:59,280 --> 00:09:07,840 we can texture and we can see the result of the texturing in anywhere on the model. 81 00:09:08,560 --> 00:09:14,959 Okay, because we are going to use the same UV, the same data from the UV and the material. 82 00:09:14,962 --> 00:09:22,800 So we are going to show you the same, exactly the same effect from the original one. 83 00:09:23,520 --> 00:09:34,800 Okay, so we bake data from this model, export the mesh maps from this arrangement. 84 00:09:35,360 --> 00:09:37,759 Okay, from this setup model. 85 00:09:37,762 --> 00:09:48,560 And after we bake this, we are going to import and give the mesh maps. 86 00:09:49,120 --> 00:09:55,040 to the project that we create with this model, with the set of this model. Okay, so 87 00:09:56,560 --> 00:10:01,692 we can have control on this part in here, we can have control of the texture, of the button, 88 00:10:01,693 --> 00:10:04,137 Subtitled by online-courses.club We compress knowledge for you! 89 00:10:04,138 --> 00:10:12,879 background, and all the thing here, we can see the result here. Okay, there is enough lighting 90 00:10:12,882 --> 00:10:21,840 data here that we can see. That's it. And when we export the texture from Substance Painter, 91 00:10:22,640 --> 00:10:34,800 we can use it in original model. Okay, that's it. Very easy and very efficient. So, 92 00:10:35,760 --> 00:10:41,680 because we are going to use UDIMS and the Marmosetoolbag, 93 00:10:42,480 --> 00:10:46,720 it's not like UDIMS support rendering engine. 94 00:10:47,264 --> 00:10:51,983 So we need to take some further action, okay? 95 00:10:51,986 --> 00:10:56,724 So for example, the yellow part is one UV tie, 96 00:10:57,744 --> 00:11:01,263 the blue part is one UV tie, 97 00:11:01,266 --> 00:11:04,503 but the body, it's not one UV tie, 98 00:11:04,506 --> 00:11:08,383 it's like three UDIMS, okay? 99 00:11:08,386 --> 00:11:11,583 So for each UV tie, 100 00:11:11,586 --> 00:11:15,263 I set a unique material inside 2ds Max, 101 00:11:15,266 --> 00:11:17,823 you can do it in Maya, you can do it in Blender, 102 00:11:17,826 --> 00:11:21,303 it's not a different, actually, 103 00:11:21,306 --> 00:11:24,344 you are going to give a material 104 00:11:25,904 --> 00:11:29,823 for each UV tie separately, okay? 105 00:11:29,826 --> 00:11:31,743 So that's it. 106 00:11:31,746 --> 00:11:36,744 And when we export this model into Marmstor Toolbag, 107 00:11:36,864 --> 00:11:41,864 we can give the material for each UV tie separately 108 00:11:43,104 --> 00:11:44,416 and it's done. 109 00:11:45,056 --> 00:11:51,535 So we are going to discuss about this whenever we want to render it inside Barmstool Toolbag, 110 00:11:51,538 --> 00:11:59,535 so don't worry. And let's go skip this part because we have all the information that we 111 00:11:59,538 --> 00:12:09,136 need for starting and let's go to the Rizom UV Lab and I'm going to show you how to keep 112 00:12:09,856 --> 00:12:16,256 the same size across different materials, different UV ties to get better results. 113 00:12:16,976 --> 00:12:23,776 Okay, so the main goal here is when you give the checker material to the model, 114 00:12:24,656 --> 00:12:31,615 okay let's select the model here, and when you give the checker material, as you can see, 115 00:12:31,618 --> 00:12:44,256 we have the same scale, listen, we have the same scale of the UV checker on the UV, the whole UV. 116 00:12:44,480 --> 00:12:50,479 It's not different from each material to each material, the material to material, okay? 117 00:12:50,482 --> 00:12:59,439 So everything is like the same size, the same UV, except the back part here because it's going to be 118 00:12:59,442 --> 00:13:07,760 dark, solid black, so it's not mandatory to have the same scale here, let me show you, 119 00:13:08,560 --> 00:13:14,640 okay, except this part, but we have the same UV scale all around the model, 120 00:13:15,600 --> 00:13:21,120 in different parts of the model, different material, different UV tiles, and we keep this 121 00:13:21,840 --> 00:13:29,919 size exactly the same. So how we can do that? Let's go for the UV part, I'm going to show you 122 00:13:29,922 --> 00:13:35,119 some technique to keep this and use it in your project, and after that we are going to 123 00:13:35,122 --> 00:13:43,200 start the baking process and make this air conditioner awesome. 12544

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