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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 --> 00:00:17,559 Okay, let's talk about how to keep the same size of the UV island across different UV 2 00:00:17,562 --> 00:00:25,999 tiles or different materials, okay? So, this is the hard task and you need to tweak the 3 00:00:26,002 --> 00:00:35,279 parameters and play with the UV pack and this stuff. And for this, I need to explain you 4 00:00:35,282 --> 00:00:40,919 something before starting. You need to know how to unwrap and how to manage your UV island 5 00:00:40,922 --> 00:00:47,519 and these kind of fundamental things about the UV. And this is your side, okay? The tool 6 00:00:47,522 --> 00:00:55,199 does not matter. I mean, it's not mandatory to use Reason Lab. You can use any tool that 7 00:00:55,202 --> 00:00:59,039 you want. I'm here just to explain you the concept. 8 00:00:59,042 --> 00:01:04,981 the core concept of this method. Okay, so let's go. For this part, okay, I'm going to select the 9 00:01:04,983 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 10 00:01:09,840 --> 00:01:23,999 material here with this window from this icon. Okay, so in here I select the whole body. Okay, 11 00:01:24,002 --> 00:01:34,559 and the UV islands, they are like this. It's okay. They are so small, they could be some 12 00:01:34,562 --> 00:01:41,359 problematic in Substance Painter when you are creating mask or textures. Okay, but it's okay, 13 00:01:41,362 --> 00:01:53,679 you can use it. But the ideal situation is to keep your UV island big and avoid this kind of 14 00:01:53,682 --> 00:01:58,767 small UV island. Okay, so for this matter, 15 00:01:58,770 --> 00:02:07,008 we have two different method or two different theory here. Okay, the first one is create 16 00:02:07,648 --> 00:02:17,408 separate UV tile with detaching or giving different material for a different part of the model. 17 00:02:18,368 --> 00:02:28,208 Okay, so we do that in the leg and fan, we do that in a screw and fans. So we use this technique, 18 00:02:29,168 --> 00:02:38,287 okay, but for the body, I want to use UDIMs because when we are texturing in Substance Painter, 19 00:02:38,290 --> 00:02:47,087 when we work on the body, we need to keep all the data in the same texture set. Okay, so we are 20 00:02:47,090 --> 00:02:57,247 going to use UDIMs and how we can create UDIMs in Reason Lab. In the UDIM tab, we can increase 21 00:02:57,250 --> 00:02:58,928 the UV tile. 22 00:02:58,976 --> 00:03:16,975 Let's click on Pack and it's going to pack all the UV islands in different UV sets. 23 00:03:16,978 --> 00:03:22,976 Let's see what is the scale of this UV island. 24 00:03:23,976 --> 00:03:29,975 It's very important to know when you use this Pack icon here, 25 00:03:29,978 --> 00:03:38,975 or especially when you use Pack in every UV editor in any software, 26 00:03:38,978 --> 00:03:40,975 when you click on Pack, 27 00:03:40,978 --> 00:03:47,975 the default option is to keep the size at the same level, 28 00:03:47,978 --> 00:03:51,975 the same size in each UV tile. 29 00:03:51,978 --> 00:03:56,975 It's not going to happen like this. 30 00:03:56,978 --> 00:03:58,495 I'm going to click Pack. 31 00:03:58,498 --> 00:04:05,495 And every UV island, in every UV tile, they are going to have the same size. 32 00:04:05,498 --> 00:04:13,495 OK? So, what is the UV size here? It's 8.2. 33 00:04:13,498 --> 00:04:18,495 This is the texel density amount, or number. OK? 34 00:04:18,498 --> 00:04:24,495 And what about the second tile? OK? It's totally different. 35 00:04:24,498 --> 00:04:31,495 And what about the third one, like this? OK? It's totally different. 36 00:04:31,498 --> 00:04:39,495 And what about the other UV island in the same tile? 37 00:04:39,498 --> 00:04:44,495 It's OK. They have the same size. OK? 38 00:04:44,498 --> 00:04:55,495 So, how we can manage this, for example, this UV island here, different UV tile, 39 00:04:55,498 --> 00:04:56,496 but we need... 40 00:04:57,008 --> 00:05:05,447 the same UV size, because, okay, the difference is very small, I agree with that, but when 41 00:05:05,450 --> 00:05:14,287 you are working on a hero game, as I said, it's very important to have the same texel 42 00:05:14,290 --> 00:05:24,127 density on the model, especially on the part that we are going to see a lot, okay? 43 00:05:24,130 --> 00:05:29,407 So this is the body part, it's the main part that we are going to see, so it's very important 44 00:05:29,410 --> 00:05:35,087 to keep the same size of the UV island, or same texel density, okay? 45 00:05:35,090 --> 00:05:38,447 So, how we can do that? 46 00:05:38,450 --> 00:05:49,207 Okay, for the first action, I'm going to hide this section, as we discussed before, we don't 47 00:05:49,210 --> 00:05:55,848 need to give much space for this part, because it's going to have black... 48 00:05:56,048 --> 00:06:18,047 ...and solid color, it's not a big deal, and for these elements here, you can hide them, because they are too big and too long for being in the packing process. 49 00:06:18,050 --> 00:06:40,047 Ok, so let's go and select all the elements here, ok, like this, and I'm going to use this option here, it's like Select Elements in 3ds Max, or Link Surface in Blender, for example. 50 00:06:40,050 --> 00:06:56,048 And let's select all the elements here, before selecting this icon, ok, we just select this UV island, but when we select this, the whole model is going to be selected. 51 00:06:56,224 --> 00:07:10,583 Let's hide this too, ok, that's fine, and let's turn on the Orientation Optimization, 52 00:07:10,586 --> 00:07:20,783 it means when we are packing, we can rotate the UV island 90 degree to fill up more space 53 00:07:20,786 --> 00:07:29,823 in the UV space, ok, so, as you can see, they are going to be like in the V direction, ok, 54 00:07:29,826 --> 00:07:37,263 I can go to H direction and pack again, and everything is going to be different, ok, but 55 00:07:37,266 --> 00:07:47,063 when we use V and 90, it means, ok, the main direction is vertical in the UV space, but 56 00:07:47,066 --> 00:07:54,983 you can rotate the UV island 90 degree to fill up the space, ok, so the main logic here 57 00:07:54,986 --> 00:07:56,104 is like this. 58 00:07:56,304 --> 00:08:04,383 So, let's cancel this process, ok, as you can see the orientation is totally different 59 00:08:04,386 --> 00:08:17,183 from the first one, ok, and let's V 90, and it's ok, and when you click on this UV island 60 00:08:17,186 --> 00:08:31,263 and choose the texel density drop here, you can see 8.2, ok, for the second one is 7.6, 61 00:08:31,266 --> 00:08:39,943 and for the third one is 8.3. So, we can go for the 8 number in the texel density, and 62 00:08:39,946 --> 00:08:46,183 let's talk about the texel density number, which is, which one is good, ok, the 7, the 63 00:08:46,186 --> 00:08:55,583 8, the 9, the 20, the 1, which one, ok, it's totally related to the map size, and the scale 64 00:08:55,586 --> 00:08:56,304 of your model. 65 00:08:56,544 --> 00:09:08,383 Ok, so, we modelled this air conditioner, ok, on the scale and the real world size, 66 00:09:08,386 --> 00:09:17,823 so the size is ok, it's not too small, it's not too big, that's it, and we are going to 67 00:09:17,826 --> 00:09:36,143 choose 1K or 1024 for the map res, ok, 1024, ok, this is the map size number, and for the 68 00:09:36,146 --> 00:09:55,344 texel density, if we are going to use centimetre, the high goal, the high amount is the 10.24. 69 00:09:56,032 --> 00:10:02,869 Higher than this amount, it's good. We reach the maximum texel density, 70 00:10:02,870 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 71 00:10:05,392 --> 00:10:12,432 and beyond that, it's okay. So we are in a good stage, right? But lower than this, 72 00:10:13,392 --> 00:10:23,151 it means when you export the 1k resolution texture from Substance Painter, for example, 73 00:10:23,154 --> 00:10:41,311 you just get this quality, okay? 512. So, this number, it means which quality that we are going 74 00:10:41,314 --> 00:10:52,351 to get. 1, 1, it means if you export 1k texture from Substance Painter, you get 1k quality on 75 00:10:52,354 --> 00:10:54,048 the surface. 76 00:10:54,688 --> 00:10:58,528 compared to the size of your model and the texture that you export. 77 00:10:59,248 --> 00:11:06,608 Okay, if you are going to make it higher, the quality is higher, it's okay, 78 00:11:07,808 --> 00:11:19,168 and when you get the lower number, for example 8, it's like, okay, the quality is 800 pixel, 79 00:11:19,968 --> 00:11:31,808 800 pixel. Okay, so we need to close the texel density to this number. We need to move to the 10. 80 00:11:32,448 --> 00:11:45,087 Okay, so the 8 is good number here, actually, because the 1k or 10.24, it's too big. 81 00:11:45,090 --> 00:11:52,048 We need to increase the UV tiles to something like 4 or 5. Okay, so. 82 00:11:53,168 --> 00:11:55,648 This is the main logic here. And, 83 00:11:58,528 --> 00:12:03,648 let's give the number 8 to the textile density target, 84 00:12:05,488 --> 00:12:13,968 and we want to keep this number on all UV islands here. So, how we can do that? 85 00:12:14,448 --> 00:12:22,368 In the ReZoom, we are going to change the initial scale to textile density, okay, 86 00:12:23,248 --> 00:12:31,648 and the scale optimization range, it should be off, okay, in both options here. 87 00:12:32,528 --> 00:12:40,207 So, what's happening here? When we click on the pack, it's going to pack all the UV islands 88 00:12:40,210 --> 00:12:51,888 across all the UV tiles, okay, with the optimization degree 90. It means 89 00:12:52,016 --> 00:13:01,296 it's going to rotate each UV island 90 degrees for optimization and giving full space. 90 00:13:02,416 --> 00:13:12,095 And for the scale size, the text cell density is going to the boss here, okay, 91 00:13:12,098 --> 00:13:22,975 which we select 8, okay, and there is no optimization on the scale section. 92 00:13:22,978 --> 00:13:30,255 So it means, okay, we are going to pack all the UV island, the rotation is going to be optimized, 93 00:13:30,258 --> 00:13:37,135 and it's okay. And for the scale, we just keep looking at the text cell density target. 94 00:13:37,138 --> 00:13:46,096 So when we pack again, it's going to be like this, we should wait for about a minute. 95 00:13:47,856 --> 00:13:51,856 Okay, it's done. And it's okay, as you can see. 96 00:13:52,304 --> 00:13:55,743 The first UV tile is fill up. 97 00:13:55,746 --> 00:13:56,823 Very good. 98 00:13:56,826 --> 00:13:59,463 Let's see, what is the texel density? 99 00:13:59,466 --> 00:14:01,023 It's eight. 100 00:14:01,026 --> 00:14:03,703 The second one is fill up. 101 00:14:03,706 --> 00:14:06,503 And let's see, what is the texel density? 102 00:14:06,506 --> 00:14:08,103 Yeah, it's eight. 103 00:14:08,106 --> 00:14:10,503 And the third one is not good actually, 104 00:14:10,506 --> 00:14:14,583 because we have a lot of free space here. 105 00:14:14,586 --> 00:14:18,583 So let's see what we have in the texel density. 106 00:14:18,586 --> 00:14:20,423 And yeah, it's eight. 107 00:14:20,426 --> 00:14:23,583 So everything is worked perfectly, 108 00:14:23,586 --> 00:14:27,023 but the missing part is the eight 109 00:14:27,026 --> 00:14:29,983 is not a good number for us. 110 00:14:29,986 --> 00:14:32,143 We need to change it, okay? 111 00:14:32,146 --> 00:14:34,424 So let's go for the nine. 112 00:14:35,544 --> 00:14:40,544 And we can pack again and see what's happened here, okay? 113 00:14:43,424 --> 00:14:46,863 After finishing the packing process, 114 00:14:46,866 --> 00:14:51,864 as you can see, all the UV island in the... 115 00:14:52,256 --> 00:15:03,575 tree UV tile, they are fixed, but there is something here, there is some left over. 116 00:15:03,578 --> 00:15:05,895 So what does it mean? 117 00:15:05,898 --> 00:15:19,015 It means the 9 is big for this packing, so we need to keep the number a little lower 118 00:15:19,018 --> 00:15:30,855 between 8, which is good, but there is some free space, and between 8 to 9, which is too big. 119 00:15:30,858 --> 00:15:35,895 So let's go for the 8.5. 120 00:15:35,898 --> 00:15:39,135 So it should be a right number here. 121 00:15:39,138 --> 00:15:46,455 So before clicking on pack, let me explain you something else. 122 00:15:46,458 --> 00:15:51,336 In the packing properties, we have accuracy and iteration. 123 00:15:53,184 --> 00:15:59,584 You need to set accuracy on the ultra, because we need ultra-accuracy in the packing. 124 00:16:00,144 --> 00:16:08,143 Okay, it's very important to fill up every space, every possible arrangement in the space, 125 00:16:08,146 --> 00:16:14,784 to fill up the maximum uv-tie spaces. So, and for the iteration, it means 126 00:16:15,424 --> 00:16:24,464 you are going to calculate the packing arrangement, packing properties, packing data for two times, 127 00:16:25,024 --> 00:16:35,183 and after that the software is going to select which is better. Okay, so when you find the right 128 00:16:35,186 --> 00:16:46,783 number, for example in here, 8.5 is okay. Okay, and we need to change the accuracy to ultra. 129 00:16:46,786 --> 00:16:51,584 You can do it with the normal in the, for example, testing process. 130 00:16:51,744 --> 00:16:57,583 But for the final packing, you need to put this in an ultra. 131 00:16:57,586 --> 00:17:02,143 And for the iteration, at least you need four times. 132 00:17:02,146 --> 00:17:08,463 Okay, so, ultra four, the scale should be on texel density, 133 00:17:08,466 --> 00:17:11,583 scale optimization range should be off, 134 00:17:11,586 --> 00:17:16,224 and orientation optimization should be on 90. 135 00:17:16,464 --> 00:17:22,464 So, let's go for the packing process and see what happens after that. 136 00:17:23,584 --> 00:17:26,544 Okay, now it's the final. 137 00:17:27,984 --> 00:17:32,704 And as you can see, we have the same texel density 138 00:17:33,984 --> 00:17:37,904 in each utyle, in the udim section. 139 00:17:38,944 --> 00:17:45,183 Okay, so, everything is okay, but we hide some parts from the model. 140 00:17:45,186 --> 00:17:47,216 So, let's go. 141 00:17:47,536 --> 00:17:55,776 Show on the model. I'm going to select again the body material here, and let's isolate this part. 142 00:17:57,296 --> 00:18:11,695 Okay, and this is a section that we need to figure out how to put it in the UV tiles. 143 00:18:11,698 --> 00:18:24,176 Okay, and let's select again. 144 00:18:25,914 --> 00:18:29,913 this element in the back. 145 00:18:29,916 --> 00:18:33,913 So, they are not so important. 146 00:18:33,916 --> 00:18:37,913 So, 147 00:18:37,916 --> 00:18:41,913 ok, let's select all the elements 148 00:18:41,916 --> 00:18:45,913 here, I'm going to put it 149 00:18:45,916 --> 00:18:49,913 outside from the UV type. 150 00:18:49,916 --> 00:18:53,913 You can use Shift and the arrow key on the keyboard 151 00:18:53,916 --> 00:18:57,913 for moving a UV island 152 00:18:57,916 --> 00:19:01,913 each tile, for example one tile left, one tile right, 153 00:19:01,916 --> 00:19:05,913 top or down. Ok, this is the 154 00:19:05,916 --> 00:19:09,913 missing part, I'm beginning to fill 155 00:19:09,916 --> 00:19:13,913 this UV island here in the third one. 156 00:19:13,916 --> 00:19:17,913 Ok, so, let's press 157 00:19:17,916 --> 00:19:21,913 F5 to go to the transform, and let's 158 00:19:21,916 --> 00:19:25,279 put them here, ok. 159 00:19:25,282 --> 00:19:39,639 And let's select this and put it here, ok, and let's control Z, I'm going to deselect 160 00:19:39,642 --> 00:19:53,139 this one, ok, and this one, so, this is the part that we are going to put in here. 161 00:19:53,142 --> 00:20:05,259 But when we press pack, it's going to distribute all UV islands here in three different UV 162 00:20:05,262 --> 00:20:08,339 time, and we don't want that, ok. 163 00:20:08,342 --> 00:20:16,499 So we need to turn off the distribute option here in the packing properties, and we need 164 00:20:16,502 --> 00:20:24,607 to move this part here, let's press Q to go to the select mode, and, ok, let's go to the 165 00:20:24,610 --> 00:20:34,647 Let's pack. And when you want to pack this UV island here, you can see, oh, there is 166 00:20:34,650 --> 00:20:43,387 a problem, because we are going to keep the same texel density, and there is no space 167 00:20:43,390 --> 00:20:51,167 for that. So, this element, they are not important for us, because they are too small, they are 168 00:20:51,170 --> 00:21:00,127 in the back, so we can change the texel density here for this part, ok? So how we can do that? 169 00:21:00,130 --> 00:21:09,487 To keep the texel density high, and fit inside the UV island. Ok, so for this, let's go back 170 00:21:09,490 --> 00:21:23,728 and move out this UV island here, ok? And let's change the initial scale to keep average, 171 00:21:24,400 --> 00:21:29,119 the scale optimization to the full, ok? 172 00:21:29,122 --> 00:21:33,279 And let's go back here and put it again here, 173 00:21:33,282 --> 00:21:40,240 and let's click on the pack. So, as you can see, 174 00:21:40,560 --> 00:21:45,199 it's going to be fit in the empty space here, 175 00:21:45,202 --> 00:21:51,679 like this. So we are ok, we are good to go, that's it. And 176 00:21:51,682 --> 00:21:59,359 for this part you can do it again with the same technique. 177 00:21:59,362 --> 00:22:06,399 So, that's it. Ok, let's see the other part, ok? I'm going 178 00:22:06,402 --> 00:22:10,319 to select the screw and the fence, let's 179 00:22:10,322 --> 00:22:15,359 isolate that, and select this part, ok? And let's see 180 00:22:15,362 --> 00:22:20,319 what is the pixel density target, it's 8.5, it's ok, 181 00:22:20,322 --> 00:22:23,776 for this small part, 8.5. 182 00:22:24,016 --> 00:22:33,296 And yeah, I'm good with that. The result is okay. And that's it. So, 183 00:22:35,296 --> 00:22:43,536 this is the way that we can keep the same pixel density, or in the other word, 184 00:22:44,256 --> 00:22:50,655 the same size for a UV island, or same checker size on the surface 185 00:22:50,658 --> 00:23:00,495 from different material to different material, and UV tile to UV tile. Okay, so that's it. This 186 00:23:00,498 --> 00:23:10,255 is the way that we can do it in Resolve UV Lab. You can do this same concept in the Blender, 187 00:23:10,258 --> 00:23:17,695 the 3ds Max, or any other tools that you are going to use. Okay, but the Resolve UV Lab, 188 00:23:17,698 --> 00:23:23,456 it's very good, very efficient in the UV and Unwrap area. 189 00:23:23,616 --> 00:23:30,616 So, let's go for the texturing part inside Substance Painter. 18860

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