Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,000 --> 00:00:13,839
Okay, now it's time to start the process with baking the mesh maps.
2
00:00:13,842 --> 00:00:22,079
And we are going to use the model that we create for the baking process, the Xcode one.
3
00:00:22,082 --> 00:00:25,399
And the template is ASM.
4
00:00:25,402 --> 00:00:30,959
The normal map is DirectX, and the UDIMs, it should be turned on.
5
00:00:30,962 --> 00:00:35,599
Okay, so you just press OK.
6
00:00:35,602 --> 00:00:37,959
And that's it.
7
00:00:37,962 --> 00:00:43,399
So let's go to the bake menu, okay.
8
00:00:43,402 --> 00:00:50,679
And in the common setting, let's change the output size to 4K, okay, and anti- aliasing
9
00:00:50,682 --> 00:00:54,839
to 64X, okay.
10
00:00:54,842 --> 00:01:00,126
And we don't have any hyperlinks from other software, so.
11
00:01:00,127 --> 00:01:02,847
Subtitled by
online-courses.club
We compress knowledge for you!
12
00:01:02,848 --> 00:01:05,128
We are going to use low poly mesh as high poly mesh option here.
13
00:01:06,128 --> 00:01:09,128
And let's turn on the BenchNormal.
14
00:01:10,128 --> 00:01:14,128
And when we want to date the mesh maps,
15
00:01:15,128 --> 00:01:21,127
it's very important to understand what each mesh map does.
16
00:01:21,130 --> 00:01:22,128
OK?
17
00:01:23,128 --> 00:01:31,127
The Normal and the WordSpaceNormal is the way that we are going to transfer
18
00:01:31,130 --> 00:01:34,128
from a high poly model to the low poly.
19
00:01:35,128 --> 00:01:38,127
So, it's a way to fake details.
20
00:01:38,130 --> 00:01:40,128
So, it's OK.
21
00:01:41,128 --> 00:01:43,128
Let me deselect all of this.
22
00:01:44,128 --> 00:01:45,127
OK.
23
00:01:45,130 --> 00:01:50,127
And now, let's select Normal and WordSpace.
24
00:01:50,130 --> 00:01:53,127
There is no any setting here that we can tweak.
25
00:01:53,130 --> 00:01:57,128
Everything is under Common Settings.
26
00:01:58,736 --> 00:02:07,055
And let's talk about the ID. ID is not a thing that we want in this project, so we are going
27
00:02:07,058 --> 00:02:13,615
to escape that. And what about the ambient occlusion? Ambient occlusion is like a soft
28
00:02:13,618 --> 00:02:23,136
shadow over a cast light, you know, in a concave area. And it's going to be
29
00:02:23,376 --> 00:02:31,696
necessary for texturing inside Substance Painter, because very of the generators and very of
30
00:02:32,496 --> 00:02:39,775
our techniques depends on these mesh maps. So we need ambient occlusion, and it's like,
31
00:02:39,778 --> 00:02:50,015
OK, it should be vague from this exploit model. OK, so what about the curvature? Yeah, I think
32
00:02:50,018 --> 00:02:57,776
we can call it the EdgeDetectMeshMaps, because it's going to reveal...
33
00:02:57,968 --> 00:03:11,327
all the edges and transfer all the data related to the edges from 3D mesh to the 2D view, okay, on the texture.
34
00:03:11,330 --> 00:03:21,248
So we need this, and what about the position? The position is like, okay, this is the top of the model,
35
00:03:21,408 --> 00:03:29,968
okay, this is the front side, this is the, for example, right side, okay, and in this UV island,
36
00:03:31,328 --> 00:03:38,448
if you want to add something, it's top of the model, okay, it's top part, it's not like,
37
00:03:39,168 --> 00:03:46,447
okay, it's down, it's middle, or something like that. So position is very important mesh maps,
38
00:03:46,450 --> 00:03:57,168
and we need to bake the assembly model and transfer the data from the assembly one.
39
00:03:57,248 --> 00:03:59,247
Which we are going to render.
40
00:03:59,250 --> 00:04:05,747
Okay, so, the position is not a mesh map that we are going to bake and explode.
41
00:04:05,750 --> 00:04:14,247
Because it's going to be wrong, actually, when we want to texturing.
42
00:04:14,250 --> 00:04:18,247
Okay, let me explain you.
43
00:04:18,250 --> 00:04:29,247
Okay, in the texturing part, this is not here in this coordinate, in the 3D view.
44
00:04:29,250 --> 00:04:33,247
Okay, it's be like here.
45
00:04:33,250 --> 00:04:46,247
So, when we want to texture and the position map is baked before on the explode model,
46
00:04:46,250 --> 00:04:51,247
it means in the position it should be like here, not here.
47
00:04:51,250 --> 00:04:53,247
So, it's wrong.
48
00:04:53,250 --> 00:04:56,248
So, we need to keep the position.
49
00:04:56,528 --> 00:05:02,368
meshmaps for assembly bake. I'm going to show you, it's not a big deal, I just want to
50
00:05:03,008 --> 00:05:11,248
show you that position is important and if we bake position map here in this mode it's not
51
00:05:12,928 --> 00:05:24,448
correct. Okay, so we need to leave position and let's go check thickness. Thickness it's going to
52
00:05:24,768 --> 00:05:34,688
bake and transfer data from model to texture related to the space between each face.
53
00:05:35,488 --> 00:05:40,448
Okay, so in this way we can figure out, okay this is the big, this is the narrow option,
54
00:05:41,088 --> 00:05:49,487
narrow model or something like this. So, now we are going to bake bent normal because
55
00:05:49,490 --> 00:05:55,328
in a bent normal we have some combination between ambient occlusion and normal.
56
00:05:55,808 --> 00:05:59,648
And the reason that we are going to bake bent normal is to help
57
00:06:00,608 --> 00:06:05,567
improve our visual and lighting situation inside the 3D window.
58
00:06:05,570 --> 00:06:07,968
Okay, so that's it.
59
00:06:09,648 --> 00:06:13,807
We are going to bake normal, world space normal, ambient occlusion, curvature, thickness,
60
00:06:13,810 --> 00:06:20,047
and bent normal here with a 4k size and super sampling 64.
61
00:06:20,050 --> 00:06:23,567
There is no any other option that we are going to tweak here.
62
00:06:23,570 --> 00:06:33,967
Okay, and I want to have the same setting for each texture set.
63
00:06:33,970 --> 00:06:35,408
So let's go here.
64
00:06:36,608 --> 00:06:37,408
Oh, no, here.
65
00:06:38,208 --> 00:06:46,047
And in the mesh map bakers we are going to select apply selection to more texture sets.
66
00:06:46,050 --> 00:06:47,647
And select all.
67
00:06:47,650 --> 00:06:52,767
Okay, and everything is ready.
68
00:06:52,770 --> 00:06:53,328
So...
69
00:06:53,344 --> 00:07:00,303
I'm going to bake selected textures and after that we need to change the model so we can
70
00:07:00,306 --> 00:07:08,543
bake position and after this part we are going to load the texturing model that we
71
00:07:08,546 --> 00:07:16,223
export from 3ds max with the clone technique. So let's bake textures and come back for the next
72
00:07:16,226 --> 00:07:22,624
part. Okay, now we are done. As you can see we have ambient occlusion, curvature,
73
00:07:23,424 --> 00:07:31,424
don't have position yet, thickness, ends normal, normal, and border space normal. Okay, so...
74
00:07:34,464 --> 00:07:41,103
Now we are going to change the model inside Substance Painter. Okay, let's go do that.
75
00:07:41,106 --> 00:07:50,624
We can do it in Edit -> Project Configuration and in here we can select a different model or simply
76
00:07:52,640 --> 00:08:04,919
click and drag, ok, and press OK. So, this is the model, ok, that we are going to use
77
00:08:04,922 --> 00:08:13,439
for the rendering stage. That's it. This is the assembly one. Let's check the mesh maps
78
00:08:13,442 --> 00:08:25,839
on this model. Ok. This is the ambient occlusion. Curvature, as you can see. Thickness. Bends
79
00:08:25,842 --> 00:08:37,799
normal. Ok. Normal and border space normal. So, everything is fine, but we need to go
80
00:08:37,802 --> 00:08:46,359
to the bake menu again and now let's deselect all and go to the position. Now we are going
81
00:08:46,362 --> 00:08:51,480
to bake position mesh maps on this model. Ok.
82
00:08:51,568 --> 00:08:56,207
So let's apply selection to more texture sets.
83
00:08:56,210 --> 00:09:03,567
Ok, everything is fine, and let's go and bake selected textures.
84
00:09:03,570 --> 00:09:08,367
Ok, now we are done here, we bake the position mesh maps,
85
00:09:08,370 --> 00:09:19,007
and I want to show you the result of the mesh maps in the position channel from previous model.
86
00:09:19,010 --> 00:09:32,447
Ok, so, this is the result, and if you compare this one to this one, you can understand what's happening here.
87
00:09:32,450 --> 00:09:41,887
Ok, there is no red part in here, and the color, it's not like that.
88
00:09:41,890 --> 00:09:50,768
So, when we bake the position map on this model, on this arrangement,
89
00:09:50,864 --> 00:10:00,554
software could not understand where is a topside, where is a downside, and what is
90
00:10:00,556 --> 00:10:02,599
Subtitled by
online-courses.club
We compress knowledge for you!
91
00:10:02,600 --> 00:10:07,423
the space between each element, and what is the position of each UV island, and
92
00:10:07,426 --> 00:10:15,343
it's very hard to create mask based on position. So, the right way to bake the
93
00:10:15,346 --> 00:10:25,463
position is doing something like this, okay? When you want to use the explode
94
00:10:25,466 --> 00:10:40,063
method. So, okay, let's change the model, okay, to for bake, okay, and we can see
95
00:10:40,066 --> 00:10:50,160
that this is the right situation in position wish maps. So, we are done.
96
00:10:50,400 --> 00:10:57,600
in baking mesh maps and now it's time to load the model that we
97
00:10:58,960 --> 00:11:07,920
prepare for the texturing phase. Okay, the model that we use clone technique.
98
00:11:08,720 --> 00:11:17,920
So, let's go load for texturing effects here and boom.
99
00:11:21,040 --> 00:11:27,120
As you can see, everything is okay. This is the thickness, this is the height,
100
00:11:27,760 --> 00:11:32,080
but we don't have height actually, and this is the bench normal,
101
00:11:33,360 --> 00:11:40,799
this is the normal, or the space normal. Yeah, we don't have ID and this is the
102
00:11:40,802 --> 00:11:47,359
ambient occlusion and this is the curvature. So, when we go in ambient occlusion,
103
00:11:47,362 --> 00:11:49,920
okay.
104
00:11:50,368 --> 00:12:00,208
there is no sign here for affecting this part, as you can see in here.
105
00:12:01,168 --> 00:12:09,567
So, this is the right way to bake complex model, especially when we are going to use that
106
00:12:09,570 --> 00:12:18,128
as a hero game asset. Okay, and that's it. Now we are ready to jump into texturing process.
107
00:12:18,928 --> 00:12:27,408
So, let's setting up the viewport stuff and after that in next video we'll start to creating
108
00:12:28,288 --> 00:12:38,207
the body material and after that other parts of this model. Okay, let's go to the display setting,
109
00:12:38,210 --> 00:12:45,568
I'm going to use Studio Tomoko and let's increase the environment exposure.
110
00:12:46,528 --> 00:12:53,088
Okay, we are going to change the focal length to something like 50, yeah it's better.
111
00:12:54,368 --> 00:13:00,448
And let's change the Toon Mapping function to Aces, very good.
112
00:13:01,168 --> 00:13:06,128
Let's go to the shader setting. In the shader setting I'm going to use double- sided.
113
00:13:07,088 --> 00:13:09,568
Okay, so we can see what's happening here.
114
00:13:11,248 --> 00:13:15,328
Okay, it's very good. Let's enable BenchNormal.
115
00:13:16,528 --> 00:13:28,127
Okay, you can see the lighting, it's going to be more accurate when BenchNormal is enabled.
116
00:13:28,130 --> 00:13:34,447
Okay, we don't want to use opacity in this project but if you want to have opacity you
117
00:13:34,450 --> 00:13:40,847
can turn it on and add the channel. So this is all we can do in the shader setting.
118
00:13:40,850 --> 00:13:46,208
Let's go for the texture set setting and in here I'm going to...
119
00:13:46,304 --> 00:13:59,263
add ambient occlusion. Okay and yeah that's it. We don't want anything here
120
00:13:59,266 --> 00:14:08,343
just ambient occlusion. Okay so this is for body. Let's go for the leg and fans.
121
00:14:08,346 --> 00:14:20,303
Let's add ambient occlusion here. Okay and let's add ambient occlusion here too.
122
00:14:20,306 --> 00:14:27,943
So everything is ready. We can go for the texturing part and it's so easy as you
123
00:14:27,946 --> 00:14:36,543
can see. When we want to paint something here... Okay let's go to the body, create a
124
00:14:36,546 --> 00:14:46,272
fill layer. Okay and let's create a paint layer. Make it red.
125
00:14:46,512 --> 00:14:54,912
Okay painting detail here it's like you know we don't have control we can see
126
00:14:56,032 --> 00:15:01,711
the right light reaction in here because there is no info for that
127
00:15:01,714 --> 00:15:06,672
but when we use the clone technique as you can see yeah
128
00:15:10,112 --> 00:15:10,671
we have it
129
00:15:10,674 --> 00:15:20,672
okay we have the lighting we have the control and if I want to for example
130
00:15:21,472 --> 00:15:30,272
pay more attention here I can use this model we could have a flip one
131
00:15:31,792 --> 00:15:38,992
upside down version of this here but it's enough we can play with that and yeah
132
00:15:39,552 --> 00:15:44,272
you're ready to go so in the next video we just start the process of creating material
133
00:15:44,832 --> 00:15:46,832
for the body part
13396
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.