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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

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