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Ok, before jumping into the texturing part, let's talk about the texel density.
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The part that we do a lot of things for that and we want to check it, it's ok or not.
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So there is a generator inside Substance Painter that it could help us to check texel density,
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it's ok or not.
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So let's create a paint layer here and after that I'm going to add a generator, ok, in
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the generator we have UV texel density, ok.
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So when we apply this generator to the layer we can keep the color, just the color, there
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is no need to keep other channel turned on.
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So there is three colors, blue, red and blue.
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green and red. Blue, it means you are near to the higher resolution texture,
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okay? And the green is, it's okay, you can use that. But the red is, no, it's not okay, you need to
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increase the size of the UV island inside the packing, inside the UV tie, okay? So,
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as you can see, all area is like blue, the same color, and it's very good.
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So, let's go use a cross texture set, and as you can see, yeah, we have pure blue
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all over
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the model, except this part, which is
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on purpose, and we know why it's happening.
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So, this is a texel density generator that we can check
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the scale and the size and ratio of the UV island
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in here in Substance Painter, which can tell us
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it's okay for the texturing, you can have a good result
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at the end, or not.
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So, there is another way that we can do that.
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Let's add fill layer, and in the base color
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I'm going to search for checker,
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okay, and for the checker
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I'm going to set tiling to something like 10,
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or we can increase it to 20.
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Okay, and as you can see,
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we have the same size here, in here, and in here,
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but not here.
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which we know that it's okay, but the goal is to have exactly this result.
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So we are good for the textile density, and now it's time to start the process
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of creating material for this air conditioner.
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So we are in the body, okay, and let's increase the size to 2k,
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because we need to see what's happening here,
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and let's add the first folder, I'm going to call it base material body,
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and let's add the base layer outside this folder.
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This base layer, guarantee this, we have at least default data in each channel.
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So, it's not a big deal, but I always do that.
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because it's going to help me to see what's happening in each channel.
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So, this is the base, and let's create
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base paint layer here.
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Okay, let me remove the base, it's not necessary to be here.
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Okay, and I need color, roughness, and metallic.
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Okay, for the roughness I'm going to set 0.4,
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and for the color, yeah, maybe dark gray, a little darker.
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Yeah, something like this, that's okay.
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And as we discussed before, we can have different color variation
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for a base material, or each part of the detail that we want to use.
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And it's very crucial to have this color variation because it's bringing reality, it's bringing the realism to your texturing.
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So, at the first, let me check, we have filter here, okay, and for example, yeah, I think coated is good.
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Yeah, the scale should be much higher, like this, the intensity a little lower.
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Yeah, I think it's good, it's very good, it's very good, yeah.
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And we can increase the scale, okay, and we just need this in the normal, not anything or any channel.
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Okay, we can use try.
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Planner mapping, but we have a good UV packing with the right pixel density, so we need to use
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that here. Okay, this is the first color effect, and let's create another layer, color what I want.
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And in the color variation, I'm going to use soft light, a little darker. Okay, like this.
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Let's add a black mask. In the black mask, I'm going to use generator, and let's use 3D linear
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gradient, which it's going to use the position mesh maps. Okay, so let's go to the position.
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Okay, if I want to create gradients like this, I'm going to choose the color here and here.
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And this is the result.
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of the gradient.
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Okay, so the default, it's something like this.
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I'm going to invert it.
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And let's go to the material.
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Yeah, it's okay.
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And let's bring down the opacity to something like 50.
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I think it's better.
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We can make it darker.
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Okay, it's okay.
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The second color variation, it's like adding black mask.
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Okay, let's make it just color and I'm going for the red
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so we can understand what's happening.
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Let's add fill layer.
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In the fill layer, I'm going to load cloud.
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Okay, cloud number one.
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Yeah, I think it's okay.
81
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Okay, so let's change the balance.
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Give some random seed, disorder, yeah, and I'm going to create something like this.
83
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Let's decrease the opacity. Okay, so for the base color we have something
84
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like this, and with these two layers we convert the solid color to this. Okay, so for the third one
85
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I'm going to use curvature.
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Okay, the curvature inside the base color.
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So let's change the blending mode to something
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like overlay yeah and we can change the opacity to for example 20 or 30 so this
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is the base color that we have okay and let's go for the roughness variation so
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let's add roughness
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variation number one and we need roughness okay and let's increase the
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value to something like 0.9
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okay and let's add a black mask here and fill layer and i'm going to load
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cloud tree okay
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and let's bring up their contrast balance you can increase the tiling
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amount and decrease the opacity to something like 50 and yeah
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This is the result.
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We can...
100
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Okay, let's change it to something like Grunge.
101
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Okay.
102
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Yeah.
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Yes, maybe this one.
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Let's increase the balance,
105
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the contrast, and this is the result.
106
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Let's decrease the tiling amount.
107
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Okay, and we can bring down the opacity of the mask
108
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so we can control this mask here.
109
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So let's go for the next layer.
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I'm going to add two or three dirt layers
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for the base material.
112
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So let's add the first dirt.
113
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Okay, the first dirt is like add black mask,
114
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add generator, and add dirt generator.
115
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Okay, something like this, and we want to have roughness like 0.7, and the color
116
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should be dark gray. Okay, this is the dirt, and we can decrease the opacity.
117
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Okay, like this, to 65, and let's play with the ground amount, dirt level, okay, ground scale,
118
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and yeah, that's it. So this is the base dirt layer. Let's go for the dirt
119
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extra, and now we are going to keep the color and the roughness. The color should be
120
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something like dark brown, okay, and we can turn on the normal and change the
121
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blending mode and all channel to normal, so we can remove this flaker effect from
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the paint layer in a dirt. It's a good way to make difference. So for the roughness let's go for the
123
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85, so let's add black mask. In the black mask I'm going to add fill layer,
124
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and in here let's load something like a grunge concrete.
125
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Okay, which one is better? I think this one. Yeah.
126
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Yeah, it's so perfect, so perfect. And this is the result. Let's increase the
127
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tiling to 2, play with the balance and contrast here, like this.
128
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Okay, and bring down the opacity here to 80.
129
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Okay, and let's add another fill layer, something like
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yeah, this one, and
131
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make it multiply here. Okay, let's play with the balance, contrast.
132
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Yeah, we can increase the tiling to something like 2.
133
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Okay, like this.
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So,
135
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yeah, we can decrease the opacity of this layer too. Okay, there is a little
136
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difference, as you can see, it's so much better. So, this is the first dirt extra
137
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layer. Okay, we can decrease the opacity of the color, base color channel, from 100 to,
138
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for example, 70. Okay, that's it. And let's add another dirt
139
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extra 2. This is the extra one. Okay, and in here, let's keep color in red, roughness in something like
140
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0.95 and let's add black mask. I'm going to add fill layer and in here, let's load charcoal.
141
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Yeah. Okay, that's okay. Let's increase the tiling to 2. Okay, we can change the
142
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rotation to 90. Yeah, it's very good. It's very good. And we can press invert. That's it.
143
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And now we can decrease the opacity from 100 to 20. Okay, and this time we make
144
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a black detail. Okay, and that's it.
145
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So, this is the base for the material body.
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Okay, we can decrease the roughness.
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Yeah.
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Like this.
149
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And if we go to the base color, we have enough data.
150
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If we go to the roughness channel, we have very good data here.
151
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Okay, and this is just the beginning of the texturing process.
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So, we are good.
153
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Let's add a paint layer.
154
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I'm going to call it sharpen.
155
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Change the blending mode to pass through in all channels.
156
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And let's add filter.
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Sharpen.
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Okay.
159
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And...
160
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Yeah, let's decrease the sharpen intensity to something like 0.5.
161
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So we are good, and in the next video we are going to create
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the logic behind the rust and the peeling effect for this material.
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