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These are the user uploaded subtitles that are being translated: 1 00:00:08,538 --> 00:00:16,337 Ok, before jumping into the texturing part, let's talk about the texel density. 2 00:00:16,340 --> 00:00:25,137 The part that we do a lot of things for that and we want to check it, it's ok or not. 3 00:00:25,140 --> 00:00:35,457 So there is a generator inside Substance Painter that it could help us to check texel density, 4 00:00:35,460 --> 00:00:37,217 it's ok or not. 5 00:00:37,220 --> 00:00:45,137 So let's create a paint layer here and after that I'm going to add a generator, ok, in 6 00:00:45,140 --> 00:00:51,217 the generator we have UV texel density, ok. 7 00:00:51,220 --> 00:00:58,777 So when we apply this generator to the layer we can keep the color, just the color, there 8 00:00:58,780 --> 00:01:01,490 is no need to keep other channel turned on. 9 00:01:01,491 --> 00:01:03,712 Subtitled by online-courses.club We compress knowledge for you! 10 00:01:03,713 --> 00:01:07,136 So there is three colors, blue, red and blue. 11 00:01:07,536 --> 00:01:14,896 green and red. Blue, it means you are near to the higher resolution texture, 12 00:01:16,256 --> 00:01:26,416 okay? And the green is, it's okay, you can use that. But the red is, no, it's not okay, you need to 13 00:01:27,376 --> 00:01:36,976 increase the size of the UV island inside the packing, inside the UV tie, okay? So, 14 00:01:38,656 --> 00:01:47,295 as you can see, all area is like blue, the same color, and it's very good. 15 00:01:47,298 --> 00:01:57,856 So, let's go use a cross texture set, and as you can see, yeah, we have pure blue 16 00:02:00,496 --> 00:02:00,976 all over 17 00:02:04,016 --> 00:02:06,736 the model, except this part, which is 18 00:02:07,200 --> 00:02:13,199 on purpose, and we know why it's happening. 19 00:02:13,202 --> 00:02:18,199 So, this is a texel density generator that we can check 20 00:02:18,202 --> 00:02:23,199 the scale and the size and ratio of the UV island 21 00:02:23,202 --> 00:02:26,199 in here in Substance Painter, which can tell us 22 00:02:26,202 --> 00:02:30,199 it's okay for the texturing, you can have a good result 23 00:02:30,202 --> 00:02:33,199 at the end, or not. 24 00:02:33,202 --> 00:02:36,199 So, there is another way that we can do that. 25 00:02:36,202 --> 00:02:40,199 Let's add fill layer, and in the base color 26 00:02:40,202 --> 00:02:44,199 I'm going to search for checker, 27 00:02:44,202 --> 00:02:48,199 okay, and for the checker 28 00:02:48,202 --> 00:02:52,199 I'm going to set tiling to something like 10, 29 00:02:52,202 --> 00:02:56,199 or we can increase it to 20. 30 00:02:56,202 --> 00:03:00,199 Okay, and as you can see, 31 00:03:00,202 --> 00:03:05,199 we have the same size here, in here, and in here, 32 00:03:05,202 --> 00:03:06,832 but not here. 33 00:03:07,072 --> 00:03:15,551 which we know that it's okay, but the goal is to have exactly this result. 34 00:03:15,554 --> 00:03:20,272 So we are good for the textile density, and now it's time to start the process 35 00:03:20,832 --> 00:03:24,272 of creating material for this air conditioner. 36 00:03:24,912 --> 00:03:31,392 So we are in the body, okay, and let's increase the size to 2k, 37 00:03:32,432 --> 00:03:34,591 because we need to see what's happening here, 38 00:03:34,594 --> 00:03:45,232 and let's add the first folder, I'm going to call it base material body, 39 00:03:46,672 --> 00:03:53,231 and let's add the base layer outside this folder. 40 00:03:53,234 --> 00:04:00,831 This base layer, guarantee this, we have at least default data in each channel. 41 00:04:00,834 --> 00:04:05,312 So, it's not a big deal, but I always do that. 42 00:04:05,408 --> 00:04:11,247 because it's going to help me to see what's happening in each channel. 43 00:04:11,250 --> 00:04:14,128 So, this is the base, and let's create 44 00:04:19,168 --> 00:04:22,608 base paint layer here. 45 00:04:24,288 --> 00:04:29,008 Okay, let me remove the base, it's not necessary to be here. 46 00:04:30,048 --> 00:04:35,248 Okay, and I need color, roughness, and metallic. 47 00:04:36,208 --> 00:04:40,608 Okay, for the roughness I'm going to set 0.4, 48 00:04:41,568 --> 00:04:46,768 and for the color, yeah, maybe dark gray, a little darker. 49 00:04:47,328 --> 00:04:50,128 Yeah, something like this, that's okay. 50 00:04:50,768 --> 00:04:56,528 And as we discussed before, we can have different color variation 51 00:04:57,328 --> 00:05:02,368 for a base material, or each part of the detail that we want to use. 52 00:05:02,832 --> 00:05:13,431 And it's very crucial to have this color variation because it's bringing reality, it's bringing the realism to your texturing. 53 00:05:13,434 --> 00:05:30,832 So, at the first, let me check, we have filter here, okay, and for example, yeah, I think coated is good. 54 00:05:31,832 --> 00:05:43,831 Yeah, the scale should be much higher, like this, the intensity a little lower. 55 00:05:43,834 --> 00:05:48,831 Yeah, I think it's good, it's very good, it's very good, yeah. 56 00:05:48,834 --> 00:05:59,831 And we can increase the scale, okay, and we just need this in the normal, not anything or any channel. 57 00:05:59,834 --> 00:06:02,704 Okay, we can use try. 58 00:06:03,024 --> 00:06:10,703 Planner mapping, but we have a good UV packing with the right pixel density, so we need to use 59 00:06:10,706 --> 00:06:19,904 that here. Okay, this is the first color effect, and let's create another layer, color what I want. 60 00:06:20,784 --> 00:06:29,743 And in the color variation, I'm going to use soft light, a little darker. Okay, like this. 61 00:06:29,746 --> 00:06:37,903 Let's add a black mask. In the black mask, I'm going to use generator, and let's use 3D linear 62 00:06:37,906 --> 00:06:47,744 gradient, which it's going to use the position mesh maps. Okay, so let's go to the position. 63 00:06:49,424 --> 00:06:59,264 Okay, if I want to create gradients like this, I'm going to choose the color here and here. 64 00:06:59,744 --> 00:07:02,080 And this is the result. 65 00:07:02,400 --> 00:07:04,479 of the gradient. 66 00:07:04,482 --> 00:07:07,839 Okay, so the default, it's something like this. 67 00:07:07,842 --> 00:07:08,880 I'm going to invert it. 68 00:07:10,080 --> 00:07:13,439 And let's go to the material. 69 00:07:13,442 --> 00:07:14,160 Yeah, it's okay. 70 00:07:15,360 --> 00:07:20,639 And let's bring down the opacity to something like 50. 71 00:07:20,642 --> 00:07:22,799 I think it's better. 72 00:07:22,802 --> 00:07:24,320 We can make it darker. 73 00:07:26,160 --> 00:07:30,079 Okay, it's okay. 74 00:07:30,082 --> 00:07:36,800 The second color variation, it's like adding black mask. 75 00:07:37,360 --> 00:07:42,639 Okay, let's make it just color and I'm going for the red 76 00:07:42,642 --> 00:07:44,880 so we can understand what's happening. 77 00:07:45,440 --> 00:07:47,520 Let's add fill layer. 78 00:07:48,160 --> 00:07:52,159 In the fill layer, I'm going to load cloud. 79 00:07:52,162 --> 00:07:53,600 Okay, cloud number one. 80 00:07:54,480 --> 00:07:55,599 Yeah, I think it's okay. 81 00:07:55,602 --> 00:08:01,680 Okay, so let's change the balance. 82 00:08:01,824 --> 00:08:15,824 Give some random seed, disorder, yeah, and I'm going to create something like this. 83 00:08:17,024 --> 00:08:26,703 Let's decrease the opacity. Okay, so for the base color we have something 84 00:08:26,706 --> 00:08:39,984 like this, and with these two layers we convert the solid color to this. Okay, so for the third one 85 00:08:41,424 --> 00:08:47,584 I'm going to use curvature. 86 00:08:48,544 --> 00:08:54,464 Okay, the curvature inside the base color. 87 00:08:56,064 --> 00:09:00,464 So let's change the blending mode to something 88 00:09:01,712 --> 00:09:14,031 like overlay yeah and we can change the opacity to for example 20 or 30 so this 89 00:09:14,034 --> 00:09:23,952 is the base color that we have okay and let's go for the roughness variation so 90 00:09:24,112 --> 00:09:26,192 let's add roughness 91 00:09:28,592 --> 00:09:37,312 variation number one and we need roughness okay and let's increase the 92 00:09:38,192 --> 00:09:40,911 value to something like 0.9 93 00:09:40,914 --> 00:09:53,712 okay and let's add a black mask here and fill layer and i'm going to load 94 00:09:56,512 --> 00:10:00,349 cloud tree okay 95 00:10:00,350 --> 00:10:02,521 Subtitled by online-courses.club We compress knowledge for you! 96 00:10:02,522 --> 00:10:08,527 and let's bring up their contrast balance you can increase the tiling 97 00:10:08,530 --> 00:10:22,105 amount and decrease the opacity to something like 50 and yeah 98 00:10:22,108 --> 00:10:25,105 This is the result. 99 00:10:25,108 --> 00:10:27,105 We can... 100 00:10:27,108 --> 00:10:31,105 Okay, let's change it to something like Grunge. 101 00:10:31,108 --> 00:10:33,106 Okay. 102 00:10:36,106 --> 00:10:38,106 Yeah. 103 00:10:44,538 --> 00:10:47,578 Yes, maybe this one. 104 00:10:49,498 --> 00:10:53,737 Let's increase the balance, 105 00:10:53,740 --> 00:10:58,657 the contrast, and this is the result. 106 00:10:58,660 --> 00:11:02,817 Let's decrease the tiling amount. 107 00:11:02,820 --> 00:11:14,577 Okay, and we can bring down the opacity of the mask 108 00:11:14,580 --> 00:11:18,177 so we can control this mask here. 109 00:11:18,180 --> 00:11:22,257 So let's go for the next layer. 110 00:11:22,260 --> 00:11:28,497 I'm going to add two or three dirt layers 111 00:11:28,500 --> 00:11:31,857 for the base material. 112 00:11:31,860 --> 00:11:35,937 So let's add the first dirt. 113 00:11:35,940 --> 00:11:40,177 Okay, the first dirt is like add black mask, 114 00:11:40,180 --> 00:11:44,543 add generator, and add dirt generator. 115 00:11:44,546 --> 00:11:54,063 Okay, something like this, and we want to have roughness like 0.7, and the color 116 00:11:54,066 --> 00:12:04,864 should be dark gray. Okay, this is the dirt, and we can decrease the opacity. 117 00:12:05,424 --> 00:12:16,064 Okay, like this, to 65, and let's play with the ground amount, dirt level, okay, ground scale, 118 00:12:19,664 --> 00:12:30,783 and yeah, that's it. So this is the base dirt layer. Let's go for the dirt 119 00:12:30,786 --> 00:12:41,024 extra, and now we are going to keep the color and the roughness. The color should be 120 00:12:43,104 --> 00:12:58,503 something like dark brown, okay, and we can turn on the normal and change the 121 00:12:58,506 --> 00:13:09,343 blending mode and all channel to normal, so we can remove this flaker effect from 122 00:13:09,346 --> 00:13:18,944 the paint layer in a dirt. It's a good way to make difference. So for the roughness let's go for the 123 00:13:20,384 --> 00:13:29,824 85, so let's add black mask. In the black mask I'm going to add fill layer, 124 00:13:30,544 --> 00:13:34,944 and in here let's load something like a grunge concrete. 125 00:13:38,384 --> 00:13:42,704 Okay, which one is better? I think this one. Yeah. 126 00:13:43,232 --> 00:13:49,231 Yeah, it's so perfect, so perfect. And this is the result. Let's increase the 127 00:13:49,234 --> 00:13:56,352 tiling to 2, play with the balance and contrast here, like this. 128 00:13:57,712 --> 00:14:02,752 Okay, and bring down the opacity here to 80. 129 00:14:04,672 --> 00:14:09,552 Okay, and let's add another fill layer, something like 130 00:14:13,552 --> 00:14:15,712 yeah, this one, and 131 00:14:20,512 --> 00:14:27,072 make it multiply here. Okay, let's play with the balance, contrast. 132 00:14:28,752 --> 00:14:31,312 Yeah, we can increase the tiling to something like 2. 133 00:14:33,792 --> 00:14:37,311 Okay, like this. 134 00:14:37,314 --> 00:14:41,392 So, 135 00:14:41,616 --> 00:14:55,055 yeah, we can decrease the opacity of this layer too. Okay, there is a little 136 00:14:55,058 --> 00:15:03,455 difference, as you can see, it's so much better. So, this is the first dirt extra 137 00:15:03,458 --> 00:15:11,856 layer. Okay, we can decrease the opacity of the color, base color channel, from 100 to, 138 00:15:12,736 --> 00:15:22,735 for example, 70. Okay, that's it. And let's add another dirt 139 00:15:22,738 --> 00:15:40,176 extra 2. This is the extra one. Okay, and in here, let's keep color in red, roughness in something like 140 00:15:40,960 --> 00:15:58,399 0.95 and let's add black mask. I'm going to add fill layer and in here, let's load charcoal. 141 00:15:58,402 --> 00:16:07,200 Yeah. Okay, that's okay. Let's increase the tiling to 2. Okay, we can change the 142 00:16:08,160 --> 00:16:18,240 rotation to 90. Yeah, it's very good. It's very good. And we can press invert. That's it. 143 00:16:19,600 --> 00:16:30,479 And now we can decrease the opacity from 100 to 20. Okay, and this time we make 144 00:16:30,482 --> 00:16:39,360 a black detail. Okay, and that's it. 145 00:16:40,762 --> 00:16:47,761 So, this is the base for the material body. 146 00:16:47,764 --> 00:16:52,761 Okay, we can decrease the roughness. 147 00:16:52,764 --> 00:16:54,761 Yeah. 148 00:16:54,764 --> 00:16:57,761 Like this. 149 00:16:57,764 --> 00:17:01,761 And if we go to the base color, we have enough data. 150 00:17:01,764 --> 00:17:06,761 If we go to the roughness channel, we have very good data here. 151 00:17:06,764 --> 00:17:11,761 Okay, and this is just the beginning of the texturing process. 152 00:17:11,764 --> 00:17:14,761 So, we are good. 153 00:17:14,764 --> 00:17:17,761 Let's add a paint layer. 154 00:17:17,764 --> 00:17:20,761 I'm going to call it sharpen. 155 00:17:20,764 --> 00:17:24,761 Change the blending mode to pass through in all channels. 156 00:17:24,764 --> 00:17:27,761 And let's add filter. 157 00:17:27,764 --> 00:17:30,761 Sharpen. 158 00:17:30,764 --> 00:17:32,761 Okay. 159 00:17:32,764 --> 00:17:35,762 And... 160 00:17:36,602 --> 00:17:42,042 Yeah, let's decrease the sharpen intensity to something like 0.5. 161 00:17:43,562 --> 00:17:48,922 So we are good, and in the next video we are going to create 162 00:17:50,522 --> 00:17:57,322 the logic behind the rust and the peeling effect for this material. 14150

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