All language subtitles for 10_Introduction_FirstProject_ModelPreprationaAndUVTips.ENGlish

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian Download
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranî)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
fa Persian
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:08,346 --> 00:00:14,965 Okay, let's start our first project. The main goal in this project is to warm up 2 00:00:14,968 --> 00:00:20,925 in Substance Painter and practice all the things that we learned until now and 3 00:00:20,928 --> 00:00:27,285 we are going to learn so many things inside this project. So this is a very 4 00:00:27,288 --> 00:00:34,805 simple and easy task to do in Substance Painter and we have this pot. This is the 5 00:00:34,808 --> 00:00:42,605 steel pot and we can export it from our 3D modeling software. For example in here 6 00:00:42,608 --> 00:00:48,125 I'm using 3ds Max so I can export it with FBX format and import it to 7 00:00:48,128 --> 00:00:52,725 Substance Painter and work on it. But before doing this step we need to 8 00:00:52,728 --> 00:00:59,005 prepare our model for Substance Painter. The first one, the first step is check 9 00:00:59,008 --> 00:01:02,984 your topology. We need to check the topology and avoid any NGON on the 10 00:01:02,986 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 11 00:01:05,846 --> 00:01:08,319 topology. We should have just 12 00:01:08,322 --> 00:01:17,440 polygon and triangle. Okay, so the second step is check your surface normal and you should avoid 13 00:01:18,000 --> 00:01:25,919 from this kind of effect on the surface. So how we can solve this problem? We can use 14 00:01:25,922 --> 00:01:32,799 weighted normal modifier or a smooth modifier inside 3ds max. You can also search for your 15 00:01:32,802 --> 00:01:40,079 software, for example, what is the modifier which act like this, a modifier weighted normal or a 16 00:01:40,082 --> 00:01:48,800 smooth. So I'm going to use weighted normals and it's going to solve our issue. As you can see 17 00:01:49,600 --> 00:01:57,279 it's okay. I'm going to convert it to editable poly and the third step is to make sure our model 18 00:01:57,282 --> 00:02:07,280 set on 0, 0, 0 coordinates. So these are three simple steps that we should and we consider. 19 00:02:07,904 --> 00:02:15,023 inside our 3D modeling software. And let's talk about the UV because it's very important 20 00:02:15,026 --> 00:02:21,264 and I'm going to explain about UV inside another software which is called 21 00:02:22,224 --> 00:02:28,784 RizomLab, the perfect solution for UV unwrapping. And you can follow the structure 22 00:02:29,664 --> 00:02:36,543 inside your 3D modeling software, for example 3ds Max or Blender, nothing too fancy. We are just 23 00:02:36,546 --> 00:02:43,344 talking about the best and ideal situation that we should consider for the UV unwrapping. 24 00:02:44,064 --> 00:02:49,024 So let's go for the RizomLab and talk about the UV. Okay now I'm going to select my model, 25 00:02:49,584 --> 00:02:56,784 go to file, export, export selected, save, and in the export dialog window you are going to 26 00:02:57,424 --> 00:03:04,223 check just smoothing group and turn off all the features that we have here and just press okay. 27 00:03:04,226 --> 00:03:07,168 Yeah let's go for the checking. 28 00:03:08,168 --> 00:03:23,167 Okay now it's time to talk about the unwrap and in unwrapping phase you need to consider a lot of things but in here we are not going to cover all the details and how we can unwrap any model. 29 00:03:23,170 --> 00:03:32,167 We just need to know some tips about how to pack and how to organize our UV islands inside the UV space. 30 00:03:32,170 --> 00:03:37,167 And after that we go on the Substance Painter and start our texturing process. 31 00:03:37,170 --> 00:03:55,167 So the first thing is we have a 0-1 UV space as you can see and the main goal of unwrapping is to create a 2D translate of 3D model. 32 00:03:55,170 --> 00:04:01,167 So this is the 3D model and we are going to create some textures for that. 33 00:04:01,170 --> 00:04:06,168 So how we can apply our textures on the 3D model? 34 00:04:06,384 --> 00:04:11,343 With UV we can do that, okay? 35 00:04:11,346 --> 00:04:19,183 So this is a translate from a 3D model inside the 2D world, okay? 36 00:04:19,186 --> 00:04:30,403 And now we need to consider some factors when we are unwrapping and we are creating a translate 37 00:04:30,406 --> 00:04:38,703 to have a better translate and make sure everything is all right in texturing process, okay? 38 00:04:38,706 --> 00:04:50,483 So the first thing is try to have clean and straight UV island as much as possible, okay? 39 00:04:50,486 --> 00:04:59,423 So when you, for example, create unwrap from this section, okay? 40 00:04:59,426 --> 00:05:05,964 You have this kind of UV island and it's better to use straight tools. 41 00:05:06,592 --> 00:05:15,072 and make a perfect straight line because when you're in texturing part it could help you a lot. 42 00:05:17,232 --> 00:05:28,351 Okay, so this is the first thing that we should consider and the main goal in UV packing 43 00:05:28,354 --> 00:05:38,831 and the packing it means we are going to make arrangement of the location of the UV island. 44 00:05:38,834 --> 00:05:49,711 Okay, the main goal in UV packing is to fill up all the space in UV space and if we have 45 00:05:49,714 --> 00:05:58,992 something like this, this is the warning. But it's okay for this project because our asset is so small 46 00:05:59,712 --> 00:06:05,312 and we are not in a project actually, we don't have any 47 00:06:05,744 --> 00:06:13,823 and limitation on texture size or anything else and we can do this kind of packing it's okay for us 48 00:06:13,826 --> 00:06:26,304 but we can fill up the space with just breaking this big uvi land to a smaller part okay like this 49 00:06:28,224 --> 00:06:34,944 yeah this is the better version but the main problem is when you are breaking up 50 00:06:36,304 --> 00:06:45,583 the uvi land you are just creating a seam and the seam inside texturing it means 51 00:06:45,586 --> 00:06:53,264 you are going to disconnect the texture that you are using here from here and it's not a good 52 00:06:53,984 --> 00:07:01,263 okay so let's create a new project inside substance painter so for doing that we can go to file 53 00:07:01,266 --> 00:07:05,375 and use new okay 54 00:07:05,378 --> 00:07:12,655 and in here we can select a template that we are going to use inside Substance Painter 55 00:07:12,658 --> 00:07:22,255 and 99% we use ASM or Adobe Standard Material as a default template 56 00:07:22,258 --> 00:07:29,295 but when you want to for example export the texture at the end for example blender 57 00:07:29,298 --> 00:07:36,015 you can use blender template or for example if you are going to export to Unreal Engine 58 00:07:36,018 --> 00:07:44,896 you can use Unreal Engine template but we are going to use ASM PBR metallic roughness 59 00:07:45,616 --> 00:07:54,575 for 99% of the project and you can export for any software at the end when you want to export 60 00:07:54,578 --> 00:08:01,136 the textures okay so this is the template I'm going to select PBR metallic roughness 61 00:08:01,936 --> 00:08:04,896 and in here we can load our 3D 62 00:08:05,136 --> 00:08:13,536 model. Okay so let's go press on select and I just need to select my FBX file and press on open. 63 00:08:14,256 --> 00:08:23,376 So this is the path that 3D model is loading from and that's it. So we have a section 64 00:08:23,936 --> 00:08:32,575 which is called project setting. We can set a document resolution for texture set in beginning 65 00:08:32,578 --> 00:08:40,975 of the project. For example I'm starting with 1K but don't worry you can change this option any 66 00:08:40,978 --> 00:08:49,135 time that you want during the project or even at the end when you decide to export. Okay so 67 00:08:49,138 --> 00:08:58,735 the other matter that's very important is normal map format. I suggest you strongly suggest you 68 00:08:58,738 --> 00:09:01,376 to use DirectX as a default. 69 00:09:01,856 --> 00:09:09,815 And if you are using a specific template, for example you're using Blender, the 70 00:09:09,818 --> 00:09:16,975 setting is going to be changed depending on the template. Okay, so don't worry 71 00:09:16,978 --> 00:09:23,175 about that, but I strongly suggest you to use DirectX inside Substance Painter 72 00:09:23,178 --> 00:09:29,375 and whenever you want to export the texture from Substance Painter you can 73 00:09:29,378 --> 00:09:35,615 change the normal format very easy. It's not a big deal at all. Okay, let's go for 74 00:09:35,618 --> 00:09:43,775 the UV tile. If I want to explain the UV tile for you, for this model we put all 75 00:09:43,778 --> 00:09:53,295 the UV island on one UV space, right? And we explain that if we have a complex 76 00:09:53,298 --> 00:10:01,084 model, for example for a bitmap, we have three different texture sets. Okay, so 77 00:10:01,086 --> 00:10:03,129 Subtitled by online-courses.club We compress knowledge for you! 78 00:10:03,130 --> 00:10:12,463 each texture set has different UV island. Okay, the texture set and separate UV 79 00:10:12,466 --> 00:10:20,503 island and UV space, it's an old-fashioned way to texture in Substance Painter. Okay, 80 00:10:20,506 --> 00:10:30,943 in modern workflow you can put all the UV space beside each other and use 81 00:10:30,946 --> 00:10:40,783 UDIMs inside Substance Painter with UV tile workflow and you can paint on all 82 00:10:40,786 --> 00:10:51,383 UV island and all UV spaces inside one texture set and you can manage your work 83 00:10:51,386 --> 00:10:58,703 very easy and fast and work on big and high-quality assets in Substance Painter. 84 00:10:58,706 --> 00:11:00,944 So, this is not... 85 00:11:01,008 --> 00:11:05,887 ...our feature right now. We are not going to use that. It's okay, we can skip that. 86 00:11:05,890 --> 00:11:11,407 But I want to give you an idea what is the UV type. 87 00:11:11,410 --> 00:11:17,967 And maybe in one project we decide to use that. I don't know. 88 00:11:17,970 --> 00:11:23,567 Let's go for the project and we can decide over there. 89 00:11:23,570 --> 00:11:26,847 And let's go for the import settings. 90 00:11:26,850 --> 00:11:34,207 For the import settings, we don't have any camera inside our fix file, so we just skip that. 91 00:11:34,210 --> 00:11:39,247 The next option in the new project window is Auto Unwrap. 92 00:11:39,250 --> 00:11:47,087 It's very powerful and we are going to use that when we don't have any UV and unwrap for our model. 93 00:11:47,090 --> 00:11:50,927 But for this model, we have UV, so we can skip that. 94 00:11:50,930 --> 00:11:54,927 And the rest of the options here, they are not useful for us. 95 00:11:54,930 --> 00:11:58,751 So, I'm going to press OK and open. 96 00:11:58,754 --> 00:12:06,991 the new project in Substance Painter. Okay, now it's time to set the setting for display and the 97 00:12:06,994 --> 00:12:14,751 viewport. So, for the first setting I'm going to display setting and change environment map to 98 00:12:14,754 --> 00:12:24,511 something like Tomoko's Studio. Okay, and let's increase the exposure to 1 and we can play with 99 00:12:24,514 --> 00:12:30,592 the environment opacity. Let's go for the Tune Mapping function and change it to ACES. 100 00:12:31,632 --> 00:12:43,472 And now I'm going to change the focal length to something like 60. Okay, let's increase the opacity 101 00:12:46,672 --> 00:12:50,191 and now I have a very good and clean viewport. 102 00:12:50,194 --> 00:12:52,432 Okay, so 103 00:12:53,920 --> 00:13:00,919 We have one texture set, as you can see, the size is 1K, we can increase it to 2K. 104 00:13:00,922 --> 00:13:09,919 And let's go for the texture set setting. We have base color, height, roughness, metallic, and normal. 105 00:13:09,922 --> 00:13:15,920 And now I want to add ambient occlusion channel. 106 00:13:16,920 --> 00:13:21,919 And we don't have any mesh maps, and I'm going to explain you what is the mesh maps, 107 00:13:21,922 --> 00:13:26,919 and what is the purpose to have mesh maps inside Substance Painter. 108 00:13:26,922 --> 00:13:32,919 We just did the setting related to display, and it's okay for now. 109 00:13:32,922 --> 00:13:40,919 And let's go for the shader. In the shader setting, there is nothing that I want to enable right now. 110 00:13:40,922 --> 00:13:46,919 The default setting is okay, and yeah. 111 00:13:46,922 --> 00:13:51,920 Let's go for the mesh maps and explain what is the mesh maps exactly. 12503

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.