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These are the user uploaded subtitles that are being translated: 1 00:00:08,506 --> 00:00:16,685 Okay, let's start the project and before starting anything inside Clubs and Painter, after setting 2 00:00:16,688 --> 00:00:25,945 display option in display setting, we need to bake Mesh Maps. 3 00:00:25,948 --> 00:00:27,465 What is the Mesh Maps? 4 00:00:27,468 --> 00:00:35,325 If I want to give you one single sentence description, it's the baking process. 5 00:00:35,328 --> 00:00:41,845 It's a saving information from a 3D model to the texture file, okay? 6 00:00:41,848 --> 00:00:43,945 This is very simple. 7 00:00:43,948 --> 00:00:50,725 How Substance Painter can define for itself this is the top part of the model or this 8 00:00:50,728 --> 00:00:55,325 is the edge or even we have detail in here or not. 9 00:00:55,328 --> 00:01:00,945 With the Mesh Maps and baking process, we can save all the information related to the 3D 10 00:01:00,945 --> 00:01:03,167 Subtitled by online-courses.club We compress knowledge for you! 11 00:01:03,167 --> 00:01:08,086 we are going to use inside Substance Painter, we can save it in a texture file and 12 00:01:08,096 --> 00:01:18,135 that texture file is MeshMap. Okay, so this is a very simple definition of MeshMap. 13 00:01:18,138 --> 00:01:25,175 So let's go to the baking mode. Okay, this is the new mode that we have. There is 14 00:01:25,178 --> 00:01:31,655 some new window here and we are going to take over of the windows very fast and 15 00:01:31,658 --> 00:01:39,655 very simple and in each project when we need to define, for example, the baking 16 00:01:39,658 --> 00:01:44,495 technique or something like that, we are going to explain those techniques over 17 00:01:44,498 --> 00:01:49,175 there. But for now, for starting this project, we don't need anything, just 18 00:01:49,178 --> 00:01:53,775 simple setting and default setting inside Substance Painter. And in the most 19 00:01:53,778 --> 00:01:59,735 project, when you are in a beginner level, this is the final setting that you need. 20 00:01:59,738 --> 00:02:06,959 Okay, so we have the texture set list, we know that window, and we have MeshMap 21 00:02:06,962 --> 00:02:15,519 Baker's window. In this list, we are going to select the MeshMap that we want to have. Okay, 22 00:02:15,522 --> 00:02:25,119 so the default is okay for us, and we just need to select Bent Normals. It's optional if you have 23 00:02:25,122 --> 00:02:30,479 some problem during the baking, you can come over here and turn off Bent Normal, but please be 24 00:02:30,482 --> 00:02:37,119 enabled that, because it's going to help us to activate an option inside Shader that it could 25 00:02:37,122 --> 00:02:44,399 help us to have better display inside Substance Painter. So in this MeshMap Baker's, we just need 26 00:02:44,402 --> 00:02:52,399 to set some setting in Common Settings. Okay, so whenever you select something inside MeshMap Baker's, 27 00:02:52,402 --> 00:03:03,440 you can see the setting here, it's changed. Okay, so the Common Setting, we can define the output size, 28 00:03:04,160 --> 00:03:05,360 okay, for example, 1k. 29 00:03:06,160 --> 00:03:12,879 we are going to increase it to 2k or 4k, it depends on the final texture export that we want, 30 00:03:12,882 --> 00:03:19,040 and we are going to export the texture from this project in 4k version. So it's better to have 31 00:03:19,680 --> 00:03:28,880 the maximum size of export in here in output size, okay. So leave this option as default, 32 00:03:29,760 --> 00:03:35,199 and if you have a high poly version, we are going to explain that in the future, 33 00:03:35,202 --> 00:03:43,279 don't worry about that, and let's explain you something here. When you have a 3d model with 34 00:03:43,282 --> 00:03:50,879 very, very, very high detail and dense topology, I mean, for example, maybe you have some model 35 00:03:50,882 --> 00:04:00,479 with 20 millions vertices, okay, you will not be able to use that model inside, for example, 36 00:04:00,482 --> 00:04:05,040 in a game engine, okay. So you need to create a low poly 37 00:04:05,392 --> 00:04:11,711 and lighter version in the vertices amount, okay? But in this way you are going to lose every detail 38 00:04:11,714 --> 00:04:19,951 on the model. So there is one magical step that you can transfer all the data from that high 39 00:04:19,954 --> 00:04:27,791 poly version to the lighter version of that model. So in this way we are going to bake the high poly 40 00:04:27,794 --> 00:04:34,991 version into low poly version and transfer all the data from the model to the material, okay? 41 00:04:34,994 --> 00:04:42,431 And we are going to do that in the projects but for here we just need to bake the data from 42 00:04:42,434 --> 00:04:49,391 low poly version as we can see to the low poly version into the texture, okay? So in this scenario 43 00:04:49,394 --> 00:04:57,391 we need to enable use low poly mesh as high poly mesh and if you don't enable this and don't upload 44 00:04:57,394 --> 00:05:03,952 anything here in the high poly definition section the Substance Painter as a default option 45 00:05:04,144 --> 00:05:10,383 it's going to enable that and consider the low poly mesh as a high poly mesh that's it and in 46 00:05:10,386 --> 00:05:17,423 this scenario when we have just one single object or model we don't need to define the cage and we 47 00:05:17,426 --> 00:05:23,343 are going to explain the cage and all the data related to the bake professional bake in Substance 48 00:05:23,346 --> 00:05:31,824 Painter in that project that we are going to bake okay so we need to change the anti-aliasing 49 00:05:32,384 --> 00:05:41,344 setting to 64 okay and that's it we just need to select the common setting 50 00:05:42,384 --> 00:05:50,144 change output size to 4k or 2k and change anti-aliasing to 64 and just enable bench normal 51 00:05:50,784 --> 00:06:00,463 and now we can just press on bake selected texture and boom everything is bake and we can see what's 52 00:06:00,466 --> 00:06:03,584 happening the navigation in this window is like 53 00:06:03,776 --> 00:06:10,495 navigation in 3D viewport of the Substance Painter. So let's wait and after baking we are going to 54 00:06:10,498 --> 00:06:17,295 continue our way. Okay now all the mesh maps are baked and we can continue our process in 55 00:06:17,298 --> 00:06:26,576 painting mode. So for checking the mesh maps on the model and we can even use the 2D view 56 00:06:27,536 --> 00:06:34,816 for checking this part we can press B on the keyboard or just use this list and start 57 00:06:35,936 --> 00:06:42,575 in mesh maps section. So this is the normal. The normal channel as I told you before in a field 58 00:06:42,578 --> 00:06:51,776 layer it's like a playground for creating details and play with the details but in a fake site. 59 00:06:52,336 --> 00:07:00,735 Okay we are not adding real geometry inside this channel. We just play with the light 60 00:07:00,738 --> 00:07:03,376 and the direction of the light reflect. 61 00:07:04,032 --> 00:07:11,712 and bounces to create illusion, to create fake detail. Okay, so when you 62 00:07:12,912 --> 00:07:19,391 bake high poly model to the low poly model and transfer all the data from high poly geometry 63 00:07:19,394 --> 00:07:27,472 model to the low poly, actually you translate the data from the model to the normal channel. 64 00:07:28,112 --> 00:07:33,872 So it's a very important channel when we are creating or transferring data and detail. 65 00:07:35,472 --> 00:07:43,471 That's it. So this is the normal channel and because we have just single model and this 66 00:07:43,474 --> 00:07:50,751 model it doesn't have any high poly detail on it, so the channel itself is just pure purple. 67 00:07:50,754 --> 00:07:58,111 Okay, and let's go to the next one, the world space normal. It's going to calculate the position 68 00:07:58,114 --> 00:08:01,872 of the model in the world space. So, in this way... 69 00:08:02,112 --> 00:08:09,392 Substance Painter can understand what is the coordinate of the model in the world of the 3D. 70 00:08:10,032 --> 00:08:18,272 So, let's go for the next one. The ID mask or ID color. It's very useful for creating 71 00:08:19,472 --> 00:08:27,311 and using in a complex geometry because with this ID we can create mask very fast, very easy, 72 00:08:27,314 --> 00:08:33,871 but in this project we don't need that. So, we can skip this part. Okay, now let's talk about 73 00:08:33,874 --> 00:08:42,191 the ambient occlusion. Ambient occlusion in mesh maps can give us the detail on the edges and in 74 00:08:42,194 --> 00:08:51,711 the concave area and it's very important map during when we are texturing in Substance Painter 75 00:08:51,714 --> 00:08:57,151 and when we are baking the details or the mesh maps because with ambient occlusion 76 00:08:57,154 --> 00:09:01,615 we can pop up our detail and make it the realistic one. 77 00:09:01,618 --> 00:09:15,375 Okay, so whenever you came over to the Ambient Occlusion and you see the black area, don't worry, it's not a bug or issue 78 00:09:15,378 --> 00:09:26,736 because Ambient Occlusion is actually a soft shadow channel and it's going to be calculated similar to overcast lighting from the sky on a white surface. 79 00:09:26,816 --> 00:09:37,855 So this is the reason that we have shadow in the surface. So it's going to be an issue when you see, for example, the shadow in here 80 00:09:37,858 --> 00:09:43,455 and there is no intersection with other subject or other object in the scene. 81 00:09:43,458 --> 00:09:51,055 Okay, so in this way you can figure out there is something wrong inside the model or inside the UV. 82 00:09:51,058 --> 00:09:56,575 But in here, everything is okay. Now we can continue to the next channel. 83 00:09:56,578 --> 00:10:00,660 Okay, let's go for the curvature. Curvature is a map. 84 00:10:00,662 --> 00:10:03,001 Subtitled by online-courses.club We compress knowledge for you! 85 00:10:03,002 --> 00:10:04,687 that it's going to define for Substance Painter, 86 00:10:04,690 --> 00:10:08,847 okay, this area is edge or this area is surface. 87 00:10:08,850 --> 00:10:13,247 So, with this map we can define the edge of the model. 88 00:10:13,250 --> 00:10:18,447 Let's go for the next one, the position. It's very important 89 00:10:18,450 --> 00:10:21,647 map and channel in the mesh maps because with this 90 00:10:21,650 --> 00:10:25,967 position we can understand and actually the Substance Painter 91 00:10:25,970 --> 00:10:29,087 can understand what is the front, back, top, 92 00:10:29,090 --> 00:10:33,647 left and the sides of the model. So, we can use it 93 00:10:33,650 --> 00:10:39,888 in the masking and texture generation. Okay, so 94 00:10:40,448 --> 00:10:47,647 the next one is thickness. Thickness shows the thickness of the 3d model. 95 00:10:47,650 --> 00:10:52,527 Actually, when you see the white surface in the thickness it 96 00:10:52,530 --> 00:10:56,127 means you have a lot of thickness inside your 97 00:10:56,130 --> 00:11:00,607 model and when you see the dark area in the 98 00:11:00,610 --> 00:11:01,375 thickness 99 00:11:01,378 --> 00:11:07,375 you can understand there is some close surface together and the thickness is less than the white 100 00:11:07,378 --> 00:11:13,695 surface. So let's go for the next one height is a displacement and because we don't have 101 00:11:13,698 --> 00:11:22,575 any high poly model we can skip this channel and the bent normal is like if you combine the ambient 102 00:11:22,578 --> 00:11:29,215 occlusion and the normal channel together you will get bent normal and in this way we can increase 103 00:11:29,218 --> 00:11:34,655 the quality of the visual in the viewport with the bent normal option in the shader setting and 104 00:11:34,658 --> 00:11:39,695 we are going to enable it right now. So this is all the data that we need to know about the 105 00:11:39,698 --> 00:11:48,655 mesh maps to start our process. Let's enable the bent normal in the shader setting okay and as you 106 00:11:48,658 --> 00:11:57,775 can see the light calculation it's very very better compared to disabled version okay. So let's go for 107 00:11:57,778 --> 00:12:01,136 creating the first layer and starting our process. 108 00:12:01,344 --> 00:12:08,303 Okay, now I start with the first field layer. I'm going to create a field layer and call it 109 00:12:08,306 --> 00:12:18,864 base layer and in this layer I'm going to use a dark gray, almost dark gray, in a base color 110 00:12:19,584 --> 00:12:26,384 and I'm going to bring up the metallic to one. Okay, and let's decrease the roughness 111 00:12:27,104 --> 00:12:34,783 and now let's talk about a new concept inside Substance Painter. So in the field layer we can 112 00:12:34,786 --> 00:12:45,104 right click and we can use, for example, filter, level, field layer, paint layer or generator. 113 00:12:45,984 --> 00:12:53,103 So we can add some sub layer to the main layer that we have in the selection. Okay, 114 00:12:53,106 --> 00:13:00,784 I'm going to use a filter for this layer. So when you add something 115 00:13:02,912 --> 00:13:12,272 to the layer, it's going to affect on just this layer. It means when you use some filter 116 00:13:13,152 --> 00:13:22,592 in here and load some filter, the effect is for the base layer. And the order of the layers section 117 00:13:23,232 --> 00:13:33,631 it's like from down to top. And exactly we have the same order here in the sub- layer. It means 118 00:13:33,634 --> 00:13:43,471 when you have some sub-layer, the top layer is the high priority for showing the viewport and 119 00:13:43,474 --> 00:13:50,591 showing the data. So this is the layer order that we have in the layer section and sub-layers. 120 00:13:50,594 --> 00:13:56,992 And now I have a filter for the base layer. Now we can load a filter in properties. 121 00:13:57,712 --> 00:14:00,832 We can choose filter from this list. 122 00:14:01,232 --> 00:14:08,512 or we can go to the asset library as you can see and we can go to the filter in here 123 00:14:10,112 --> 00:14:19,471 and use whatever we want. For example, I can see these filter are related to the metallic 124 00:14:19,474 --> 00:14:28,272 options and yeah for example matte finish brush linear is a good filter and let's use this one. 125 00:14:29,232 --> 00:14:38,911 So I'm going to click and drag it in here. I can release it in the filter or I can use the search 126 00:14:38,914 --> 00:14:46,272 and for example search linear and use it in this way or even I can remove the filter itself 127 00:14:46,832 --> 00:14:53,551 and just click and drag the filter on layer icon here and as you can see it's automatically 128 00:14:53,554 --> 00:15:00,832 create filter sub-layer and apply brush linear to the filter section. So let's close the asset library. 129 00:15:01,376 --> 00:15:14,015 and we can see the effect is on the layer and we can control the filter should affect on which 130 00:15:14,018 --> 00:15:20,655 channel. For example, I just need to have color but it's not affected on the color. Okay, so let's 131 00:15:20,658 --> 00:15:28,176 go for the height. It's not affected for the height. Roughness? Yeah. Maybe. Metallic? No. 132 00:15:29,136 --> 00:15:39,935 And normal. So the brush linear filter just affect on the normal channel and we can control 133 00:15:39,938 --> 00:15:49,296 the effect of the filter when we go to the normal channel and we can play with the opacity 134 00:15:50,016 --> 00:15:57,856 in the normal section. But each filter comes with several parameters. For example, in here 135 00:15:58,176 --> 00:16:00,447 I have a brush intensity. 136 00:16:00,450 --> 00:16:09,808 So it means if I decrease the value, it's going to give me a nice and clean result. 137 00:16:11,408 --> 00:16:20,847 And we can play with the rotation. For example, let's rotate it 90 degrees like this. Okay, and 138 00:16:20,850 --> 00:16:31,967 let's play with the scale. And that's it. But I want to keep the filter on this section, just this 139 00:16:31,970 --> 00:16:41,008 section. So how we can do that? We can create another fill layer and I'm going to call it brush 140 00:16:41,968 --> 00:16:51,648 linear. And just move this filter to the brush linear layer and let's turn up all the layers. 141 00:16:52,928 --> 00:16:56,288 Okay, and now I'm going to add a black mask. 142 00:16:56,432 --> 00:17:02,992 So whenever we want to control something, we need to use mask. Okay, so let's add black mask. 143 00:17:03,792 --> 00:17:12,592 That's it. And now I'm going to use paint layer. And with the paint layer, I can go to the 144 00:17:13,152 --> 00:17:21,951 polygon field and use UV chunk and select this area. Okay, we can go to the mask. 145 00:17:21,954 --> 00:17:27,952 And boom, everything is okay. 146 00:17:30,592 --> 00:17:38,511 So we are ready to go and continue our process. Let's go back to the base color channel and let's 147 00:17:38,514 --> 00:17:46,351 go back to the base layer. And I'm going to increase the roughness value and boom, this is better. 148 00:17:46,354 --> 00:17:55,312 Okay, but I want to use another filter in the base layer. For example, I'm going to add a filter 149 00:17:56,640 --> 00:18:05,440 and load another matte finish filter. For example, we can use 150 00:18:07,840 --> 00:18:18,959 matte finish rough. Yeah, it gives us a very perfect result for the metal. And let's play 151 00:18:18,962 --> 00:18:29,760 with the scale grunge, brush intensity, brush warping, okay, scale, and we can play with the 152 00:18:30,720 --> 00:18:39,599 random seed, as you can see. And let's keep the normal channel, just normal channel. Okay, 153 00:18:39,602 --> 00:18:48,079 that's enough. But we have matte finish rough for the base layer and we have brush linear 154 00:18:48,082 --> 00:18:56,080 for the brush linear layer. But there is some mixing effect on this area. 155 00:18:56,794 --> 00:19:02,913 What if I want just have brush linear inside this area? How we can provide this 156 00:19:02,916 --> 00:19:09,473 kind of effect? We need to go to the normal channel and change the blending 157 00:19:09,476 --> 00:19:16,913 mode from normal detail blending or normal map combine to the normal itself 158 00:19:16,916 --> 00:19:26,753 and boom! There is no sign from the down layer. So in this way we can control 159 00:19:26,756 --> 00:19:33,473 the data with the blending mode. Please do the task and be familiar with 160 00:19:33,476 --> 00:19:38,873 the blending mode because we are going to explain each blending mode that we 161 00:19:38,876 --> 00:19:43,993 are going to use and after a while you can understand the basic concept and 162 00:19:43,996 --> 00:19:50,233 using of the blending mode. But when you study the blending mode itself and you 163 00:19:50,236 --> 00:19:55,487 just increase your knowledge about that you can do so many creative things 164 00:19:55,490 --> 00:20:00,367 inside Substance Painter and actually it's a common knowledge. It means if you learn 165 00:20:00,370 --> 00:20:07,247 blending modes you can use it in Photoshop, in Substance Designer or any other program that 166 00:20:07,250 --> 00:20:14,688 you are going to work on a shader, texture and this kind of stuff. So it's okay for now 167 00:20:15,888 --> 00:20:24,047 and we just understand we have some filter and matte finish it's going to help us to create 168 00:20:24,050 --> 00:20:30,447 some surface detail. Okay so we are going to use this kind of filter a lot inside Substance Painter 169 00:20:30,450 --> 00:20:39,087 and we have so many filters here and we are going to use them. Don't worry. Okay so let's go back to 170 00:20:39,090 --> 00:20:50,127 the base color channel and let's add some variation for the roughness. Okay so I'm going to create 171 00:20:50,130 --> 00:20:54,688 roughness variation number one. I'm going to 172 00:20:55,616 --> 00:21:01,615 recreate the effect of the water dripping and stain effect. 173 00:21:01,618 --> 00:21:09,456 Okay, so let's add black mask and let's load a fill layer here. 174 00:21:10,176 --> 00:21:15,216 So in the fill layer I'm going to use grayscale and just search leak. 175 00:21:16,976 --> 00:21:23,695 Okay, now we can use for example this one, grunge leak large. 176 00:21:23,698 --> 00:21:29,376 Okay, that's okay. Let's increase the tiling for example to three. 177 00:21:31,136 --> 00:21:35,056 Okay, maybe we should increase the tiling to something like six. 178 00:21:36,816 --> 00:21:40,496 Okay, and we can play with the contrast and balance. 179 00:21:43,216 --> 00:21:49,375 And we can change the projection for example to triplanar and decrease the tiling. 180 00:21:49,378 --> 00:21:55,551 Okay, and we can place the box and fix the tiling. 181 00:21:55,554 --> 00:22:04,272 the map where we want. But I'm okay with the UV projection and let's check another grunge. 182 00:22:06,272 --> 00:22:16,191 Okay, for example grunge is small. Let's change the rotation to 90. Okay, it's good. It's very good. 183 00:22:16,194 --> 00:22:28,271 But let's change the rotation to 270. And yeah, it's perfect right now. The tiling could be on two, 184 00:22:28,274 --> 00:22:37,152 for example. Yeah, that's it. Let's go back to the layer itself. I'm going to keep color, 185 00:22:38,112 --> 00:22:47,711 roughness. That's it. For the color, maybe white amount is good for this layer. And for the roughness, 186 00:22:47,714 --> 00:22:54,032 let's increase the value, for example, to 75. Now we can see the effect. 187 00:22:54,304 --> 00:23:03,344 But it's too strong. Please remember that for surface detail, we need to create so many details. 188 00:23:03,984 --> 00:23:15,583 And we just, we must or we should just pop up the main detail. And if we want to have so many 189 00:23:15,586 --> 00:23:22,784 strong details on the surface, our material is too complex for reading. And it's not good 190 00:23:23,504 --> 00:23:32,863 in the visual way. We have complex material with complex data. And the user, when it sees 191 00:23:32,866 --> 00:23:40,703 the material and the surface, he or she cannot understand what's happening. But when you control 192 00:23:40,706 --> 00:23:50,303 the surface detail and keep all of them very low, very slightly, and just pop up one or two details 193 00:23:50,306 --> 00:23:51,744 to tell a story... 194 00:23:51,952 --> 00:24:01,231 In this way you can convey your story to the viewer or anyone who sees your work and material. 195 00:24:01,234 --> 00:24:05,231 So, let's go back to the fill layer. 196 00:24:05,234 --> 00:24:09,951 Now we have a balance and we can play with the balance. 197 00:24:09,954 --> 00:24:12,271 Okay, yeah, it's so perfect. 198 00:24:12,274 --> 00:24:17,151 And now I can play with the opacity for the base color. 199 00:24:17,154 --> 00:24:21,552 Let's decrease them to, for example, 10. 200 00:24:21,712 --> 00:24:23,311 Let's go back to the layer. 201 00:24:23,314 --> 00:24:24,672 Let's play with the roughness too. 202 00:24:25,232 --> 00:24:28,272 I think 0.5 is good. 203 00:24:29,792 --> 00:24:30,292 Yeah. 204 00:24:31,552 --> 00:24:34,352 Okay, I'm going to add another roughness variation. 205 00:24:36,672 --> 00:24:38,671 And let's add a black mask. 206 00:24:38,674 --> 00:24:42,192 And again, I'm going to add a fill layer in the mask. 207 00:24:43,072 --> 00:24:49,312 And let's load another fill layer. 208 00:24:51,392 --> 00:25:01,392 uh like grunge stains leaky okay and let's bring up the tiling to five for example 209 00:25:02,672 --> 00:25:10,112 like this or maybe it's too much for this one let's try three yeah i think it's very better 210 00:25:11,952 --> 00:25:19,311 okay let's go back to the layer itself i'm going to keep color and roughness and for the roughness 211 00:25:19,314 --> 00:25:29,552 we can increase it to something like 0.7 and give a dark gray color 212 00:25:31,312 --> 00:25:40,431 so it's good but i want to create some variation so i'm going to add a paint layer here 213 00:25:40,434 --> 00:25:48,592 and change the blending mode to subtract it means when we paint any white 214 00:25:48,784 --> 00:25:58,063 value inside this paint layer with the paint tool we can remove the grunge data because we are going 215 00:25:58,066 --> 00:26:07,583 to subtract okay so let's go back to the brush and let's test yeah it's work it's work and we can do 216 00:26:07,586 --> 00:26:17,343 that okay so we can go to the mask by holding alt and click on the mask we can go to the mask mode 217 00:26:17,346 --> 00:26:26,624 for this layer and let's go to the library and search dirt and i'm going to use dirt brush 218 00:26:27,904 --> 00:26:37,984 and let's go here and remove some detail from the mask okay we can increase the brush size 219 00:26:39,584 --> 00:26:45,824 and remove this detail we can go back to the material mode with pressing m on the keyboard 220 00:26:47,034 --> 00:26:52,373 I think the lighting condition, it's not good. 221 00:26:52,376 --> 00:26:54,313 Let's go and change it. 222 00:26:54,316 --> 00:26:58,713 I'm going to the display setting, environment map. 223 00:26:58,716 --> 00:27:01,233 Let's load, for example, this one. 224 00:27:01,236 --> 00:27:03,473 Yeah, it's better. 225 00:27:03,476 --> 00:27:04,833 Let's load another one. 226 00:27:04,836 --> 00:27:07,554 No, it's not good. 227 00:27:07,754 --> 00:27:11,753 I think it's much better. 228 00:27:11,756 --> 00:27:14,713 Let's test this one. 229 00:27:14,716 --> 00:27:16,913 Yeah, I think this one is better. 230 00:27:16,916 --> 00:27:20,193 We can see the detail on the surface. 231 00:27:20,196 --> 00:27:24,794 Let's keep that and we can bring down the opacity. 232 00:27:26,394 --> 00:27:32,873 Let's remove some detail from the surface like this, 233 00:27:32,876 --> 00:27:41,074 to create a unique detail and shape for our layer. 234 00:27:41,474 --> 00:27:45,296 That's enough. I'm okay with that. 235 00:27:46,016 --> 00:27:51,376 And let's create a fill layer, another fill layer, and I'm going to call it Color 236 00:27:54,016 --> 00:28:01,935 Variation. The purpose of the color variation is to create some variation in the color, 237 00:28:01,938 --> 00:28:09,775 but we can use other data in other channels. But the main point is to create variation in the color. 238 00:28:09,778 --> 00:28:16,976 We can continue our process in the next video, and see you in the next video. 26613

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