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Okay, let's continue our way with the color variation number one. For the color variation
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number one, I just need to have color and roughness. Okay? And the roughness value,
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it's like 0.7 for starting. And the color, I want to have dark brown like this. And let's
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decrease the opacity. Okay. And maybe the roughness should be on 0.5. And if I turn
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up the roughness, let's keep the roughness and go to the roughness channel. Because without
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roughness, it's good. I like it. But I want to create some variation in the roughness too. So
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let's keep the roughness, but
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I'm going to decrease the opacity for the color variation roughness channel to something like 20.
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So this is the version with the roughness and this is the version without roughness,
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so it's better. Let's add a black mask and in the black mask we are going to use
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another technique that's very useful and I'm going to add a fill layer. In the fill layer
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let's load a grunge. For example grunge brush is good, concrete burnt is good. Yeah, this one is
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better and let's increase the contrast and the balance. Okay, let's invert the mask to see what
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we have. Increase the timing to two.
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Yeah, I'm okay with that, but it's not a suitable way to have a grunge for this kind of filter
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in all around the model. So we need to limit the grunge and how we can do that.
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Let's add a paint layer, but not in top. We need to bring it down. Okay. And change the
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blending mode of the grunge or fill layer from normal to multiply. Okay. Now, as you can see,
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we don't have any sign of the grunge inside the actually surface or material. And
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let's go to the paint mode in a paint layer and just paint. And as you can see,
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we can control the grunge with the paint.
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like this. Okay, whenever you press X it's going to switch to the black and you can
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remove the area that you don't want or you can use the erase mode to remove
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that. Okay, so let's go back to the brush mode and yeah let's add some color
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variation here like this and if you want to just paint on the body not on the
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connection part you can change alignments to UV and in this way you can
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paint on the body. Okay, that's it and let's
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and some variation here
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like this but most of the color variation for this layer should be on the downside because
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we have more temperature and more burned effect and color change depends on the temperature
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on the downside so let's make this effect very slight in this area
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okay like this let's add some detail here
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okay
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and we can control
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the detail like this very easy
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when we are using this technique because
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When you change the grunge map
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okay when you change the grunge map from tiling to even change the grayscale to something else
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or play with the parameter the area of the brush it's not changed and you are just changing
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the result inside the brush area so it's so powerful and it's very good technique
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to paint detail on the surface okay let's go and change the grayscale or maybe
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we should stick to that one yeah and play with the balance and contrast
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change projection from uv to triplanar to remove this seam
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okay oh it's not related to the grunge it's related to the mask so we can change
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the alignment from uv to tangent and just paint again here okay like this
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yeah and after that we can
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change the projection to triplanar and boom
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now we can decrease the tiling to three for example okay that's fine
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okay we can change the hardness of the alpha
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so we can get blurry version or just sharp version of the brush
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so it's okay for the color variation number one
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and let's play with this result okay
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let's add this area
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and yeah just keep some variation okay and we can go
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in here after base layer just add a fill layer and call it base color variation number one and
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we just need to add some color variation so i just keep the color channel change the color
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and let's go add a black mask and i'm going to load a fill layer in the gray scale i'm going to
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load something like
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for example b and w
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yeah they are very good mask we are using a lot so let's turn off all the
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layer and you can see the difference we can play with the balance and contrast
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tiling okay let's bring back the brush linear
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roughness variation number one roughness variation number two we can decrease the
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color for the roughness variation number two okay let's bring back this layer
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okay
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that's it
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let's paint some detail here
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and boom
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let's create a fill layer and I'm going to call it dirt and we are so lazy and
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we don't want to create the mask with this technique for example adding fill
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layer or something else so we can go to the library and just use smart mask so
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what is a smart mask the smart mask is some kind of preset or pre-made masks
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and we can just combine layers generators filters and etc to achieve
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one result and after that save it as a smart mask and use it in other project
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okay so let's use the smart mask to see what happens we have dirt layer and we
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have dirt mask so we can
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Click and drag the dirt smart mask here
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Okay
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And this is the result and
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What if I just
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use for example
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Dirt leak dry and see what happened
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Okay, this is the result
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Let's go for the another one for example dust soft
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Okay, it's going to add another sub layer and for avoiding any issue, let's remove everything
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Okay, I'm going to use something like for example sand cavities
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And boom we have this
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It's okay, but
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How
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we can make some mask to respond to the edges and the form of the model.
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So for this purpose we can use generator. So what is a generator?
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Generator is like filter or any kind of sublayer, but there is a difference between generator and
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filter. The way that they are working it's so similar, but generator it's most used in the
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masking, but filter can use even in masking section and the layer itself. But generator
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are more complex than filter and with the generator you can create new data and you can add
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data to data that you have, but with filter
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you are just manipulating the data that you have.
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So there is no data creation in the filter.
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So, let's use
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the generator. So for using generator you
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need to bake mesh maps because all the
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generators use mesh maps as an input.
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So, this is the generator that we have
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and when you give the mesh maps
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to the generator
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it can process something, for example
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process dirt mask, process edge damage mask
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or something else and give you the output.
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Okay? And this
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is the way generator can adopt
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the result with your model.
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When you have a mask with dirt generator, when you save it as a smart mask and apply it in
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different model, it's going to adopt itself with mesh maps that you have.
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Okay, so for using generator, you just need to add generator here and load a generator from here.
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For example, we have dirt layer, so I can go for the dirt generator. We are going to use generator
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a lot, so don't worry, you can know everything about them during the course, but for now we are
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just focusing on introduction. So this is the dirt generator, you have seed, you have invert,
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it means you can invert the selection and the mask, and you have dirt level, dirt
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contrast, and grunge amount, grunge scale, and this kind of effect. For each generator you have
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different parameter, and we are going to use a generator a lot in during the texturing process,
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but we cannot cover all the generator with all the parameters, so you can stick to the tutorial
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and the course that you are watching right now, and learn about generators, and after that,
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during the practice time, you can learn more about the generator with tweaking parameters,
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using new generators, and combine it each other. Okay, all the items in the generators,
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most of them are similar, so don't worry, and you can see what's happening if you increase
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or decrease something.
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and in this way you can understand what's going on on the generator. So let's put dirt level to
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something like this, because I don't want to make some strong dirt in here, and let's play with the
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grunge amount, yeah, it's going to create some good surface detail for me, and let's play with the
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grunge scale, yeah, I think it's better, yeah, it's so perfect, it's so perfect, and now we can play
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with the edge masking, let's decrease it, let's go back to the layer itself, I'm going to keep
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color, roughness and metallic, and for the color I'm going to use dark value, or maybe dark brown,
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like this, because it's dirt,
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and let's go for the roughness, and yeah, and I'm going to give the metallic zero
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value, because the dirt is not metallic, it's obvious, and we can add another
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fill layer, or paint layer, or another generator, and combine it with this dirt
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generator sub layer, so I'm going to add the layer, and let's load some grunge, okay,
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maybe we can search dirt, and see what we have, okay, so we have grunge leak dirty,
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and let's go to the masking, okay, that's enough, we can increase the tiling,
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contrast, and balance, like that, okay,
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Okay, it's good but we don't see the dirt generator because the blending mode of this
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fill layer is normal and we need to change it to linear dodge to combine this layer together.
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Okay, so let's go back and we can see the result here.
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That's fine, okay.
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And I just want to add some detail on the normal and after all for this kind of surface
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we can have some scratches, right?
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So let's add a fill layer.
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I'm going to call it detail line like this and I'm going to add a black mask and in the
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black mask.
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Let's add a fill layer and let's increase the grayscale value. So let's go to the mask and let's
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go to the 2D view. Okay now I want to create a simple line here like this and for this purpose
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we can use the fill layer with turning off the yogurt app from repeat to none. Okay and now
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we can change the scale and now we have the line that we want. Let's go back to the 3D view.
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We need both of them at the same time and let's change the position. Okay that's okay.
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Okay and now this is a very straight, very sharp line. We need some
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bevel effect, something like that. How we can provide this? We can add a filter and
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in the filter we can use bevel, like this. Let's go back to the mask and as you
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can see we can play with the distance, we can play with the smoothing to achieve
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the result that we want. Okay, I'm going to use negative value, like this. Let's go
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back to the layer itself and I need just height and let's give the negative value
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for the height. For example, something like negative 0.1, it's enough. Okay,
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and let's go back to the
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masking.
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We can increase the amount and we can see what's happening
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inside the material. So let's go back to the field and just
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make it tighter. Okay or yeah like this and in the layer itself I'm going to
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load color and create a black color. So this is a detail that we have here.
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Okay it's not on the model we are just creating this detail on the material. Okay let's increase
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the tiling or decrease the tiling of the color variation. I think it's too small.
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Yeah maybe this one or just one is okay. Yeah I think one is much better.
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Okay let's add another color variation. I'm going to add color variation number two
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like that and I'm going to
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copy this color code and in the color variation number two I'm going to paste
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the color code again and let's uh brighter color variation and just keep color like this.
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Okay maybe uh brighter like this yeah and let's go add black mask and in the black mask
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I'm going to use a paint layer and in the paint layer I'm going to use stencil. Let's
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search about the Grunge.
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Let's use, for example, this one.
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Let's create a good mask,
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and I'm going to paint the data through the stencil.
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Like this.
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Okay.
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That's enough. Let's remove the stencil and now I'm going to add another paint
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layer and change the blending mode from normal to subtract and let's go back to
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the material.
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You can see the color but maybe we need to change the color
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and the roughness at the same time to see what's happening exactly.
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Okay, that's enough and maybe a little saturation can help us.
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Okay, it's okay for the color and let's modify the mask.
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Okay, like this.
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Okay, this is a simple material that we create inside Substance Painter and now it's time
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to render this model with the material.
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