All language subtitles for 12_Introduction_FirstProject_SmartMask_Generators.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 00:00:00,000 --> 00:00:14,039 Okay, let's continue our way with the color variation number one. For the color variation 2 00:00:14,042 --> 00:00:20,399 number one, I just need to have color and roughness. Okay? And the roughness value, 3 00:00:20,402 --> 00:00:32,519 it's like 0.7 for starting. And the color, I want to have dark brown like this. And let's 4 00:00:32,522 --> 00:00:41,959 decrease the opacity. Okay. And maybe the roughness should be on 0.5. And if I turn 5 00:00:41,962 --> 00:00:49,039 up the roughness, let's keep the roughness and go to the roughness channel. Because without 6 00:00:49,042 --> 00:00:57,679 roughness, it's good. I like it. But I want to create some variation in the roughness too. So 7 00:00:57,682 --> 00:00:59,000 let's keep the roughness, but 8 00:00:59,232 --> 00:01:03,518 I'm going to decrease the opacity for the color variation roughness channel to something like 20. 9 00:01:03,519 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 10 00:01:08,832 --> 00:01:15,711 So this is the version with the roughness and this is the version without roughness, 11 00:01:15,714 --> 00:01:22,512 so it's better. Let's add a black mask and in the black mask we are going to use 12 00:01:22,912 --> 00:01:32,752 another technique that's very useful and I'm going to add a fill layer. In the fill layer 13 00:01:33,392 --> 00:01:45,871 let's load a grunge. For example grunge brush is good, concrete burnt is good. Yeah, this one is 14 00:01:45,874 --> 00:01:55,311 better and let's increase the contrast and the balance. Okay, let's invert the mask to see what 15 00:01:55,314 --> 00:01:58,352 we have. Increase the timing to two. 16 00:01:58,976 --> 00:02:09,136 Yeah, I'm okay with that, but it's not a suitable way to have a grunge for this kind of filter 17 00:02:10,176 --> 00:02:18,175 in all around the model. So we need to limit the grunge and how we can do that. 18 00:02:18,178 --> 00:02:28,655 Let's add a paint layer, but not in top. We need to bring it down. Okay. And change the 19 00:02:28,658 --> 00:02:38,975 blending mode of the grunge or fill layer from normal to multiply. Okay. Now, as you can see, 20 00:02:38,978 --> 00:02:46,816 we don't have any sign of the grunge inside the actually surface or material. And 21 00:02:48,176 --> 00:02:54,256 let's go to the paint mode in a paint layer and just paint. And as you can see, 22 00:02:55,056 --> 00:02:58,576 we can control the grunge with the paint. 23 00:02:59,322 --> 00:03:08,681 like this. Okay, whenever you press X it's going to switch to the black and you can 24 00:03:08,684 --> 00:03:16,801 remove the area that you don't want or you can use the erase mode to remove 25 00:03:16,804 --> 00:03:30,801 that. Okay, so let's go back to the brush mode and yeah let's add some color 26 00:03:30,804 --> 00:03:42,521 variation here like this and if you want to just paint on the body not on the 27 00:03:42,524 --> 00:03:51,281 connection part you can change alignments to UV and in this way you can 28 00:03:51,284 --> 00:03:58,810 paint on the body. Okay, that's it and let's 29 00:03:59,770 --> 00:04:01,130 and some variation here 30 00:04:03,930 --> 00:04:11,850 like this but most of the color variation for this layer should be on the downside because 31 00:04:12,570 --> 00:04:22,729 we have more temperature and more burned effect and color change depends on the temperature 32 00:04:22,732 --> 00:04:30,170 on the downside so let's make this effect very slight in this area 33 00:04:32,330 --> 00:04:36,090 okay like this let's add some detail here 34 00:04:38,810 --> 00:04:39,310 okay 35 00:04:42,330 --> 00:04:43,369 and we can control 36 00:04:43,372 --> 00:04:51,690 the detail like this very easy 37 00:04:55,450 --> 00:04:58,570 when we are using this technique because 38 00:04:59,328 --> 00:05:01,808 When you change the grunge map 39 00:05:05,328 --> 00:05:13,808 okay when you change the grunge map from tiling to even change the grayscale to something else 40 00:05:14,928 --> 00:05:24,128 or play with the parameter the area of the brush it's not changed and you are just changing 41 00:05:25,088 --> 00:05:31,487 the result inside the brush area so it's so powerful and it's very good technique 42 00:05:31,490 --> 00:05:42,048 to paint detail on the surface okay let's go and change the grayscale or maybe 43 00:05:43,888 --> 00:05:51,167 we should stick to that one yeah and play with the balance and contrast 44 00:05:51,170 --> 00:05:58,128 change projection from uv to triplanar to remove this seam 45 00:05:59,008 --> 00:06:06,607 okay oh it's not related to the grunge it's related to the mask so we can change 46 00:06:06,610 --> 00:06:13,088 the alignment from uv to tangent and just paint again here okay like this 47 00:06:17,888 --> 00:06:19,248 yeah and after that we can 48 00:06:23,248 --> 00:06:26,367 change the projection to triplanar and boom 49 00:06:26,370 --> 00:06:33,568 now we can decrease the tiling to three for example okay that's fine 50 00:06:37,888 --> 00:06:44,928 okay we can change the hardness of the alpha 51 00:06:47,008 --> 00:06:53,887 so we can get blurry version or just sharp version of the brush 52 00:06:53,890 --> 00:06:57,408 so it's okay for the color variation number one 53 00:07:00,288 --> 00:07:07,168 and let's play with this result okay 54 00:07:09,728 --> 00:07:12,048 let's add this area 55 00:07:13,808 --> 00:07:24,047 and yeah just keep some variation okay and we can go 56 00:07:24,050 --> 00:07:35,087 in here after base layer just add a fill layer and call it base color variation number one and 57 00:07:35,090 --> 00:07:42,448 we just need to add some color variation so i just keep the color channel change the color 58 00:07:43,088 --> 00:07:50,528 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 59 00:07:50,608 --> 00:07:51,648 load something like 60 00:07:56,048 --> 00:07:58,208 for example b and w 61 00:07:58,496 --> 00:08:05,855 yeah they are very good mask we are using a lot so let's turn off all the 62 00:08:05,858 --> 00:08:14,495 layer and you can see the difference we can play with the balance and contrast 63 00:08:14,498 --> 00:08:22,215 tiling okay let's bring back the brush linear 64 00:08:22,218 --> 00:08:30,935 roughness variation number one roughness variation number two we can decrease the 65 00:08:30,938 --> 00:08:40,615 color for the roughness variation number two okay let's bring back this layer 66 00:08:40,618 --> 00:08:43,616 okay 67 00:08:44,216 --> 00:08:47,096 that's it 68 00:08:48,096 --> 00:08:52,775 let's paint some detail here 69 00:08:52,778 --> 00:08:55,776 and boom 70 00:08:58,016 --> 00:09:06,375 let's create a fill layer and I'm going to call it dirt and we are so lazy and 71 00:09:06,378 --> 00:09:12,535 we don't want to create the mask with this technique for example adding fill 72 00:09:12,538 --> 00:09:23,455 layer or something else so we can go to the library and just use smart mask so 73 00:09:23,458 --> 00:09:30,495 what is a smart mask the smart mask is some kind of preset or pre-made masks 74 00:09:30,498 --> 00:09:39,655 and we can just combine layers generators filters and etc to achieve 75 00:09:39,658 --> 00:09:46,095 one result and after that save it as a smart mask and use it in other project 76 00:09:46,098 --> 00:09:55,495 okay so let's use the smart mask to see what happens we have dirt layer and we 77 00:09:55,498 --> 00:09:57,647 have dirt mask so we can 78 00:09:57,650 --> 00:10:00,736 Click and drag the dirt smart mask here 79 00:10:00,738 --> 00:10:03,661 Subtitled by online-courses.club We compress knowledge for you! 80 00:10:03,662 --> 00:10:04,888 Okay 81 00:10:05,048 --> 00:10:07,048 And this is the result and 82 00:10:08,648 --> 00:10:10,648 What if I just 83 00:10:11,488 --> 00:10:13,488 use for example 84 00:10:13,848 --> 00:10:17,368 Dirt leak dry and see what happened 85 00:10:18,808 --> 00:10:20,808 Okay, this is the result 86 00:10:22,008 --> 00:10:26,768 Let's go for the another one for example dust soft 87 00:10:28,648 --> 00:10:36,008 Okay, it's going to add another sub layer and for avoiding any issue, let's remove everything 88 00:10:38,968 --> 00:10:44,728 Okay, I'm going to use something like for example sand cavities 89 00:10:46,888 --> 00:10:49,488 And boom we have this 90 00:10:51,208 --> 00:10:53,208 It's okay, but 91 00:10:54,328 --> 00:10:55,776 How 92 00:10:56,176 --> 00:11:02,816 we can make some mask to respond to the edges and the form of the model. 93 00:11:03,616 --> 00:11:09,536 So for this purpose we can use generator. So what is a generator? 94 00:11:11,536 --> 00:11:20,575 Generator is like filter or any kind of sublayer, but there is a difference between generator and 95 00:11:20,578 --> 00:11:30,975 filter. The way that they are working it's so similar, but generator it's most used in the 96 00:11:30,978 --> 00:11:39,615 masking, but filter can use even in masking section and the layer itself. But generator 97 00:11:39,618 --> 00:11:50,175 are more complex than filter and with the generator you can create new data and you can add 98 00:11:50,178 --> 00:11:53,696 data to data that you have, but with filter 99 00:11:54,128 --> 00:11:58,127 you are just manipulating the data that you have. 100 00:11:58,130 --> 00:12:02,127 So there is no data creation in the filter. 101 00:12:02,130 --> 00:12:06,127 So, let's use 102 00:12:06,130 --> 00:12:10,127 the generator. So for using generator you 103 00:12:10,130 --> 00:12:14,127 need to bake mesh maps because all the 104 00:12:14,130 --> 00:12:18,127 generators use mesh maps as an input. 105 00:12:18,130 --> 00:12:22,127 So, this is the generator that we have 106 00:12:22,130 --> 00:12:26,127 and when you give the mesh maps 107 00:12:26,130 --> 00:12:30,127 to the generator 108 00:12:30,130 --> 00:12:34,127 it can process something, for example 109 00:12:34,130 --> 00:12:38,127 process dirt mask, process edge damage mask 110 00:12:38,130 --> 00:12:42,127 or something else and give you the output. 111 00:12:42,130 --> 00:12:46,127 Okay? And this 112 00:12:46,130 --> 00:12:50,127 is the way generator can adopt 113 00:12:50,130 --> 00:12:54,031 the result with your model. 114 00:12:54,034 --> 00:13:02,431 When you have a mask with dirt generator, when you save it as a smart mask and apply it in 115 00:13:02,434 --> 00:13:08,832 different model, it's going to adopt itself with mesh maps that you have. 116 00:13:09,712 --> 00:13:19,392 Okay, so for using generator, you just need to add generator here and load a generator from here. 117 00:13:20,192 --> 00:13:27,231 For example, we have dirt layer, so I can go for the dirt generator. We are going to use generator 118 00:13:27,234 --> 00:13:35,231 a lot, so don't worry, you can know everything about them during the course, but for now we are 119 00:13:35,234 --> 00:13:42,911 just focusing on introduction. So this is the dirt generator, you have seed, you have invert, 120 00:13:42,914 --> 00:13:53,552 it means you can invert the selection and the mask, and you have dirt level, dirt 121 00:13:53,664 --> 00:14:03,263 contrast, and grunge amount, grunge scale, and this kind of effect. For each generator you have 122 00:14:03,266 --> 00:14:10,544 different parameter, and we are going to use a generator a lot in during the texturing process, 123 00:14:11,264 --> 00:14:20,063 but we cannot cover all the generator with all the parameters, so you can stick to the tutorial 124 00:14:20,066 --> 00:14:27,264 and the course that you are watching right now, and learn about generators, and after that, 125 00:14:27,824 --> 00:14:35,344 during the practice time, you can learn more about the generator with tweaking parameters, 126 00:14:36,064 --> 00:14:44,544 using new generators, and combine it each other. Okay, all the items in the generators, 127 00:14:45,504 --> 00:14:51,823 most of them are similar, so don't worry, and you can see what's happening if you increase 128 00:14:51,826 --> 00:14:53,536 or decrease something. 129 00:14:53,936 --> 00:15:03,215 and in this way you can understand what's going on on the generator. So let's put dirt level to 130 00:15:03,218 --> 00:15:12,575 something like this, because I don't want to make some strong dirt in here, and let's play with the 131 00:15:12,578 --> 00:15:21,536 grunge amount, yeah, it's going to create some good surface detail for me, and let's play with the 132 00:15:22,176 --> 00:15:30,735 grunge scale, yeah, I think it's better, yeah, it's so perfect, it's so perfect, and now we can play 133 00:15:30,738 --> 00:15:38,016 with the edge masking, let's decrease it, let's go back to the layer itself, I'm going to keep 134 00:15:38,656 --> 00:15:47,535 color, roughness and metallic, and for the color I'm going to use dark value, or maybe dark brown, 135 00:15:47,538 --> 00:15:51,856 like this, because it's dirt, 136 00:15:53,136 --> 00:16:02,095 and let's go for the roughness, and yeah, and I'm going to give the metallic zero 137 00:16:02,098 --> 00:16:09,615 value, because the dirt is not metallic, it's obvious, and we can add another 138 00:16:09,618 --> 00:16:16,816 fill layer, or paint layer, or another generator, and combine it with this dirt 139 00:16:17,216 --> 00:16:26,656 generator sub layer, so I'm going to add the layer, and let's load some grunge, okay, 140 00:16:28,656 --> 00:16:36,496 maybe we can search dirt, and see what we have, okay, so we have grunge leak dirty, 141 00:16:37,776 --> 00:16:43,455 and let's go to the masking, okay, that's enough, we can increase the tiling, 142 00:16:43,458 --> 00:16:50,336 contrast, and balance, like that, okay, 143 00:16:52,346 --> 00:17:03,345 Okay, it's good but we don't see the dirt generator because the blending mode of this 144 00:17:03,348 --> 00:17:12,425 fill layer is normal and we need to change it to linear dodge to combine this layer together. 145 00:17:12,428 --> 00:17:18,545 Okay, so let's go back and we can see the result here. 146 00:17:18,548 --> 00:17:22,385 That's fine, okay. 147 00:17:22,388 --> 00:17:30,465 And I just want to add some detail on the normal and after all for this kind of surface 148 00:17:30,468 --> 00:17:33,805 we can have some scratches, right? 149 00:17:33,808 --> 00:17:37,105 So let's add a fill layer. 150 00:17:37,108 --> 00:17:50,105 I'm going to call it detail line like this and I'm going to add a black mask and in the 151 00:17:50,108 --> 00:17:51,087 black mask. 152 00:17:51,090 --> 00:17:59,487 Let's add a fill layer and let's increase the grayscale value. So let's go to the mask and let's 153 00:17:59,490 --> 00:18:07,648 go to the 2D view. Okay now I want to create a simple line here like this and for this purpose 154 00:18:08,288 --> 00:18:17,328 we can use the fill layer with turning off the yogurt app from repeat to none. Okay and now 155 00:18:18,288 --> 00:18:27,248 we can change the scale and now we have the line that we want. Let's go back to the 3D view. 156 00:18:27,968 --> 00:18:38,767 We need both of them at the same time and let's change the position. Okay that's okay. 157 00:18:38,770 --> 00:18:49,568 Okay and now this is a very straight, very sharp line. We need some 158 00:18:49,936 --> 00:18:57,615 bevel effect, something like that. How we can provide this? We can add a filter and 159 00:18:57,618 --> 00:19:09,415 in the filter we can use bevel, like this. Let's go back to the mask and as you 160 00:19:09,418 --> 00:19:16,295 can see we can play with the distance, we can play with the smoothing to achieve 161 00:19:16,298 --> 00:19:24,615 the result that we want. Okay, I'm going to use negative value, like this. Let's go 162 00:19:24,618 --> 00:19:33,815 back to the layer itself and I need just height and let's give the negative value 163 00:19:33,818 --> 00:19:43,576 for the height. For example, something like negative 0.1, it's enough. Okay, 164 00:19:44,216 --> 00:19:45,656 and let's go back to the 165 00:19:48,216 --> 00:19:48,936 masking. 166 00:19:50,304 --> 00:19:55,424 We can increase the amount and we can see what's happening 167 00:19:58,304 --> 00:20:03,344 inside the material. So let's go back to the field and just 168 00:20:07,984 --> 00:20:16,303 make it tighter. Okay or yeah like this and in the layer itself I'm going to 169 00:20:16,306 --> 00:20:25,264 load color and create a black color. So this is a detail that we have here. 170 00:20:26,304 --> 00:20:35,023 Okay it's not on the model we are just creating this detail on the material. Okay let's increase 171 00:20:35,026 --> 00:20:42,623 the tiling or decrease the tiling of the color variation. I think it's too small. 172 00:20:42,626 --> 00:20:48,544 Yeah maybe this one or just one is okay. Yeah I think one is much better. 173 00:20:50,288 --> 00:20:57,168 Okay let's add another color variation. I'm going to add color variation number two 174 00:20:59,168 --> 00:21:03,248 like that and I'm going to 175 00:21:06,608 --> 00:21:13,728 copy this color code and in the color variation number two I'm going to paste 176 00:21:14,528 --> 00:21:24,368 the color code again and let's uh brighter color variation and just keep color like this. 177 00:21:26,608 --> 00:21:37,327 Okay maybe uh brighter like this yeah and let's go add black mask and in the black mask 178 00:21:37,330 --> 00:21:47,888 I'm going to use a paint layer and in the paint layer I'm going to use stencil. Let's 179 00:21:49,914 --> 00:21:53,594 search about the Grunge. 180 00:21:55,194 --> 00:22:01,874 Let's use, for example, this one. 181 00:22:02,794 --> 00:22:07,513 Let's create a good mask, 182 00:22:07,516 --> 00:22:17,794 and I'm going to paint the data through the stencil. 183 00:22:19,914 --> 00:22:23,434 Like this. 184 00:22:26,842 --> 00:22:28,502 Okay. 185 00:22:32,506 --> 00:22:38,985 That's enough. Let's remove the stencil and now I'm going to add another paint 186 00:22:38,988 --> 00:22:46,065 layer and change the blending mode from normal to subtract and let's go back to 187 00:22:46,068 --> 00:22:48,706 the material. 188 00:22:53,106 --> 00:22:59,546 You can see the color but maybe we need to change the color 189 00:23:00,546 --> 00:23:08,226 and the roughness at the same time to see what's happening exactly. 190 00:23:09,746 --> 00:23:19,985 Okay, that's enough and maybe a little saturation can help us. 191 00:23:19,988 --> 00:23:32,706 Okay, it's okay for the color and let's modify the mask. 192 00:23:33,370 --> 00:23:40,370 Okay, like this. 193 00:23:43,514 --> 00:23:57,293 Okay, this is a simple material that we create inside Substance Painter and now it's time 194 00:23:57,296 --> 00:24:02,154 to render this model with the material. 18926

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