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These are the user uploaded subtitles that are being translated: 1 00:00:08,314 --> 00:00:16,413 Okay, after rendering with IRAE, it's time to export the textures and go for the Marmoset. 2 00:00:16,416 --> 00:00:22,813 But before this stage, let's continue our discussion about post effect in Substance 3 00:00:22,816 --> 00:00:23,813 Painter. 4 00:00:23,816 --> 00:00:29,053 When you activate post effect inside display setting for rendering the stage, you need 5 00:00:29,056 --> 00:00:31,153 to know about this fact. 6 00:00:31,156 --> 00:00:36,833 The post effect, it's not just only for rendering with IRAE. 7 00:00:36,836 --> 00:00:43,913 It could be active for display itself, but it's going to give expensive processes on 8 00:00:43,916 --> 00:00:44,913 your GPU. 9 00:00:44,916 --> 00:00:47,193 So be aware of that. 10 00:00:47,196 --> 00:00:53,393 But for example, you want to have the top field on the viewport, as you can see, or 11 00:00:53,396 --> 00:00:56,993 any kind of setting that you have in post effect. 12 00:00:56,996 --> 00:01:01,099 But we are focusing on the top field right now. 13 00:01:01,100 --> 00:01:03,320 Subtitled by online-courses.club We compress knowledge for you! 14 00:01:03,321 --> 00:01:06,954 It's not a good way when you want to change the focus distance. 15 00:01:07,136 --> 00:01:14,016 with this slider. So you need to have some shortcut for that and the shortcut is Ctrl 16 00:01:14,576 --> 00:01:22,655 middle mouse button and you can have the DOF in the viewport and you can see what's happening 17 00:01:22,658 --> 00:01:33,775 exactly on your surface and focus on some area. So let's go back. I want to add some scratches 18 00:01:33,778 --> 00:01:42,415 on the surface. For this kind of effect we can create a fill layer and let's call it scratches 19 00:01:42,418 --> 00:01:50,575 and I'm going to add a black mask for this layer and let's add fill layer and in the gray scale 20 00:01:50,578 --> 00:01:58,895 I'm going to search about scratches and we have so many map and grunge in the Substance Painter. 21 00:01:58,898 --> 00:02:05,616 We can use them as a base fill layer or gray scale. 22 00:02:06,016 --> 00:02:12,256 to creating scratches. You will see in the project we are going to use many of them. 23 00:02:12,896 --> 00:02:20,096 But from this point of view you can use these scrunches inside TomSaws Painter or you can search 24 00:02:20,976 --> 00:02:30,736 in the Google, find for example a nice and great scratches map and use that inside here. 25 00:02:31,456 --> 00:02:41,936 Okay, so let's add one of them. Yeah, for example, this scrunch, dusty scratch, I think it's good. 26 00:02:43,296 --> 00:02:51,855 Okay, let's go to the mask itself. Let's bring up the tiling. Okay, yeah, it's good actually. 27 00:02:51,858 --> 00:03:00,576 Let's increase the contrast and increase the balance and we can increase tiling amount 28 00:03:02,416 --> 00:03:05,776 inside the map itself. Okay, that's good. 29 00:03:06,816 --> 00:03:13,456 Let's add another fill layer with the scratch grunge, but a different one. For example, 30 00:03:14,336 --> 00:03:24,096 grunge scratch generator. Okay, let's bring up the tiling amount. Yeah, it's good. 31 00:03:24,896 --> 00:03:32,815 And when you add a fill layer and the blending mode is normal, they are not going to add to each 32 00:03:32,818 --> 00:03:40,176 other. They are going to override each other. And the priority is for the top layer. Okay, 33 00:03:40,896 --> 00:03:47,215 so let's change the blending mode to something like linear dodge. And as you can see, we are 34 00:03:47,218 --> 00:04:01,055 going to add this grunge to the grunge that we have before. Okay, let's go add another fill layer. 35 00:04:01,058 --> 00:04:05,296 And I'm going to load a pearly noise. 36 00:04:06,554 --> 00:04:17,073 okay and I want to subtract the white area inside the Perlin noise from the 37 00:04:17,076 --> 00:04:24,793 map or the maps that we have before the Perlin noise. So in this way I can give 38 00:04:24,796 --> 00:04:31,913 some variation and more realistic look to the scratches. So let's change the 39 00:04:31,916 --> 00:04:39,073 blending mode to something like subtract. Okay let's invert it. Let's play with 40 00:04:39,076 --> 00:04:50,353 the scale. Okay like this. Let's play with the balance. Okay now this is more 41 00:04:50,356 --> 00:04:59,913 natural compared to this one. Okay that's it. We can play with the disorder like 42 00:04:59,916 --> 00:05:06,480 this and I think it's okay and we can use a filter 43 00:05:07,440 --> 00:05:18,880 like a warp for example to avoid the generic form of the grunge and the warp filter can make 44 00:05:19,840 --> 00:05:28,799 variation inside the data that we have. Okay so let's play with the intensity 45 00:05:28,802 --> 00:05:41,760 as you can see yeah okay let's go back to the layer itself and I'm going to keep color I need height 46 00:05:42,320 --> 00:05:53,279 I need roughness and I need metallic that's it and let's go and disable the active post effect 47 00:05:53,282 --> 00:06:04,240 okay and we can set a negative value for height 48 00:06:04,666 --> 00:06:14,185 like this. It's too much actually. Let's bring down the height effect and I 49 00:06:14,188 --> 00:06:20,945 don't want to have roughness value inside the scratches. That's it and we 50 00:06:20,948 --> 00:06:28,385 can play with the color, make it darker or white but when you scratch something 51 00:06:28,388 --> 00:06:36,705 on the surface you can find a more brighter color from the inside. 52 00:06:36,708 --> 00:06:47,425 So the inside layer usually they are more brighter than the surface itself. 53 00:06:47,428 --> 00:07:03,033 So yeah I think it's enough, it's good. That's it and let's add a paint layer. 54 00:07:03,036 --> 00:07:13,433 and let's call this paint layer sharpen. So I'm going to collect all the data in 55 00:07:13,436 --> 00:07:22,953 base color to single layer. And how can I do that? With changing blending mode to 56 00:07:22,956 --> 00:07:32,633 pass through. So basically I'm going to collect all the data from this layer, blue 57 00:07:32,636 --> 00:07:40,593 that's the sharpen layer, and the data that we are going to collect and store 58 00:07:40,596 --> 00:07:49,553 in this layer is related to the channel, the base color channel, because we are 59 00:07:49,556 --> 00:07:55,953 just changing the blending mode to the pass through for the base color. And if we 60 00:07:55,956 --> 00:08:02,015 change all the blending mode in sharpen layer to pass through. 61 00:08:02,018 --> 00:08:08,256 For all channel we are going to collect all the data related to all the channel 62 00:08:09,056 --> 00:08:18,656 from blue layers inside the sharpen layer. And it's not matter that we have fill layer 63 00:08:19,296 --> 00:08:26,335 or paint layer. We just need to change the blending mode from normal or anything else to pass to 64 00:08:26,338 --> 00:08:37,216 collect the data. So when we have all the data from base color channel to one layer 65 00:08:38,656 --> 00:08:48,736 what we can do? So we can add a filter for example and use a filter to edit the data. 66 00:08:49,696 --> 00:08:59,696 I'm going to use sharpen filter for the base color and as you can see it's going to affect 67 00:09:00,336 --> 00:09:01,696 on all data. 68 00:09:02,656 --> 00:09:13,455 from the layers below them. Okay, so the question is, is it going to affect on 69 00:09:13,458 --> 00:09:20,975 just color or any data channel that we turn on here? The answer is it's related 70 00:09:20,978 --> 00:09:27,775 to the blending mode. If we turn on or change the blending mode for height, 71 00:09:27,778 --> 00:09:32,815 roughness, metallic channel from normal or anything else to pass through, yeah, 72 00:09:32,818 --> 00:09:41,295 it's going to affect on them but if we didn't do that it's not affected. Okay, so 73 00:09:41,298 --> 00:09:53,735 let's decrease the sharpen intensity to something like 0.3 and yeah it's okay 74 00:09:53,738 --> 00:10:01,437 it's perfect and let's export the texture from Substance Painter and render 75 00:10:01,437 --> 00:10:03,481 Subtitled by online-courses.club We compress knowledge for you! 76 00:10:03,482 --> 00:10:07,887 this model with the material that we create inside Substance Painter in Marmoset Toolbag 77 00:10:07,890 --> 00:10:18,848 as a real-time engine. So for exporting texture we need to go to File, Export Texture 78 00:10:20,928 --> 00:10:31,647 and now we can choose a path or directory for exporting texture. We can choose a template 79 00:10:31,650 --> 00:10:39,887 for the texture that we want to export. We can select the type of the texture that we want to 80 00:10:39,890 --> 00:10:51,407 have. For example we need a JPEG, we need PSD, TIF, Targa or anything else that we should or we can do 81 00:10:51,410 --> 00:11:02,448 in the list and we can select the bit depth of the texture and we are going to use 8 bit plus dithering 82 00:11:03,504 --> 00:11:12,463 for most of the project or 16 bits and the png is okay for me and the size it's very important 83 00:11:12,466 --> 00:11:21,023 this is the final resolution that we could export from Substance Painter. Okay for example we are 84 00:11:21,026 --> 00:11:28,623 working on the viewport with 2k resolution and everything is okay and we need 2k resolution 85 00:11:28,626 --> 00:11:39,503 so in here we should just select 2k for output but in the most of the project we are going to 86 00:11:39,506 --> 00:11:47,824 export the textures in 4k resolution and we are not touching the padding setting here 87 00:11:48,784 --> 00:11:57,743 and after you choose template in here for example you are going to export texture from Substance 88 00:11:57,746 --> 00:12:01,024 Painter to CryEngine 89 00:12:01,104 --> 00:12:09,423 for Corona Render Engine in 3ds Max, for Blender for RNOR, or for example for Unreal Engine, 90 00:12:09,426 --> 00:12:21,184 you can do that. And after checking the template that you want, you can go to the texture set list 91 00:12:22,384 --> 00:12:30,224 and you can change the setting related to the template, file type, size, and padding option 92 00:12:30,864 --> 00:12:39,823 for each texture set separately. For example, you have three, four, five texture set in your project 93 00:12:39,826 --> 00:12:47,023 and you want to, for example, the first one you need 4k for the output and the rest of them 94 00:12:47,026 --> 00:12:54,543 should be on 1k. Okay, so you can do that in here for each texture set. You can change the setting 95 00:12:54,546 --> 00:12:59,744 and actually you can use the list here. 96 00:13:00,160 --> 00:13:07,680 to control for each texture set which texture should be exported. 97 00:13:08,320 --> 00:13:14,239 For example, in the pot texture set I don't want to export the base color 98 00:13:14,242 --> 00:13:18,320 so I can go here and uncheck base color, that's it. 99 00:13:19,040 --> 00:13:26,480 But we need all of them and this is the setting that we have in Export Texture. 100 00:13:27,120 --> 00:13:34,560 We are going to use Marmoset Toolbag and it's better to use Unreal Engine format for Marmoset 101 00:13:35,120 --> 00:13:37,280 and we are going to use that a lot. 102 00:13:38,720 --> 00:13:47,039 Okay, so let's set a path for this and let's press on export. 103 00:13:47,042 --> 00:13:55,039 You can save setting before exporting and after closing and opening file in the project 104 00:13:55,042 --> 00:13:59,600 you have the setting on the Export Texture window. 105 00:13:59,760 --> 00:14:15,319 So, let's export and as you can see, we export all the texture that we want to the path that 106 00:14:15,322 --> 00:14:19,599 we set and you can see which texture is exported. 107 00:14:19,602 --> 00:14:26,439 Okay, now we are in Marmoset Toolbag and we are going to learn how to use Marmoset Toolbag 108 00:14:26,442 --> 00:14:30,519 as a render engine for our project. 109 00:14:30,522 --> 00:14:39,259 So using Marmoset Toolbag, it's very easy and we just need to load our model inside 110 00:14:39,262 --> 00:14:51,239 the software and we can do that with File, Import and just select any FBX file that we 111 00:14:51,242 --> 00:14:52,239 need. 112 00:14:52,242 --> 00:14:59,080 And now I'm going to load the FBX related to the part, as you can see, and 113 00:14:59,232 --> 00:15:07,231 rotating, zooming, and panning inside Marmoset Toolbag, it's very similar to 114 00:15:07,234 --> 00:15:13,351 Substance Painter. With holding Alt and left click on the mouse, you can orbit 115 00:15:13,354 --> 00:15:22,471 around the model. With holding Alt and right click, you can have slide zoom, you 116 00:15:22,474 --> 00:15:29,071 can have a step zoom with the scroll button on the mouse, and you can pan 117 00:15:29,074 --> 00:15:36,831 with Alt and holding middle mouse button. Okay, so this is how we navigate inside 118 00:15:36,834 --> 00:15:45,111 Marmoset Toolbag, and we can just create a material in the material window, as you 119 00:15:45,114 --> 00:15:54,311 can see, with plus sign, and we can rename it, for example, Substance Part Material, 120 00:15:54,314 --> 00:15:58,656 and we can add this material to the model. 121 00:15:59,056 --> 00:16:07,696 We just click and drag and release it in the viewport or we can just give the fx file material. 122 00:16:09,056 --> 00:16:17,376 Okay, let's load the texture inside Marmosetoolbag. For albedo we need to load 123 00:16:18,736 --> 00:16:25,536 the base color texture. We can do it with two different methods. We can click on this icon 124 00:16:26,496 --> 00:16:33,055 and we can go to the path that we export the texture and select the texture that we want 125 00:16:33,058 --> 00:16:44,095 and press open and boom it's loaded on the model and material or we can open the folder inside 126 00:16:44,098 --> 00:16:52,655 Windows Explorer and just click, drag and release the texture inside the input area. 127 00:16:52,658 --> 00:16:57,216 Okay, so with these two different methods we can set up our 128 00:16:58,704 --> 00:17:07,263 material inside Marmoset Toolbag and the Marmoset Toolbag normal format as a default is OpenGL 129 00:17:07,266 --> 00:17:14,463 and when you export the texture from Substance Painter and the normal format is DirectX 130 00:17:14,466 --> 00:17:25,984 you just need to click on Flip Y, okay, and when you find out you need to press Flip Y 131 00:17:26,704 --> 00:17:37,104 when everything is like inverted inside Marmoset Viewport, okay, so if you don't know what is the format 132 00:17:38,304 --> 00:17:43,903 you export from Substance Painter you can just play with the Flip Y two or three times and 133 00:17:43,906 --> 00:17:53,903 compare the result together and that's one give you more correct feel it's a correct format of 134 00:17:53,906 --> 00:17:58,655 the normal, okay, so what's about the roughness? 135 00:17:58,658 --> 00:18:07,216 metallic and ambient occlusion. In Unreal Engine 4 template, we combine 136 00:18:08,976 --> 00:18:19,295 these three textures in one single image, okay? If your image is grayscale, 137 00:18:19,298 --> 00:18:33,056 you have just only one channel inside your image, the grayscale value 0 to 1, black to white, 138 00:18:33,616 --> 00:18:42,416 okay? But when you have a color picture or color texture, you have four different 139 00:18:43,376 --> 00:18:55,216 channels, R as a red value, G as a green value, B as a blue value, and A as alpha value. 140 00:18:56,016 --> 00:18:57,776 And you can see the color 141 00:18:58,288 --> 00:19:05,867 inside the texture or even in your monitor with combining the data in R, G 142 00:19:05,870 --> 00:19:15,327 and B. Okay so when we are exporting with Unreal Engine template we are going 143 00:19:15,330 --> 00:19:24,287 to combine all the data inside different channel and we just have a single image 144 00:19:24,290 --> 00:19:33,087 a single texture and we can use it in many input of our material. For example 145 00:19:33,090 --> 00:19:38,728 inside the pot material 146 00:19:40,208 --> 00:19:48,727 we have a texture here and let's load this texture to the roughness and let's 147 00:19:48,730 --> 00:19:57,231 open this texture in viewer. Okay and when we 148 00:19:57,234 --> 00:20:05,951 turn off all the channel and just keep the red channel as you can see this is our ambient occlusion 149 00:20:05,954 --> 00:20:16,911 data. Okay and when we go for the green channel it's like the roughness data that we create 150 00:20:16,914 --> 00:20:23,791 inside Substance Painter and when we go to the blue channel here it's just metallic data that 151 00:20:23,794 --> 00:20:32,592 we create. So when we turn on all these three channels as you can see we have a very colorful 152 00:20:33,312 --> 00:20:42,672 texture and it's not going to play the part of the material as itself it's going to be split 153 00:20:43,472 --> 00:20:53,231 as per channel and we are just using this texture inside all the input and change the 154 00:20:53,234 --> 00:20:57,007 channel from red to green. 155 00:20:57,010 --> 00:21:05,408 for the roughness value from red to b for the metallic value and we can use ambient occlusion 156 00:21:06,448 --> 00:21:14,687 for red channel. Okay, so this is the result that we have as you can see. 157 00:21:14,690 --> 00:21:27,087 Okay, and we want to render this part inside Marmoset Toolbag. So, we need to set the render 158 00:21:27,090 --> 00:21:34,047 setting, we need to create a camera, we need to create light and modify the light position, 159 00:21:34,050 --> 00:21:42,928 the intensity to create a great result. Okay, so let's go for these steps in the next video. 17759

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