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Okay, now we are going to work on this side and let's create a folder.
We are going to create a diamond pattern here and let's add a black mask.
We need to control the effect here. Okay, so let's select this one, this one, and this one.
Okay, it's cool, but we need to add another paint layer, change the blending mode to
subtract because we use YubiCharm and there is some sharp transition here and
we don't want it. So let's go here, you go to the 2D view.
Okay, let's go back to the brush and we need to use basic soft and we need to
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change alignment to UV and size space to texture. Okay, and let's remove some area
here. So let me check. Okay, that's it and we could then use something like bevel
filter here because in the bevel we have the bevel effect on this side too. Okay, so
we need to refine that and we can use bevel with extra paint layer to
subtract it and we can use the paint layer at the first. So let's go here and
I'm going to remove some area in here.
Okay, I think it's for this part. Okay, yeah. That's cool. Let's go for the next one.
The next one is for this side. So
Okay, that's it.
we have the mask and we need to create a paint layer here I'm going to call it
diamond pattern okay and let's add a black mask and let's add a fill layer
okay and paint layer so instead of using paint layer I can copy this layer here
so we have this area okay and now for the fill let's go and see what we have
here so for the pattern I think yeah this one is okay we can use this or
maybe you can use this one too now it's like very curvy so maybe
yeah I think this one you need to set curve to 0.5 or 0.4 okay like this and
let's increase tiling to something like 20 yeah it's good but maybe we need to
change it to something else to have better option yeah I think yeah this one
better this one is better exactly so let's put it this I'm going to add a
filter like bevel okay like this one
yeah and let's add a level, with level I just fill the gap here okay so let's go
here and move a slider
let's invert it and this is what I need actually let's increase the sliding to
40 okay 40 I think it's good and we need to change the blending mode of this
fabric medieval to multiply okay so we have this it's not good actually because
we use invert and its effect on this paint layer too so we can do something
else okay we use invert we change it to normal
okay we have this let's add anchor point here and I'm going to add another field
layer and let's load this anchor point to this field layer and we invert this
so let's load diamond pattern mask okay and let's change blending mode to
multiply to this paint okay so we can add a field layer with black color to
keep this mask under layers keep away okay we create black screen here add the
paint layer and after that add field layer and change the blending mode to
multiply and in this field layer this one we load this anchor point so
what is the purpose of adding this field layer? To clean everything. Okay, so this
is the way that we create diamond pattern. Okay, let's create another field
layer and I'm going to call it diamond and let's add black mask, add field layer
and I'm going to load diamond pattern into this. Okay, so that's it.
Let's add negative height value in here. Okay, let's keep it simple. We need height
so let's add this value here.
okay maybe a little stronger, okay go back to diamond pattern, the fabric we
need to increase it to 60, okay I think we need to change the amount in level
okay and yeah I have this one so let's okay we need to decrease the level
amount and let's see what's happened after that okay this is level and all
this stuff, that's great maybe maybe we can remove bevel completely, okay
and I think the problem is smoothing here because I don't want to have this smooth round edges
yeah it's better so let's keep it low okay that's great that's great yeah
and now we can decrease the height amount yeah perfect perfect perfect yeah you have this we
have this okay let's add color to that so I'm going to use some brown color but a little darker like
this okay and I'm going to add another fill layer on the diamond keep color use B&W spot and let's
change it to soft light
so we have some variation on the dark color in here so let's increase the whiteness a little
yeah and let's go add roughness too and we don't want to have roughness in here
so maybe keep it on 0.6 it's a good idea okay I turn on the metallic and we need zero value on
the metallic so maybe increasing roughness value it can help us to have better effect here yeah
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perfect so now I'm going back to diamond pattern in here okay and let's
add this paint layer on this section
okay so I need more subtraction
diamond pattern to have this transition as you can see between pattern and the
surface okay like this but I think it's too much maybe we can decrease the
opacity yeah it's so much better it's so much better okay so let's go for this
one yeah I think this one is okay it's the surface is too small so we can have
this transition here and let's go for this section okay in here now let's go
back to the mask okay I'm going to create this transition yeah perfect
and let's remove some area from here too so yeah I'm happy with the result okay
maybe a little more okay go to the mask here make bigger okay I just subtract
some area from here so yeah it's it's like we need to move further until here
like this okay that's perfect maybe 90 is better yeah exactly so I'm happy with
the result
so I just need to add something else in here let's add the fill layer okay and now I'm going to add
variation okay all channel so let's add black mask and let's load this paint layer here
okay and this paint layer here so we have this mask and I'm going to add another fill layer
and use anisotropy
okay let's increase tiling to something like five and let's add fill layer and load white noise
okay and change it to multiply as you can see
we can remove this paint because actually after
creating this layer, this one is going to control that, so there is no point to create this one.
Okay, so let's add a filter like warp.
Okay, yeah, it's great. And we have this.
So let's change the blending mode to soft light for the color and I'm going to make it darker.
Okay, I just need to have a small amount in height and for the roughness
Okay, we can keep it one. You need to have metallic. And yeah, we can add a level.
Play with this slider to have a more sharp result here.
So like this.
But I think it's okay.
Yeah, if we go to color, we have these lines.
In the roughness, we have this and everything is okay.
So this is for the diamond pattern here.
Perfect.
And even we can create another fill layer and call it coat.
And in the coat, add black mask and use, for example, curvature.
Okay, so in the curvature mask, we have this kind of effect, right?
So let's go back here and I'm going to add filter from matte. Okay for example
matte finish linear now it's not good, grainy it's not good, green no I think
it's not feed for suitable for this one. Okay raw. Let's go for green see what's
happened. Okay I don't need anything here. In here just I need normal. Okay and for
the color you can keep this. Okay let's change it to soft light.
we can add roughness okay the roughness I can use something like fingerprint okay
let's keep color out go to roughness increase tiling okay age for example
play with the balance okay this is color and make it for example linear dodge
that's it yeah I think it's okay yeah perfectly okay so we are done here we
all have
what we need and we just need to focus on the text and decals that we need to
put here so let's go back here
and that's it.
So we need to add some text, decals, and this kind of stuff, but we did this adding decals
and adding text, shapes, and all these matters to the material a lot of time before
in this course, so we can skip this part. I'm going to stop the video and after that
we have a quick breakdown what I did and we are in the stage that export texture and render it
in Marmoset Toolbag. Okay, we are done and I'm very happy to skip this part because
the method and the technique it's so simple. Just create a free layer, create a black mask,
and add your value on the mask and done.
Okay, but it took something like, I don't know, maybe two hours from me to complete this
because there's so many revision, there's so many redo and undo, and I'm happy to skip this part
because we know all the things, we just need to do that. Okay, so let's have a breakdown and see
what's happening here. For the first part, we need to go to the body and in the steel gun paint,
I add some extra mask to have this type of effect here, here, and here on the body. So I just paint
some edge there, as you can see. Okay, and use anchor point to load it
in the mask of the steel paint and, you know, it's like adding value.
Okay, so before that, we just have this. Okay, but now we have this circle in this
position, okay, for demonstrate using this item here a lot, save and fire. Okay, and I
I just add a grunge brush here and I change the projection to have a spherical, you know,
shape and put it on multiply. I add another fill layer. Okay, this is like paint edge mask and add
it to the mask of the steel paint and at the end, I use grunge white brush to have slide
surface scratch. Okay, so done. Easy peasy. And we are done on body.
And let's go to the body text, white decal, and yellow decal. Okay, so for the white decal and
yellow decal, I just create a fill layer with this attribute. As you can see, the white color,
not too white. It's like default white color, which is come with the fill layer. And a little,
small amount of height value, plus, I mean, positive value in the height. And roughness
should be around, you know, 0.3. And the metallic should be zero. And that's it. And for the yellow
decal, I have the same, but the roughness, it's a little near to one. So we don't have so many
reflect on that. And the color is yellow. Okay, so what about the mask?
Okay, it's too long. And as you can see, it's font, font, shape, font, paint, and nothing too fancy.
All things here are paint or shape from Substance Painter library. Okay, so for example,
for this text, I just use font on the paint and I put every number, for example, 20,
and put it here. 25, put it here. R, put it here. This line should be here. And that's it.
So, there is no magic. And let's go for the yellow decal. The same, as you can see.
This is a simple fill layer that we change UV wrap to none and put it here. And I just add a
circle or shell here from the library and subtract this.
circular stick and let's add the shape line bending. I subtract it from the first field layer
and this is just paint. That way I paint the number and all that stuff. So after all of these
I add a grunge and subtract it from the mask so we have this effect. Okay so that's it
and let's go for the body section. Body text is it's like two simple layers. The base text
and the outline. Okay and for the outline and base text we use the same anchor point technique
that we use for all of our project. So I create a mask with a lot of text and shapes and this stuff.
Okay and
use anchor point, put it here, give it to this feed layer, blur it. Level and warp is, you know,
it's something like additional, it's not necessary, you can turn it off. Okay but I prefer to have
this to create some, you know, wavy effect on the edge. Okay and just subtract it from itself
and boom. The layer itself, it's nothing important, you know, a simple color, negative height value,
roughness on 0.8 and a little metallic. For the outline I just have roughness, height, value,
it should be positive because we need edge effect, right? And the color and I just change
the blending mode to linear dodge and that's it.
We're done here. We did all the things that we need on this model and now it's time to export it
and be ready to presenting this material on this model inside Marmoset Toolbag. So let's export it
and I'm going to set a direction for that. Okay and the output template should be on Unreal Engine
4. Okay 16 bits, png, 4k and done.
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