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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:15,799 Okay, now we are going to work on this side and let's create a folder. 2 00:00:15,802 --> 00:00:21,999 We are going to create a diamond pattern here and let's add a black mask. 3 00:00:22,002 --> 00:00:33,999 We need to control the effect here. Okay, so let's select this one, this one, and this one. 4 00:00:34,002 --> 00:00:43,599 Okay, it's cool, but we need to add another paint layer, change the blending mode to 5 00:00:43,602 --> 00:00:51,879 subtract because we use YubiCharm and there is some sharp transition here and 6 00:00:51,882 --> 00:00:58,543 we don't want it. So let's go here, you go to the 2D view. 7 00:00:58,546 --> 00:01:02,634 Okay, let's go back to the brush and we need to use basic soft and we need to 8 00:01:02,635 --> 00:01:04,567 Subtitled by online-courses.club We compress knowledge for you! 9 00:01:05,144 --> 00:01:15,023 change alignment to UV and size space to texture. Okay, and let's remove some area 10 00:01:15,026 --> 00:01:29,223 here. So let me check. Okay, that's it and we could then use something like bevel 11 00:01:29,226 --> 00:01:36,863 filter here because in the bevel we have the bevel effect on this side too. Okay, so 12 00:01:36,866 --> 00:01:42,823 we need to refine that and we can use bevel with extra paint layer to 13 00:01:42,826 --> 00:01:50,703 subtract it and we can use the paint layer at the first. So let's go here and 14 00:01:50,706 --> 00:01:58,425 I'm going to remove some area in here. 15 00:01:58,428 --> 00:02:13,665 Okay, I think it's for this part. Okay, yeah. That's cool. Let's go for the next one. 16 00:02:13,668 --> 00:02:21,946 The next one is for this side. So 17 00:02:27,514 --> 00:02:32,954 Okay, that's it. 18 00:02:33,018 --> 00:02:39,217 we have the mask and we need to create a paint layer here I'm going to call it 19 00:02:39,220 --> 00:02:50,017 diamond pattern okay and let's add a black mask and let's add a fill layer 20 00:02:50,020 --> 00:02:58,057 okay and paint layer so instead of using paint layer I can copy this layer here 21 00:02:58,060 --> 00:03:07,217 so we have this area okay and now for the fill let's go and see what we have 22 00:03:07,220 --> 00:03:19,617 here so for the pattern I think yeah this one is okay we can use this or 23 00:03:19,620 --> 00:03:33,977 maybe you can use this one too now it's like very curvy so maybe 24 00:03:33,980 --> 00:03:47,657 yeah I think this one you need to set curve to 0.5 or 0.4 okay like this and 25 00:03:47,660 --> 00:04:00,978 let's increase tiling to something like 20 yeah it's good but maybe we need to 26 00:04:01,058 --> 00:04:12,297 change it to something else to have better option yeah I think yeah this one 27 00:04:12,300 --> 00:04:22,537 better this one is better exactly so let's put it this I'm going to add a 28 00:04:22,540 --> 00:04:33,049 filter like bevel okay like this one 29 00:04:33,052 --> 00:04:43,489 yeah and let's add a level, with level I just fill the gap here okay so let's go 30 00:04:43,492 --> 00:04:49,850 here and move a slider 31 00:04:51,370 --> 00:04:59,069 let's invert it and this is what I need actually let's increase the sliding to 32 00:04:59,072 --> 00:05:06,549 40 okay 40 I think it's good and we need to change the blending mode of this 33 00:05:06,552 --> 00:05:18,709 fabric medieval to multiply okay so we have this it's not good actually because 34 00:05:18,712 --> 00:05:25,629 we use invert and its effect on this paint layer too so we can do something 35 00:05:25,632 --> 00:05:32,671 else okay we use invert we change it to normal 36 00:05:32,674 --> 00:05:39,271 okay we have this let's add anchor point here and I'm going to add another field 37 00:05:39,274 --> 00:05:44,471 layer and let's load this anchor point to this field layer and we invert this 38 00:05:44,474 --> 00:05:53,311 so let's load diamond pattern mask okay and let's change blending mode to 39 00:05:53,314 --> 00:06:05,911 multiply to this paint okay so we can add a field layer with black color to 40 00:06:05,914 --> 00:06:16,791 keep this mask under layers keep away okay we create black screen here add the 41 00:06:16,794 --> 00:06:22,271 paint layer and after that add field layer and change the blending mode to 42 00:06:22,274 --> 00:06:31,359 multiply and in this field layer this one we load this anchor point so 43 00:06:31,362 --> 00:06:39,279 what is the purpose of adding this field layer? To clean everything. Okay, so this 44 00:06:39,282 --> 00:06:44,239 is the way that we create diamond pattern. Okay, let's create another field 45 00:06:44,242 --> 00:06:52,919 layer and I'm going to call it diamond and let's add black mask, add field layer 46 00:06:52,922 --> 00:07:08,919 and I'm going to load diamond pattern into this. Okay, so that's it. 47 00:07:08,922 --> 00:07:24,399 Let's add negative height value in here. Okay, let's keep it simple. We need height 48 00:07:24,402 --> 00:07:30,200 so let's add this value here. 49 00:07:30,362 --> 00:07:41,001 okay maybe a little stronger, okay go back to diamond pattern, the fabric we 50 00:07:41,004 --> 00:07:53,041 need to increase it to 60, okay I think we need to change the amount in level 51 00:07:53,044 --> 00:08:09,841 okay and yeah I have this one so let's okay we need to decrease the level 52 00:08:09,844 --> 00:08:20,361 amount and let's see what's happened after that okay this is level and all 53 00:08:20,364 --> 00:08:30,383 this stuff, that's great maybe maybe we can remove bevel completely, okay 54 00:08:30,386 --> 00:08:39,504 and I think the problem is smoothing here because I don't want to have this smooth round edges 55 00:08:40,224 --> 00:08:49,823 yeah it's better so let's keep it low okay that's great that's great yeah 56 00:08:49,826 --> 00:09:02,703 and now we can decrease the height amount yeah perfect perfect perfect yeah you have this we 57 00:09:02,706 --> 00:09:13,943 have this okay let's add color to that so I'm going to use some brown color but a little darker like 58 00:09:13,946 --> 00:09:26,943 this okay and I'm going to add another fill layer on the diamond keep color use B&W spot and let's 59 00:09:26,946 --> 00:09:29,392 change it to soft light 60 00:09:29,952 --> 00:09:37,392 so we have some variation on the dark color in here so let's increase the whiteness a little 61 00:09:38,672 --> 00:09:44,672 yeah and let's go add roughness too and we don't want to have roughness in here 62 00:09:45,712 --> 00:09:55,631 so maybe keep it on 0.6 it's a good idea okay I turn on the metallic and we need zero value on 63 00:09:55,634 --> 00:10:02,468 the metallic so maybe increasing roughness value it can help us to have better effect here yeah 64 00:10:02,470 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 65 00:10:04,592 --> 00:10:14,112 perfect so now I'm going back to diamond pattern in here okay and let's 66 00:10:16,192 --> 00:10:19,631 add this paint layer on this section 67 00:10:19,634 --> 00:10:28,032 okay so I need more subtraction 68 00:10:28,416 --> 00:10:39,655 diamond pattern to have this transition as you can see between pattern and the 69 00:10:39,658 --> 00:10:49,455 surface okay like this but I think it's too much maybe we can decrease the 70 00:10:49,458 --> 00:10:56,495 opacity yeah it's so much better it's so much better okay so let's go for this 71 00:10:56,498 --> 00:11:03,695 one yeah I think this one is okay it's the surface is too small so we can have 72 00:11:03,698 --> 00:11:15,775 this transition here and let's go for this section okay in here now let's go 73 00:11:15,778 --> 00:11:28,185 back to the mask okay I'm going to create this transition yeah perfect 74 00:11:28,188 --> 00:11:40,785 and let's remove some area from here too so yeah I'm happy with the result okay 75 00:11:40,788 --> 00:11:55,585 maybe a little more okay go to the mask here make bigger okay I just subtract 76 00:11:55,588 --> 00:12:10,025 some area from here so yeah it's it's like we need to move further until here 77 00:12:10,028 --> 00:12:26,705 like this okay that's perfect maybe 90 is better yeah exactly so I'm happy with 78 00:12:26,708 --> 00:12:27,599 the result 79 00:12:27,602 --> 00:12:35,360 so I just need to add something else in here let's add the fill layer okay and now I'm going to add 80 00:12:37,200 --> 00:12:45,920 variation okay all channel so let's add black mask and let's load this paint layer here 81 00:12:47,200 --> 00:12:57,520 okay and this paint layer here so we have this mask and I'm going to add another fill layer 82 00:12:58,560 --> 00:13:00,480 and use anisotropy 83 00:13:03,440 --> 00:13:13,120 okay let's increase tiling to something like five and let's add fill layer and load white noise 84 00:13:16,000 --> 00:13:20,159 okay and change it to multiply as you can see 85 00:13:20,162 --> 00:13:26,080 we can remove this paint because actually after 86 00:13:26,528 --> 00:13:32,847 creating this layer, this one is going to control that, so there is no point to create this one. 87 00:13:32,850 --> 00:13:37,968 Okay, so let's add a filter like warp. 88 00:13:41,808 --> 00:13:48,047 Okay, yeah, it's great. And we have this. 89 00:13:48,050 --> 00:14:01,728 So let's change the blending mode to soft light for the color and I'm going to make it darker. 90 00:14:03,728 --> 00:14:12,847 Okay, I just need to have a small amount in height and for the roughness 91 00:14:12,850 --> 00:14:25,328 Okay, we can keep it one. You need to have metallic. And yeah, we can add a level. 92 00:14:25,856 --> 00:14:34,736 Play with this slider to have a more sharp result here. 93 00:14:37,376 --> 00:14:38,016 So like this. 94 00:14:41,056 --> 00:14:42,736 But I think it's okay. 95 00:14:45,456 --> 00:14:49,936 Yeah, if we go to color, we have these lines. 96 00:14:50,736 --> 00:14:54,576 In the roughness, we have this and everything is okay. 97 00:14:55,936 --> 00:15:01,696 So this is for the diamond pattern here. 98 00:15:02,496 --> 00:15:02,976 Perfect. 99 00:15:03,936 --> 00:15:09,776 And even we can create another fill layer and call it coat. 100 00:15:10,816 --> 00:15:17,216 And in the coat, add black mask and use, for example, curvature. 101 00:15:18,896 --> 00:15:24,656 Okay, so in the curvature mask, we have this kind of effect, right? 102 00:15:30,554 --> 00:15:45,513 So let's go back here and I'm going to add filter from matte. Okay for example 103 00:15:45,516 --> 00:15:53,073 matte finish linear now it's not good, grainy it's not good, green no I think 104 00:15:53,076 --> 00:16:04,153 it's not feed for suitable for this one. Okay raw. Let's go for green see what's 105 00:16:04,156 --> 00:16:17,633 happened. Okay I don't need anything here. In here just I need normal. Okay and for 106 00:16:17,636 --> 00:16:28,857 the color you can keep this. Okay let's change it to soft light. 107 00:16:28,860 --> 00:16:45,097 we can add roughness okay the roughness I can use something like fingerprint okay 108 00:16:45,100 --> 00:16:56,258 let's keep color out go to roughness increase tiling okay age for example 109 00:16:56,298 --> 00:17:11,578 play with the balance okay this is color and make it for example linear dodge 110 00:17:12,258 --> 00:17:25,937 that's it yeah I think it's okay yeah perfectly okay so we are done here we 111 00:17:25,940 --> 00:17:28,447 all have 112 00:17:28,450 --> 00:17:35,527 what we need and we just need to focus on the text and decals that we need to 113 00:17:35,530 --> 00:17:42,328 put here so let's go back here 114 00:17:47,194 --> 00:17:47,834 and that's it. 115 00:17:50,874 --> 00:17:59,673 So we need to add some text, decals, and this kind of stuff, but we did this adding decals 116 00:17:59,676 --> 00:18:08,394 and adding text, shapes, and all these matters to the material a lot of time before 117 00:18:09,194 --> 00:18:15,273 in this course, so we can skip this part. I'm going to stop the video and after that 118 00:18:15,276 --> 00:18:25,673 we have a quick breakdown what I did and we are in the stage that export texture and render it 119 00:18:25,676 --> 00:18:34,474 in Marmoset Toolbag. Okay, we are done and I'm very happy to skip this part because 120 00:18:35,434 --> 00:18:42,073 the method and the technique it's so simple. Just create a free layer, create a black mask, 121 00:18:42,076 --> 00:18:45,274 and add your value on the mask and done. 122 00:18:45,824 --> 00:18:53,823 Okay, but it took something like, I don't know, maybe two hours from me to complete this 123 00:18:53,826 --> 00:19:02,463 because there's so many revision, there's so many redo and undo, and I'm happy to skip this part 124 00:19:02,466 --> 00:19:11,103 because we know all the things, we just need to do that. Okay, so let's have a breakdown and see 125 00:19:11,106 --> 00:19:19,664 what's happening here. For the first part, we need to go to the body and in the steel gun paint, 126 00:19:20,224 --> 00:19:31,504 I add some extra mask to have this type of effect here, here, and here on the body. So I just paint 127 00:19:32,304 --> 00:19:38,944 some edge there, as you can see. Okay, and use anchor point to load it 128 00:19:39,504 --> 00:19:45,264 in the mask of the steel paint and, you know, it's like adding value. 129 00:19:45,472 --> 00:19:55,871 Okay, so before that, we just have this. Okay, but now we have this circle in this 130 00:19:55,874 --> 00:20:08,192 position, okay, for demonstrate using this item here a lot, save and fire. Okay, and I 131 00:20:08,272 --> 00:20:17,391 I just add a grunge brush here and I change the projection to have a spherical, you know, 132 00:20:17,394 --> 00:20:27,791 shape and put it on multiply. I add another fill layer. Okay, this is like paint edge mask and add 133 00:20:27,794 --> 00:20:35,551 it to the mask of the steel paint and at the end, I use grunge white brush to have slide 134 00:20:35,554 --> 00:20:45,072 surface scratch. Okay, so done. Easy peasy. And we are done on body. 135 00:20:45,568 --> 00:20:52,927 And let's go to the body text, white decal, and yellow decal. Okay, so for the white decal and 136 00:20:52,930 --> 00:21:03,727 yellow decal, I just create a fill layer with this attribute. As you can see, the white color, 137 00:21:03,730 --> 00:21:12,288 not too white. It's like default white color, which is come with the fill layer. And a little, 138 00:21:12,848 --> 00:21:20,687 small amount of height value, plus, I mean, positive value in the height. And roughness 139 00:21:20,690 --> 00:21:28,607 should be around, you know, 0.3. And the metallic should be zero. And that's it. And for the yellow 140 00:21:28,610 --> 00:21:39,087 decal, I have the same, but the roughness, it's a little near to one. So we don't have so many 141 00:21:39,090 --> 00:21:44,703 reflect on that. And the color is yellow. Okay, so what about the mask? 142 00:21:44,706 --> 00:21:53,423 Okay, it's too long. And as you can see, it's font, font, shape, font, paint, and nothing too fancy. 143 00:21:53,426 --> 00:22:01,904 All things here are paint or shape from Substance Painter library. Okay, so for example, 144 00:22:02,864 --> 00:22:12,703 for this text, I just use font on the paint and I put every number, for example, 20, 145 00:22:12,706 --> 00:22:18,704 and put it here. 25, put it here. R, put it here. This line should be here. And that's it. 146 00:22:19,824 --> 00:22:27,104 So, there is no magic. And let's go for the yellow decal. The same, as you can see. 147 00:22:29,104 --> 00:22:36,943 This is a simple fill layer that we change UV wrap to none and put it here. And I just add a 148 00:22:36,946 --> 00:22:44,224 circle or shell here from the library and subtract this. 149 00:22:44,432 --> 00:22:55,632 circular stick and let's add the shape line bending. I subtract it from the first field layer 150 00:22:56,592 --> 00:23:04,831 and this is just paint. That way I paint the number and all that stuff. So after all of these 151 00:23:04,834 --> 00:23:13,472 I add a grunge and subtract it from the mask so we have this effect. Okay so that's it 152 00:23:14,192 --> 00:23:23,472 and let's go for the body section. Body text is it's like two simple layers. The base text 153 00:23:24,112 --> 00:23:32,431 and the outline. Okay and for the outline and base text we use the same anchor point technique 154 00:23:32,434 --> 00:23:41,791 that we use for all of our project. So I create a mask with a lot of text and shapes and this stuff. 155 00:23:41,794 --> 00:23:44,032 Okay and 156 00:23:44,096 --> 00:23:53,056 use anchor point, put it here, give it to this feed layer, blur it. Level and warp is, you know, 157 00:23:53,696 --> 00:24:01,695 it's something like additional, it's not necessary, you can turn it off. Okay but I prefer to have 158 00:24:01,698 --> 00:24:10,575 this to create some, you know, wavy effect on the edge. Okay and just subtract it from itself 159 00:24:10,578 --> 00:24:19,055 and boom. The layer itself, it's nothing important, you know, a simple color, negative height value, 160 00:24:19,058 --> 00:24:28,256 roughness on 0.8 and a little metallic. For the outline I just have roughness, height, value, 161 00:24:29,616 --> 00:24:38,335 it should be positive because we need edge effect, right? And the color and I just change 162 00:24:38,338 --> 00:24:41,456 the blending mode to linear dodge and that's it. 163 00:24:44,592 --> 00:24:51,711 We're done here. We did all the things that we need on this model and now it's time to export it 164 00:24:51,714 --> 00:24:59,712 and be ready to presenting this material on this model inside Marmoset Toolbag. So let's export it 165 00:25:00,912 --> 00:25:10,511 and I'm going to set a direction for that. Okay and the output template should be on Unreal Engine 166 00:25:10,514 --> 00:25:18,912 4. Okay 16 bits, png, 4k and done. 17970

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