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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 --> 00:00:14,399 Now we are back to create our leather material and for the starting point I'm going to search 2 00:00:14,402 --> 00:00:20,159 leather resources in Substance Community Asset. So I came over to Substance 3D Community Asset 3 00:00:20,162 --> 00:00:27,839 website and in here I'm going to search leather. So I need SPSAR format for the base material 4 00:00:27,842 --> 00:00:34,559 and here the leather rough is a good starting point for this project. So I open the file, 5 00:00:34,562 --> 00:00:39,599 as you can see, and let's back to the Substance Painter. So importing resources in Substance 6 00:00:39,602 --> 00:00:45,679 Painter in the latest version is so simple. You can click and drag anything you want and release 7 00:00:45,682 --> 00:00:51,759 it in the layers window. Okay, so the leather rough is loaded and we need to put it in the 8 00:00:51,762 --> 00:00:59,760 leather section and now we can delete the fill layer number one. Okay, so in the old time... 9 00:01:00,123 --> 00:01:02,283 Subtitled by online-courses.club We compress knowledge for you! 10 00:01:02,284 --> 00:01:06,079 during this tutorial the shader setting and displacement and tessellation should be turned 11 00:01:06,082 --> 00:01:12,640 on because in this way we can control our height data which provide our displacement. Okay, so 12 00:01:13,360 --> 00:01:22,000 let's go back to the project and everything is good here. Let's start tweaking the parameter here. 13 00:01:22,560 --> 00:01:27,040 So for the first parameter I'm going to 14 00:01:29,040 --> 00:01:37,680 rate the color and tweak the color over here and for the UV projection I'm going to use Tri-Planar 15 00:01:38,320 --> 00:01:46,000 with the tiling number two. In this way I can have a good density here and if you are 16 00:01:46,800 --> 00:01:53,279 suffering from the low quality in the viewport you can come over here in the set setting and 17 00:01:53,282 --> 00:01:59,200 increase the size to for example 2k. Okay, so everything is okay right now and we can... 18 00:01:59,680 --> 00:02:08,399 switch to 3D view just only 3D view. So let's go back to the parameter of the leather material and 19 00:02:08,402 --> 00:02:18,240 the roughness I need something like 0.3. Yeah, it's better right now and for the dot intensity 20 00:02:18,960 --> 00:02:25,039 maybe I can decrease the amount of dot intensity. As you can see it's affected on the base color 21 00:02:25,042 --> 00:02:34,719 and I don't want it because I need some clean and not dirty leather over here. So for the 22 00:02:34,722 --> 00:02:43,919 white stain I think the intensity is good. Let's decrease. Yeah, I think the higher amount is better 23 00:02:43,922 --> 00:02:51,039 and for the small stain you can play with the parameter. No, I think this value is good. So let's 24 00:02:51,042 --> 00:02:56,880 go to the technical parameters and now maybe decreasing 25 00:02:57,424 --> 00:03:04,423 The height range is a good option here because we are using displacement modeling technique inside Painter. 26 00:03:04,426 --> 00:03:08,423 So, the height data is so important for us. 27 00:03:08,426 --> 00:03:19,423 Okay, this is the first layer and now we can create another fill layer. I'm going to call it Pattern for the surface. 28 00:03:19,426 --> 00:03:25,423 They are the same. The name should be something that you can understand what's happening inside that layer. 29 00:03:25,426 --> 00:03:30,423 It's not mandatory but there is no naming rules for this kind of stuff. 30 00:03:30,426 --> 00:03:40,423 Okay, for the pattern I need just height and let's create a black mask because I'm going to control the amount of the height for this layer. 31 00:03:40,426 --> 00:03:52,423 This slider here and for the pattern let's create a sub layer. The type should be fill and in the grayscale I can search grunge leather. 32 00:03:52,426 --> 00:03:56,272 Okay, so grunge leather. 33 00:03:57,232 --> 00:04:08,032 It's good. And let's increase the amount of the height. Okay, something like 0.01. 34 00:04:09,392 --> 00:04:18,032 Yeah. And let's go back here. I need triplanar projection. Okay. And let's 35 00:04:18,832 --> 00:04:25,471 increase the tiling amount. Now we have a good surface pattern here. And let's go 36 00:04:25,474 --> 00:04:33,872 to the next layer. For the next layer, I'm going to create the edge damage layer because I need to 37 00:04:35,472 --> 00:04:40,191 create some damage effect around here. But it's not too much because as I told you, 38 00:04:40,194 --> 00:04:48,271 I need a clean version of the leather. Okay, not dirty or damaged one. So for this one, we can 39 00:04:48,274 --> 00:04:55,392 keep color, height, and roughness at the same time. And for the color, let's bring up 40 00:04:55,584 --> 00:05:04,223 the white value. And let's decrease the height amount to something like negative 0.02, for example, 41 00:05:04,226 --> 00:05:11,663 for the start point. And for the roughness, it should be more rough. So I think around 0.8 is 42 00:05:11,666 --> 00:05:19,504 good amount. Okay, now I'm going to change the blending mode of the base color to soft light. 43 00:05:19,984 --> 00:05:26,463 So in this way, I can have a brighter version, a lighter version of the leather. And whenever 44 00:05:26,466 --> 00:05:34,783 you damage something, the under layer, it should be lighter or maybe darker in some special cases. 45 00:05:34,786 --> 00:05:41,663 So let's create a black mask. And in here, we are going to create some sub layer top of each other 46 00:05:41,666 --> 00:05:47,183 and change blending mode to achieve what we want. So for the first, I need to add a generator. So 47 00:05:47,186 --> 00:05:54,384 let's increase the space here, so you can see what happened. And here, edge damage. 48 00:05:54,912 --> 00:06:03,872 is a good starting point. Okay, and let's decrease the ver level. Okay, increase edge smooth, 49 00:06:05,392 --> 00:06:12,671 and turn on triplanar for grunge, and increase grunge amount a little bit, and decrease the 50 00:06:12,674 --> 00:06:21,951 grunge scale. And to avoid generic result, I mean to avoid something like generated by computer, 51 00:06:21,954 --> 00:06:29,311 we need to cut off some of the edge. Okay, so the mask, it's so complete, and it's so straight. 52 00:06:29,314 --> 00:06:37,551 So let's add another fill layer here. And in the gray scale, I'm going to type grunge. 53 00:06:37,554 --> 00:06:43,312 And for example, I'm going to use this grunge. Yeah, maybe. And put it on the subtract. 54 00:06:44,272 --> 00:06:52,112 So increase the tiling, increase the balance, and contrast, play with the offset. Yeah. 55 00:06:52,672 --> 00:06:54,272 And here, I can increase the 56 00:06:54,800 --> 00:07:02,319 very level. Okay, so before that, all the edges have the same amount of the damage. 57 00:07:02,322 --> 00:07:09,519 So it's not good, it's not realistic. So we just add another fill layer, and load some random 58 00:07:09,522 --> 00:07:17,039 grunge, and put the blending mode to subtract. And boom, we have more realistic effect. And if 59 00:07:17,042 --> 00:07:23,439 you want to have a damaging version, you can decrease the balance over here. And you can still 60 00:07:23,442 --> 00:07:29,840 have some pattern here. But we want to have a clean version. So let's increase the balance. 61 00:07:30,640 --> 00:07:38,479 And now we have a good amount of the damage over the edge. So the next step is using 62 00:07:38,482 --> 00:07:47,679 warp filter. Warp filter can give us some custom effect. So let's add the warp effect. 63 00:07:47,682 --> 00:07:54,240 And as you can see, this is the result with warp and without warp. So in the warp, 64 00:07:54,480 --> 00:08:00,320 we can increase the intensity divider to have some more control of the intensity slider. 65 00:08:00,960 --> 00:08:06,479 And we can change some parameters in the source parameters. For example, source tiling, 66 00:08:06,482 --> 00:08:13,680 it can increase our noise type. Okay, that's it. And you can play with the source builder 67 00:08:14,720 --> 00:08:20,800 to have some specific result. So let's increase the intensity to something like this. 68 00:08:21,760 --> 00:08:29,920 And after that, I'm going to add another fill layer. And let's have some grunge leak. 69 00:08:32,320 --> 00:08:38,480 Maybe this one. Yeah. And increase tiling to something like five. 70 00:08:39,200 --> 00:08:47,599 And increase contrast to have solid effect. And increase balance again. Okay. 71 00:08:47,602 --> 00:08:52,640 Maybe play with the offset value. That's it. 72 00:08:53,632 --> 00:08:58,512 and change the blending mode to subtract again because... where is the subtract? Okay, 73 00:08:59,072 --> 00:09:07,472 because in this way we can filter the damage on the edge with some random noise. Okay, so 74 00:09:08,672 --> 00:09:15,231 let's play with the tiling amount and the offset to achieve the look that we want. 75 00:09:15,234 --> 00:09:23,152 So I think it's good. It's completely procedural. It means you can come over to the sub layers and 76 00:09:23,232 --> 00:09:30,192 change the parameters. For example, play with the seed option and every time you can get new 77 00:09:30,912 --> 00:09:38,672 variation of the effect. So I'm going to add another fill layer and let's type leather 78 00:09:40,272 --> 00:09:46,831 and with the grunge leather damage, which you can see, I can invert it. Okay, 79 00:09:46,834 --> 00:09:53,152 decrease the balance, increase the contrast and increase the tiling amount. 80 00:09:54,112 --> 00:09:59,071 Okay, for example, something like five, I think it's good. 81 00:09:59,074 --> 00:10:02,208 So let's decrease the balance and increase the contrast 82 00:10:02,210 --> 00:10:04,434 Subtitled by online-courses.club We compress knowledge for you! 83 00:10:05,032 --> 00:10:08,711 and let's change the blending mode to linear dodge. 84 00:10:08,714 --> 00:10:13,391 So in this way, I can have this effect on the surface 85 00:10:13,394 --> 00:10:15,311 and on the edge at the same time 86 00:10:15,314 --> 00:10:18,712 but maybe we can put it under grunge leak 87 00:10:19,592 --> 00:10:22,591 to avoid generic look, okay? 88 00:10:22,594 --> 00:10:27,592 So let's leave the tiling amount, yeah. 89 00:10:29,472 --> 00:10:33,471 For example, this one is better, okay? 90 00:10:33,474 --> 00:10:35,311 Decrease the balance 91 00:10:35,314 --> 00:10:38,471 and maybe decrease the opacity of this layer. 92 00:10:38,474 --> 00:10:42,351 So let's go back to the material mode, yeah. 93 00:10:42,354 --> 00:10:47,352 And this is the version of the leather without edge damage 94 00:10:47,392 --> 00:10:49,431 and this is the version with the edge damage. 95 00:10:49,434 --> 00:10:51,312 So that's it. 96 00:10:51,632 --> 00:10:55,792 So let's create another fill layer here and I'm calling Dust Surface. 97 00:10:57,072 --> 00:11:04,351 For the Dust Surface I need some effect overall on the surface and for that I just need color, 98 00:11:04,354 --> 00:11:12,271 height and roughness. And for the roughness I should choose something like 0.5 and for the 99 00:11:12,274 --> 00:11:19,392 height maybe a little negative value is good and for the color I'm going to create a black 100 00:11:20,112 --> 00:11:26,032 color for this layer. And for the blending mode you need to change it to multiply and decrease 101 00:11:26,592 --> 00:11:33,791 the amount of the opacity. So this is the result and in the black mask I'm going to add 102 00:11:33,794 --> 00:11:44,751 a generator like dirt. Okay so this is the result as we can see there is some dirt over here. 103 00:11:44,754 --> 00:11:50,032 Yeah and that's it. So, uh... 104 00:11:50,656 --> 00:11:57,056 Let's add some pattern for the strap over here. So, let's create a fillier 105 00:11:58,256 --> 00:12:05,616 and I'm calling strap pattern and create black mask and put a fillier here 106 00:12:07,376 --> 00:12:15,296 and in the gray scale I'm going to search for a strip, yeah, and let's 107 00:12:15,776 --> 00:12:24,576 increase the tiling amount to something like 30. Yeah, the strip is good and for the pattern 108 00:12:25,856 --> 00:12:35,775 you can use the same default value so it's good and maybe 25 is better and we can increase 109 00:12:35,778 --> 00:12:45,295 and we can increase the width, okay, and we need to control the mask on the strap itself. 110 00:12:45,298 --> 00:12:48,016 So, how we should do that? 111 00:12:48,512 --> 00:12:54,192 You can do it in two different methods. The first one is to subtract all the area that we don't want 112 00:12:54,992 --> 00:13:02,272 and the second one is select the area that we want and after that we can multiply the strip on that. 113 00:13:02,992 --> 00:13:05,232 So, let's subtract 114 00:13:08,672 --> 00:13:17,071 and in the polygon view we are going to UV chunk and select all the item here, okay, 115 00:13:17,074 --> 00:13:24,272 and press X to invert the selection mode and press the area that we want. It's easy, right? 116 00:13:25,312 --> 00:13:32,991 So, we should keep subtract on the top and we are going to add more detail under the paint layer 117 00:13:32,994 --> 00:13:39,471 that we subtract the area that we don't want. So, this is good. Let's go back to the material mode 118 00:13:39,474 --> 00:13:47,152 and here I just need height and we can increase the height amount. As you can see in the viewport 119 00:13:47,216 --> 00:13:53,536 you can see the result of the displacement, right? So I think this amount is good. 120 00:13:55,136 --> 00:14:01,855 Okay, so let's add another detail here. I just need to have some line over here, 121 00:14:01,858 --> 00:14:07,216 so for creating this effect I need to add a fill layer and load a gradient, 122 00:14:08,656 --> 00:14:15,056 something like gradient linear number two, and for controlling the position of that 123 00:14:15,696 --> 00:14:22,736 we need to turn off UV wrap and the mode should be on none and now we can play 124 00:14:25,456 --> 00:14:34,256 with the gradient itself. So we need to find the front strap UV island, which is here. 125 00:14:35,136 --> 00:14:42,015 Let's press F1 to go back to the 2D and the 3D view at the same time and let's go back to the 126 00:14:42,018 --> 00:14:45,536 mask mode so everything is okay. 127 00:14:46,384 --> 00:14:57,024 I'm going to decrease the size yeah and a little smaller and increase the length 128 00:14:59,184 --> 00:15:07,903 okay so this is the detail that I want let's decrease the width yeah 129 00:15:07,906 --> 00:15:20,623 duplicate the gradient linear number two and put it over here so that's it and let's go back to the 130 00:15:20,626 --> 00:15:27,583 material mode and as you can see we have our result but it's not good you know it's not 131 00:15:27,586 --> 00:15:32,063 connected to the surface it's because we don't have any ambient occlusion right now but we are 132 00:15:32,066 --> 00:15:39,423 going to add it with anchor point technique so before adding AO to our material let's create 133 00:15:39,426 --> 00:15:44,544 some control layer I'm going to create a paint layer here and 134 00:15:45,168 --> 00:15:52,407 name it control layer and I'm going to change the blending mode to pass the 135 00:15:52,410 --> 00:15:57,527 all channel okay so in the all channel right now I have passed blending mode 136 00:15:57,530 --> 00:16:02,647 for control layer and when you change the blending mode to pass it's going to 137 00:16:02,650 --> 00:16:08,607 collect all the data from below layers and gather it to itself so now we can 138 00:16:08,610 --> 00:16:13,767 edit all the data related to base color in here so I'm going to add a filter 139 00:16:13,770 --> 00:16:22,087 over here and this filter is HSL and now I can control the hue saturation and 140 00:16:22,090 --> 00:16:28,047 lightness here with this filter in this layer for the leather material so it's 141 00:16:28,050 --> 00:16:33,287 so powerful technique to control our material attributes so another filter 142 00:16:33,290 --> 00:16:42,927 that I want to use it's contrast okay with that I can increase contrast in my 143 00:16:42,930 --> 00:16:44,480 data 144 00:16:44,720 --> 00:16:49,839 I just need it in the color section so I'm going to press alt and click on the color 145 00:16:49,842 --> 00:16:55,359 and it's going to turn off all the channels but not color okay so in this way I can control the 146 00:16:55,362 --> 00:17:02,319 contrast luminosity and hue saturation and lightness at the same time beside that in the 147 00:17:02,322 --> 00:17:09,680 height channel now I have all the data from the down layers okay so let's create an anchor point 148 00:17:10,320 --> 00:17:17,200 now I can use the height data in a micro details in all generators okay so for that let's create 149 00:17:17,840 --> 00:17:26,639 another fill layer in this fill layer I'm going to call it edge effect and now I'm going to add 150 00:17:26,642 --> 00:17:32,639 a black mask in the black mask I'm going to add a generator and I'm going to load metal edge 151 00:17:32,642 --> 00:17:38,719 generator over here and here as you can see the data that I applied on the model they are not 152 00:17:38,722 --> 00:17:42,767 recognized with the generator so how can we solve this problem 153 00:17:42,770 --> 00:17:49,847 We have a control layer anchor point that means I can access to all high data in this layer 154 00:17:49,850 --> 00:17:55,468 Okay, because I can recall it this anchor point and access to a specific channel that I want 155 00:17:55,548 --> 00:17:58,348 so in here in the metal edge where I 156 00:17:59,048 --> 00:18:07,088 Can go down in micro high in the anchor point section. I can select anchor point control layer 157 00:18:07,568 --> 00:18:11,788 Okay, and I'm going to change reference channel to the high 158 00:18:12,388 --> 00:18:18,908 Okay, this height reference channel. It means now I'm going to use the data in the control layer in 159 00:18:19,748 --> 00:18:21,828 the high channel, okay, so 160 00:18:22,628 --> 00:18:28,347 Let's go to micro details and turn on micro height and now you can see what happened in the 3d view 161 00:18:28,350 --> 00:18:30,348 So this is the solid 162 00:18:31,388 --> 00:18:34,248 result from metal edge where okay, it's going to 163 00:18:35,188 --> 00:18:41,268 Calculate the edges and all the effects based on mesh maps that we have here something like 164 00:18:41,440 --> 00:18:48,159 ambient occlusion, curvature, position and world space normal but I can use the height data in the 165 00:18:48,162 --> 00:18:55,759 project in this generator without baking in the first stage from HiPoly. Okay so now I can access 166 00:18:55,762 --> 00:19:02,959 to my data in the height channel with macro details in the height channel and normal channel 167 00:19:02,962 --> 00:19:09,359 and here I'm using displacement modeling. So my data and my details they are in the height channel 168 00:19:09,362 --> 00:19:16,479 now I can use that in the macro height with the macro details in the generator. So let's turn it 169 00:19:16,482 --> 00:19:24,159 on and we can play with these sliders to achieve the different result. You can change the way to 170 00:19:24,162 --> 00:19:31,359 calculate the height data from Sobel, Smooth and Standard. As you can see there is a difference 171 00:19:31,362 --> 00:19:38,319 between them. You can try it and you can select which one is better for your project and for your 172 00:19:38,322 --> 00:19:40,240 result that you want. 173 00:19:40,480 --> 00:19:47,360 Okay, so let's tweak some parameters here. Now you can use edge masking. It's good. 174 00:19:48,560 --> 00:19:57,760 And I'm going to decrease grunge amount and grunge scale and wear level. Okay, so 175 00:20:00,160 --> 00:20:09,840 let's decrease the wear level and increase intensity of the curvature. Okay, that's good. 176 00:20:11,280 --> 00:20:14,000 And now I can decrease the grunge. 177 00:20:16,320 --> 00:20:24,240 Maybe a little bit lower in the wear level. I can increase the wear contrast. 178 00:20:26,320 --> 00:20:32,239 Yeah, in this layer I need the effect on the details in the displacement and height, 179 00:20:32,242 --> 00:20:39,119 not on the edge of the model. So that's good. We can add a paint layer and change the blending 180 00:20:39,122 --> 00:20:40,448 mode to the sub-track. 181 00:20:40,688 --> 00:20:49,007 and paint over these edges to remove the effect that we don't want. So the white here is going 182 00:20:49,010 --> 00:20:55,248 to remove everything and the black is going to revert that effect. So let's 183 00:21:00,410 --> 00:21:07,769 paint over here to remove this effect. Yeah, it's okay. Now we can come back to the metal edge and 184 00:21:07,772 --> 00:21:13,690 bring up the bird level. Yeah. Grunge scale, grunge amount, 185 00:21:15,290 --> 00:21:19,290 and we can decrease the curvature intensity. Yeah. 186 00:21:21,930 --> 00:21:29,370 And yeah, it's good. Now we can add another fill layer with some random grunges in this gray scale, 187 00:21:29,690 --> 00:21:40,169 like this, for example, this one, and increase the tiling, increase the contrast and the balance. 188 00:21:40,172 --> 00:21:47,609 Maybe a little bit tiling amount is good, and now we can subtract that. Okay. Now we can see 189 00:21:47,612 --> 00:21:58,730 the effect. Maybe change this grunge is a good idea. Let me see. Which one is better? 190 00:22:00,416 --> 00:22:07,936 For example, this one. Yeah, it's better. Okay, and now let's come back to the layer itself. 191 00:22:08,576 --> 00:22:16,495 We don't want any data except color and roughness. So for the roughness we need to increase the data 192 00:22:16,498 --> 00:22:22,815 and for the color we can use white value and in the blending mode I'm going to change it to soft 193 00:22:22,818 --> 00:22:37,776 light. Okay, so now we can decrease. That's it. Yeah, everything is good. Everything is good. 194 00:22:40,096 --> 00:22:46,495 We can come over here, add a paint and we can change this sub layer of the paint to linear 195 00:22:46,498 --> 00:22:55,455 dodge and let's go to the asset browser and in here maybe using some brushes to add some details. 196 00:22:55,458 --> 00:22:59,376 It's a good idea. Something like this. 197 00:23:00,256 --> 00:23:01,695 For example, this one. 198 00:23:01,698 --> 00:23:04,975 And let's add a little height. 199 00:23:04,978 --> 00:23:08,575 Negative height is good, but it's too much. 200 00:23:08,578 --> 00:23:10,656 Yeah, it's better. 201 00:23:12,856 --> 00:23:14,456 Okay, let's go back here. 202 00:23:17,336 --> 00:23:20,136 Some details over here. 203 00:23:22,336 --> 00:23:25,895 Okay, that's good. 204 00:23:25,898 --> 00:23:30,896 Maybe some details here. 205 00:23:32,376 --> 00:23:33,216 Yeah. 206 00:23:34,376 --> 00:23:37,615 And we can play with this amount of the detail. 207 00:23:37,618 --> 00:23:40,455 You can add some white value with different brushes. 208 00:23:40,458 --> 00:23:44,335 And after that, you can subtract the value with the black. 209 00:23:44,338 --> 00:23:48,035 And in this way, you can create most unique effect 210 00:23:48,038 --> 00:23:49,975 in your project on your asset. 211 00:23:49,978 --> 00:23:53,856 So let's do 212 00:23:55,896 --> 00:23:58,976 this one here as well. 213 00:23:59,872 --> 00:24:03,372 Okay, that's it, that's good. 214 00:24:09,402 --> 00:24:12,521 Yeah, okay. That's good. 215 00:24:12,524 --> 00:24:18,721 That's good for now. Maybe after adding other materials on the model, 216 00:24:18,724 --> 00:24:24,401 we can come back here and change the value of the edge effect. 217 00:24:24,404 --> 00:24:26,461 That's good for now. 218 00:24:26,464 --> 00:24:37,521 Let's go back to the HSL and maybe a little changing value in the color. 219 00:24:37,524 --> 00:24:44,081 That's a good idea. And in contrast, yeah. 220 00:24:44,084 --> 00:24:47,241 And we can decrease the luminosity. 221 00:24:47,244 --> 00:24:48,921 And yeah, the effect is so good. 222 00:24:48,924 --> 00:24:52,741 So let's add the AO effect that we want. 223 00:24:52,744 --> 00:24:58,581 So in here, I'm going to add a fill layer, which I'm going to call it AO plus, 224 00:24:58,584 --> 00:25:03,541 because I'm going to add AO for this material, for this part in this layer. 225 00:25:03,544 --> 00:25:07,241 So I just need AO and I'm going to decrease the AO. 226 00:25:07,244 --> 00:25:07,942 So. 227 00:25:08,384 --> 00:25:12,064 Let's add a black mask and let's go to the AO channel. 228 00:25:13,104 --> 00:25:15,664 Okay. This is the ambient occlusion that we have right now. 229 00:25:16,864 --> 00:25:23,263 And I'm going to add a generator and this generator should be ambient occlusion. 230 00:25:23,266 --> 00:25:28,144 So I'm going to invert it. As you can see, this is the best result. 231 00:25:28,784 --> 00:25:34,543 And I'm going to use again macro details. So in the macro details, I'm going to use 232 00:25:34,546 --> 00:25:39,183 macro height because we have the data for the details in the height channel. 233 00:25:39,186 --> 00:25:44,703 So I'm going to add control layer and in the reference channel, I'm going to pick height. 234 00:25:44,706 --> 00:25:48,944 So everything is good. Everything is good. Now we have all the data that we want here. 235 00:25:49,824 --> 00:25:57,983 But as you can see, we had some details over here, but they are not integrated with the AO. 236 00:25:57,986 --> 00:26:02,143 So what is the problem? Why they didn't integrate with this AO? 237 00:26:02,146 --> 00:26:07,584 Because it's related to our layer order. As you can see, we have control layer. 238 00:26:07,904 --> 00:26:11,983 And in this control layer, we gather all the data in the height channel, right? 239 00:26:11,986 --> 00:26:18,224 But this edge effect, which it contains all data for this effect over here, 240 00:26:18,944 --> 00:26:24,384 it's higher than this control layer. So we need to change this order layer 241 00:26:25,584 --> 00:26:28,624 from top to down of the control layer. But this is the most 242 00:26:29,424 --> 00:26:39,024 erotic movement that we can do because we are using control layer in the edge effect. 243 00:26:39,984 --> 00:26:46,224 And if we move that here, this connection is going to disconnect it. And with that, 244 00:26:46,944 --> 00:26:55,424 we don't have edge effect anymore. So we need to keep it here. And we can call it height 245 00:26:56,384 --> 00:27:01,583 leather. And after that, we are going to change the blending mode to pass, 246 00:27:01,586 --> 00:27:07,344 now apply to all the channels. So let's add another anchor point here. And with that, 247 00:27:07,888 --> 00:27:11,887 we are going to load this high letter in the macro height, 248 00:27:11,890 --> 00:27:13,887 not control layer. 249 00:27:13,890 --> 00:27:17,887 So, in this way, 250 00:27:17,890 --> 00:27:21,887 we can contribute this 251 00:27:21,890 --> 00:27:25,887 effect over here, as you can see. I can go here and 252 00:27:25,890 --> 00:27:29,887 add some data here. And they are 253 00:27:29,890 --> 00:27:33,887 integrated with the AO+. So that's it. That's it for 254 00:27:33,890 --> 00:27:37,887 this part. Let's press M. 255 00:27:37,890 --> 00:27:41,887 And this is the effect without AO. And this is the effect with AO. 256 00:27:41,890 --> 00:27:45,887 Now we can control the AO amount with opacity 257 00:27:45,890 --> 00:27:49,887 in here, for this AO layer in Ambient Occlusion 258 00:27:49,890 --> 00:27:53,887 channel. Okay, so let's bring it to 259 00:27:53,890 --> 00:27:57,887 something like 70. Now you can control the amount of the AO 260 00:27:57,890 --> 00:28:01,887 with this slider too, but I prefer to use this slider, 261 00:28:01,890 --> 00:28:05,887 I mean opacity slider in the layer itself. Okay, I think for the 262 00:28:05,890 --> 00:28:07,712 letter part, it's enough to add. 263 00:28:07,952 --> 00:28:14,511 details because we are main focus on the logo and the fabric part and the leather shouldn't have 264 00:28:14,514 --> 00:28:21,951 so many detail on itself. And for the final part, I'm going to use pass tool to add my stitching on 265 00:28:21,954 --> 00:28:30,992 the leather part. Okay, after edge effect, I'm going to add another paint layer and call it pass 266 00:28:31,952 --> 00:28:39,711 stitches. And let's go back to the base channel. Okay, now I'm going to use pass tool. And in the 267 00:28:39,714 --> 00:28:46,832 asset, let's go and select top stitching to load the tools over here. And now, 268 00:28:47,392 --> 00:28:55,071 I'm going to decrease the size to something like two. And let's add the details here. 269 00:28:55,074 --> 00:29:05,152 Okay, that's good. Because our height and displacement is turned on in the viewport. 270 00:29:05,312 --> 00:29:10,672 We can see what is the effect after using the top stitching. So I'm going to 271 00:29:12,432 --> 00:29:17,632 change the parameter over here. I am going to turn on normal AO and turn off the high. 272 00:29:19,552 --> 00:29:26,832 Okay, so for the third thickness, I think 0.2 is enough. For the stitching, 273 00:29:27,552 --> 00:29:39,871 I'm going to use size in 0.75. Yeah, it's better. And let's go and turn on the height channel. 274 00:29:39,874 --> 00:29:44,991 And in technical parameters section, I'm going to decrease the height range. In this way, 275 00:29:44,994 --> 00:29:51,312 I can control what happened in the height. Okay, that's good. That's good. And maybe 276 00:29:51,872 --> 00:30:01,072 increase the size to 3. Let's see what is the result. Yeah, I think 3 is good. But maybe 277 00:30:02,672 --> 00:30:04,752 2 is better. Yeah, I think 2 is better. 278 00:30:05,188 --> 00:30:10,188 So let's go back here and adjust the position. 279 00:30:12,168 --> 00:30:15,287 Okay, so the main part is done. 280 00:30:15,290 --> 00:30:17,867 After that, you can see the time-lapse 281 00:30:17,870 --> 00:30:21,207 that I just placing the dots for the pass, 282 00:30:21,210 --> 00:30:24,408 and you can see what's happening in the progress. 283 00:31:28,762 --> 00:31:38,321 Now we have our past layers and we can control the blending mode for the color in here. 284 00:31:38,324 --> 00:31:43,821 I'm going to use soft light and let's add a filter. 285 00:31:43,824 --> 00:31:50,561 The filter should be HSL and I'm going to increase the lightness. 286 00:31:50,564 --> 00:31:53,202 Yeah, something like this. 287 00:31:55,602 --> 00:31:58,561 Let's go back to the past. 288 00:31:58,564 --> 00:32:03,081 I'm going to turn off all the layers because I want to recheck it, everything. 289 00:32:03,084 --> 00:32:09,961 Okay, this is the past one and let's create a whiter value. 290 00:32:09,964 --> 00:32:11,881 Okay. 291 00:32:11,884 --> 00:32:18,082 And I'm going to decrease the soft light to something like 50 or 70. 292 00:32:20,182 --> 00:32:27,261 And for the thickness, maybe 25. 293 00:32:27,264 --> 00:32:28,368 Smoother. 294 00:32:28,768 --> 00:32:37,088 And let's go back to the height range. Maybe I can decrease the height and increase the normal. 295 00:32:37,968 --> 00:32:46,127 Okay, the normal is too strong. Two, one. Yeah, one is good. Okay, and let's go to the 296 00:32:46,130 --> 00:32:51,247 puttering setting. I'm going to change the type to leather. Yeah, the effect is so much better. 297 00:32:51,250 --> 00:32:55,488 It's so much better. And we can increase the intensity or decrease the intensity. 298 00:32:56,208 --> 00:33:03,567 The intensity is good. Let's play with the fading effect. Yeah, a little fading. Yeah, that's good. 299 00:33:03,570 --> 00:33:10,047 That's good. That's very good. So I need this style. I need these parameters and settings 300 00:33:10,050 --> 00:33:20,527 on all layers of the path. So I'm going to copy and paste brush properties on each layer. Okay. 301 00:33:20,530 --> 00:33:27,568 So, as you can see, yeah, everything is procedural. 302 00:33:28,448 --> 00:33:34,288 Okay, so for the Pass 4, I'm going to paste it. Pass 5. 303 00:33:37,728 --> 00:33:48,127 Okay, and for the Pass 6. And now, I need to change the Pass 6 to something else. 304 00:33:48,130 --> 00:33:56,848 Okay, so let's go to the Decorative, and in the Decorative, maybe Elastic Overlock Stitch. 305 00:33:58,048 --> 00:34:05,728 Yeah, it's good. I need to inverse it, increase the size to something like 4, or maybe 5. 306 00:34:07,568 --> 00:34:14,848 Yeah, 5 is better. And now, everything is good. And we can decrease the amount of the 307 00:34:15,888 --> 00:34:23,887 opacity of the color, or maybe change it to normal and have a white value, and add Filter, 308 00:34:23,890 --> 00:34:28,048 HSL, and control the lightness. 309 00:34:29,370 --> 00:34:37,609 here like this. Okay that's good for now for me and this is the end part for the 310 00:34:37,612 --> 00:34:42,209 leather and we should go to the metal part and create our material in the 311 00:34:42,212 --> 00:34:43,462 metal. 33311

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