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