Transcripts
1. Introduction Trailer: My name is Emil Sligas. I am a lead Trill
environment artist, and I will be your
instructor for this course. This tutorial course
is all about how the actual production process works when working for game
and production studios, meaning that we
will not just cover how to create a treaty asset, but we will also go over on how treaty assets are created
in actual studios. Now, this course will cover
a large number of topics, but some of the biggest
topics are as followed. One, showcasing what request briefs are
and how to use them. Two, showcasing Jira, which is a common site used for tracking content
during production. Three, showcasing how to
use sites like confluence, mirror, and notion, four, discussing the balance between quality versus speed
versus quantity, five, gathering references and
creating a blockout asset. Six, showcasing the entire
creation process of an asset from high to
low poly modeling, UV unwrapping, baking, and texturing, seven, showcasing how feedback is usually
given in studios and eight, setting up assets in
Unreal agent five. We will also include multiple
bonus chapters on how to create various different types of assets using
different techniques. The general takeaway of this
course is that at the end, you will have in depth
knowledge on what to expect when you start working for an actual game or
production studio, not just how to create assets, but also the kind
of internal tools and workflows to expect. This tutorial is almost
entirely narrated in real time. However, some of the
bonus chapters on how to create different assets are
done using time lapses. For the actual real
time T asset modeling, we will be using Tres Max. However, we have also
included a time laps on how to create the exact
same asset in blender. Next to this, we will be using Rhythm UV for UV unwrapping, but you can, of course, use whatever UVnwrapping
tool you want. Mm set for the baking, but you can also use
Substance Painter, for example, and we will be using substance painter
for the texturing. With a total of 19 plus
hours of video content, I feel confident that at
the end of this course, you have to know how
and how to create high quality assets in
a production setting. Now, this course will
also come with out generated subtitles in
English, Chinese, and Spanish. I hope that you will
enjoy this course and that it has a positive
impact on your life.
2. 01 Finding Our Asset And Creating Request Briefs: Okay, welcome to the
very first chapter. Now, this tutorial course
is focused on teaching you the entire development
workflow of creating an asset. So the course is not so
much about, oh, hey, look, here is how you need to actually create an asset in
Max or blender, although we will
actually cover that we will just cover the
complete asset creation. But it's more about, how
does it actually work when you are working
for larger studios or also smaller studios, and you're working on a
project with multiple people. So we will go over on using
the industry standard tools. We will go over on how people often find the assets
that they need to create, how to go through the pipeline, and the pipeline is basically the workflows that you need to follow to get
everything approved. And we will also show you a
bunch of additional stuff. So for example, this is a
list, we will, first of all, go over on finding an asset to create and also showing you how to create a request brief. And of course, if
you don't know what something is, that's
something we will cover. We will go over on
Jira structures and how to use
naming conventions. We will show you a
bunch of bonus stuff like the website confluence
and Mirror and Notion. Again, you don't have to know about what these
things are right now. We will go over it.
But they are often industry standard
tools that are being used by many different studios. Now, once we've done
all of that stuff, we will go a little bit more
into, like, the basics, which is gathering
reference and setting up our actual project with the correct naming conventions and the correct for
the structures. And then what we'll
do is we will go over which route to
take in the asset, doing planning on how to figure out quality
versus speed and which part will be best for which asset and
for which project. Now, once that is done, we will go ahead
and we will create a blockout and already set this up inside
of unreal engine. Of course, many studios
might use different engines, but we will just
use unreal engine because it's the most
readily available while also being the highest quality for the type of art that we create to basically
show you the basics. Now we will of course show you how to create the actual model. And what we also do is I will be creating the actual model
inside of Tres Max. But as a bonus, we will also create the model
inside of Blender, so you get a little
bit two for one. Now, once that is done,
we will actually go over on how feedback rounds work, and we will also be
doing feedback rounds. So I have a team of artists
that are working for me. So basically what I will be doing is I will be the modeler, and one of my senior artists
will be the feedback giver. And we will show you
along with examples like how is feedback
given in a studio, what kind of stuff
that you can expect, how to respond to feedback,
all that kind of stuff. Let's have a look.
Once that is done, we will just go
through the process and we will finalize our asset and we will also just set up the final asset
inside of UnwilEngine. Then finally, as a bonus, we will show you how to create two more assets which use often slightly
different workflows. That's the general idea
of the course right now. The first thing that
I want to go over in this chapter I want to
go over on how to find an asset and then
also how to properly prepare this asset
so that it can get approved by your high up, which is often your
senior or your lead. Now we will assume that we are
creating a realistic game. The assets that we are going
to create are actually assets that I need
to create anyway. For example, within my
company, right now, we are creating a
city environment based on an area in Seattle. So the way that this often works is now you
can go two routes. Or you can go to Concept route, which means that you will
probably have some concept, and based on that, you kind of know what
you need to create, and you gather
additional references. Or what often happens if you need to make
something based on a real live location is you
would simply use Google Maps. So this is just like
the normal viewer in Google Maps, if you
want to gality. Oh, that's fled. So over here, it's a normal viewer in
Google Maps. As you can see. And basically, this is something that very
often happens in many game studios is where you simply go into Google Maps and you
just look around. Now, what you can imagine
is that when you are planning a project,
there's, like, for example, one artist or like a few artists that will go through
the entire area, and they will basically
make a picture of every single thing
that we need to create. So they say, like,
Okay, picture, you need to create some steps. And I'm just using the
screenshot program Share x, but you can also
use print screen. Like, it doesn't
matter what you use. The general goals,
they go through the entire a scene and
just find everything. Like, for example,
here is a mailbox, and that's actually one of
the things that we will also create as a bonus asset. I already, of course, know which assets we
are going to create, but that is the general idea. You go through here, you
take pictures of it, and most of the time
what will happen, it's like a little
step in between, which is that once you created
all of these pictures, that's when you create a
more detailed request brief. Now, because this is, of course, a tutorial and we are not planning a massive project, let's kind of imagine
that we went through the area and we had a look about all of the assets
that we need to create. Now one of the assets that we are going to create
as a main asset, which is just for
this example is going to be some of
these larger bins that you can see over here. So what you would then do is you would create something
called a request brief. A request brief is basically
a brief overview of the asset and just some
additional information with it, which you can then send to your senior or lead for approval. Now, of course,
these request briefs look different in every studio, but just to give you a
very simple overview, what we often do is we often go into PowerPoint
actually for this. Here we go in Power Point. And then you just want to crap
like a very basic design. So it doesn't need to
be anything special. What I'm going to do is I'm just going to go ahead
and I'm going to, for example, here, delete
this. And let's see. I'm just going to
go to my design, and I can just go in
here for the background, and then I'm going to make
this a different color. So let's go for something that's a little bit more grayish to make
things stand out. Once you have that, the first
thing that you want to do is you want to give it some
additional information. One of the things that we, of course, need is
we need a title. So I know this is not supposed to be like
a Power pointed oil, but I just want to show you
like, from start to finish. We basically go to Insight
and create a textbook, and often at the
most visible part, that's also large part
you give this a title. Now, giving this a
title, normally, you would already give it
also a naming convention, but I'm not going to do that yet because I want to show
you that later on. So this one is going to be
a large trash container. It can be very simple
still at the beginning. I guess. And also, this is
going to become a template. So basically, you want to kind of make it in a way that you can very
easily edit everything. I'm going to make
the color to be pure white that we can see
it a little bit better. And I, I don't care
about things like font. Now, when I say templates, it's stuff like instead
of doing this with your slider where you can only
just have the text on it, which if you then add more
text, this will happen. Instead, keep in mind that sometimes you might
have larger text, so you might want to
increase this length. Now, next this,
what I'm going to, I'm just going to go ahead
and I'm going to duplicate this and this one I am going
to make a bit smaller, and this is going to
mostly be information. That's what I should
call, information. So what I can do over here
is I can go ahead and I can set this a bit
smaller to like ten. And then also just to
make it stand out, let's go ahead and
although we should be able to add a fill to the
shape. Here we go. So let's just go ahead and
make this like a black fill, which you can do over
here in the shape fill. And that just makes it
a little bit larger. Normally, you should be
able to slide like this, but I guess they don't
do that for some reason. You can just press
Enter a few times. So what would be in here? It would be like some
general information. So let's go ahead
and have a look. Okay, so it's a container. I'm just going to go
ahead and I'm going to move this over to mild screen
so that I can look at it. And another thing
that I want to do is, I probably need some
additional images to this. Now, I already have
a bunch of images, which I actually took myself. So what I will do is I will
just go ahead and I will grab one of those
images as an example. However, next to this, you can also, of course, go
to, for example, Google. For example, over here. So
here just in Google Images, just large trash container. And we are not
currently at the stage where we are trying to find all of the
reference that we need. We are at a stage where
we just need to quickly define the model for approval. So here you can see that we
have, for example, a few, we have some metal ones, and we have some that
are more like plastic. I like to often go to
tools and just set the size to be a little
bit larger over here. And then I can just see like a little bit of
like a close ups like, Okay, which one would be better. I feel like large metal trash
container might be better. Then we get like those
really classic ones, which I don't like. You can also try a
large trash bin. Sometimes it just
takes a while to, so we get these type of things. But yeah, I think in general, something like this
will work quite well. What you can also often do is when you
click on the image, you can find related
images. There we go. Now we get somewhere,
it's a little bit better. It's a little bit
too heavy duty. But yeah, I think
something like this, something like this looks a
bit more like my reference. So what we can do at that
point is we can just right click and we can
open the image in new tab. Now at this point
to save the image, I would need to go through
my folder structure. So what I can already do, although we will go over
naming conventions. That's, of course,
the thing normally, you already know all
of this information, so you can do it all
at the same time. But for now, let's
just ignore that. We don't have a
naming convention. And let's just call this
large trash container. I do like to use underscores. I don't like to use spaces
in this kind of stuff. And the reason for
that is because computers in the
actual file type, when you have a space, it will read it a little
bit more like this. It will read it less
large percentage, and then sometimes
they even do like 20, and that basically
means like a space. However, you can imagine
that this will make your file parts really long and depending on the software, you might run into
problems at one point. It's rarely the case
with one asset. But remember, if you're
working on production, you can be creating
thousands of assets. When I was working for Ubisov, we had something
like 16,000 assets. So at that point, organization
becomes very important. Now, in here, I'm just
going to make a folder called reference. Quite easy. And that's just so
that I can now drag in already this image over here. And what I will also
do since I'm here, I'm also going to now just go in and just take a quick
screenshot of this. Of course, this image is
really bad to represent, but it's the only
one I could find of a trash bin. And
we happen to have. For example, here, you
have a nice parking meter, and I was like, Oh,
let's make that one, but one of my artists
already made it. So that's basically
the reason here. But anyway, so, okay, we now have a general idea of, like, what are we
going to create? So we will do well we
will go over here, and we will add some
essential information. The reason that we need to
add this information is because even though we are
creating the request brief, we might not always be the person that is also
creating the actual asset. So because of that,
you might want to go in here and let's say large metal trash container, closed, which is
something that is also quite important to show. Now, if you want, you can
discuss a little bit about the workflow that we
will be using in here, for example, hither low
poly or weighted normals, but that's something that
we will cover later. Now, another thing is just
a general wear and tear, which means basically that
it will just be general use. It will not be
over the top rusty or over the top old or
something like that. And that's basically
why you want to have this extra information. Now, next to this, you can have also
additional information. For example, if you
wanted to have it open, you would have like trash or branding or something like that. So in here, just
to fill things up, let's do generic branding, which means generic stickers
and stuff like that. You don't have
anything specific. Of course, when you would have
something really specific, like, for example, over here, this kind of stuff, you would often or you would
be creating that yourself, or you would send it to a graphic designer who will
go and create it for you. We, for example, have a
graphic designer in our team, which does all of our
stickers and stuff like that. So next that it's just
about giving you or giving whoever is creating this the essential information. Now, for example,
one of the things, although we won't be using it, that we can also do is my team has a lot of generic assets like wheels and stuff like that. I could go in here and type in. Wheels can be used from template database,
stuff like that. Now, I'm going to go ahead and create wheels myself
because this is a tutorial, but that's something that we, for example, often have. We have a lot of bolts and those wheels and
all that kind of stuff to save us a lot of time. So that's basically the
general information in here. Now, next it is, you can
also go ahead and you can add in some additional
information like, for example, texture size, 14 96, it's 14 96 or
whatever you want. You can go in here
and you can add, for example, additional stuff. Like sometimes what you
wanted to add is we often add something
called blockout included. Yes. That basically means
that when we have a Jira, we are telling the artist, whoever is watching
this like, Oh, wait, there will be a blockout already in the engine for you. We will just include that even before the asset has
been taken to final. So that's really
project specific, but I always like to
ardit because this way, whenever another
artists for example, a level artist comes to
this assets like, Okay, I need a trash container and
then they can just be like, Oh, hey, there is
already trash container. Let's go ahead and find it. So at this point, we now have our very simple naming and we have some
general information. Often, that's all
that you really need. If you want, you
can also include a specific location for
Google Maps in here. However, we often save
these request briefs as images and not so much as PowerPoint documents
or PDF documents. So it will be hard to
actually copy this link. Now, once you've
done that, what you want to do is you want to gather a few images that will show the essential
information over here. So we have, for example, our two images over here. We have this one, which I will
just place in the corner. Like this and this one. Now, what I like to do is
I like to go in and I like to make my main image
the biggest image. So you want to kind of go
out in Google Images or in, of course, Google Maps, or you can go out
yourself and actually gather some images yourself, which I have done, and give
me a second to grab them. Here we go. So as you can see, I just went through
the process of finding a bunch of images. And I will show you one
more trick after this. But in general,
this like the kind of asset that we
will be creating. You can see a bunch of images
are from actually Google. Now, these ones I made myself. You can instantly see
that the resolution is much higher quality, which makes it just
a lot easier for us to know what asset is about. So try to find really
high quality reference. I also quite like
searching this way. You can see actual dimensions
and stuff like that. But in general, that will give you a really solid
overview of your bin. Now, one more thing just to quickly mentioned to
make it quite simple, is that in Google images, once you have found
your main image, you can also make use of the Google Image search where you can go in
here and you can, for example, drag in that image. And then what it will
do is it will find similar images, like
you can see over here. The annoying thing is
that it used to be the case where it would open up the actual image and not just open
up the articles. Sadly, I don't think we can
still do that. Yeah, here. So often what I tend
to do is I tend to, click on the links, and then you can often already find here. See you can find these images. And at this point, we are just using
them for reference. You don't really need to buy something if you use
it for reference. So you can just take
a quick screenshot and simply add that to
your reference images. Just like that to add them. So in general, we now
kind of like, no, okay, so that's going to
be the general images. Now, for our main image, which will be in PowerPoint, what we basically are looking
for is we are looking for the general vibe of the
model, the general overview. This over here that I
just actually took by coincidence is actually
a really good one. So the reason it's good is
because you can see, like, a little bit of wear
and tear on it, that's not too over the top. It has the right design. It has some interesting
colors in here. So when I decide, like, Okay, this is going to
be my main image, I can just make it a bit bigger. And then next to that,
I can, of course, also go in and I can add, for example, a few more
small images like this. You don't need too many. You
just need to be able to show your lead or whoever approves this what you
are going to create. Now, once something
like this is done, what I will do is, first of all, save this PowerPoint template. I'm going to call
this request briefs. Here we go. And
then at this point, what I tend to do is I just
simply take an image of it. And that will be
my request brief. The reason we take an image of it is because we
need to post this later on in the next chapter
into something called Jira, which is a management software. So I can go in here, and then just along
with my reference, I will just drag in this image. And now at this point,
we have these images. Of course, all these
reference images that we have over
here, normally, you would not go out
and already find all of these reference images until your asset has been approved. Now, because we are
also the approver, of course, I know that
it's going to be approved. So I already went ahead and
gathered all of these images. But just something
to keep in mind. Normally, you wait for approval, and then you start going through the process of
creating the asset, which will involve
creating your reference. So that was basically on how request briefs work and how
they go through the pipeline. Now the next chapter
is going to be super important because
next chapter actually shows you the
internal systems that studios use to track all of
these assets, to approve, disapprove them, and I will actually also show
you a little bit of the back end of how it works in our company structure because our company structure is almost identical to
the same structures that AA studios use. Some studios might use
different programs, but it's going to
be something that you almost never
see in tutorial. Probably never you see
this in editorial. But it's actually
going to be very valuable to teach you how things actually work
on the back end when you work on
larger projects. So let's go ahead
and continue with that chapter in
the next chapter.
3. 02 Jira And Naming Conventions: Okay, welcome to the second
chapter where we will go over Jira and over
naming conventions. So what is Jira? Jira is a very popular, and I'm talking very
popular database software, I would call it,
in which you can basically track and manage
tasks and also deadlines, and there's just so
much stuff to Jira. You can do everything
from tracking task, creating tasks,
tracking deadlines. I would highly recommend
looking into it, but to give you
more surface level, because the software is big, like it's insanely big. Give you more surface level from an art perspective
within art studios, what it is used for, it's
basically used for creating tasks and managing them
throughout the entire pipeline. That means being able
to create tasks, be able to see when they are
in different stages from, for example, in progress
to blockouts being done to the entire asset
being done to being uploaded to the engine,
all that kind of stuff. Next to that, it is also
communication platform. So on those tasks, you can leave comments and other users
can leave comments. So for example, your lead can leave feedback
on those tasks, and next that, there's
just a bunch more stuff. Now, I will actually
just go through it to give you a little bit more
of a bigger sense of it. The reason why you
almost never see this in tutorial is because
confidentiality. Often, Jira is one of the most confidential
softwares you would be using because it will display pretty
much your entire project. So what will happen is that
I will go through this, but sometimes in past
edit or in post edit, you will see me randomly
blurring out or randomly, masking out certain areas. That is just something that you kind of
have to get used to. When that happens, it just means that there was something
that you guys are not supposed to see for projects that are not announced
yet and stuff like that. But we are going to
keep it very casual. Now, often, when you have Jira, it will look different
for everyone, but you will have a dashboard. So you can actually create Jira. Jira is free for teams up
until like ten people with, like, some limited features. But you can actually use Jira for your
project if you want, if you have a small team. Now, over here, I'm going to most ignore all
of this stuff. We're not going to
go over on how to actually set up a Gia and all that stuff because I feel like that is not so much
about an asset pipeline, but more about a
production pipeline, which would be very different. But basically, as an artist, you would probably
have a dashboard. What this dashboard would
display is it would display a bunch of tasks in specific orders depending
on the project. For example, in our projects, what we have is we display
our material task, which are specifically
just like textures. And next to that, we have
a bunch of stuff here. Like for example, this is
all of our to do task, which means all of the tasks that we have not started yet. And here is where, of course, also some tasks will happen that we are
going to create new, so we will show you how
to create a new task. We have some tracking stuff
over here like a pie chart, which will show us
how many assets for us are currently in progress and how long it
will take for them to complete and to do and blockout. So it's really handy when
it comes to deadlines. So, for example, I can see
over here that we have this amount of task set
to blockout done stage, which means that we
need 11 weeks and one day to basically
finish all of our blockouts and
turn them into, like, final assets, for example. Then we also have
over here in progress and to do and all
those kind of things. Now, as I said before, this is handy for tracking. Of course, don't be scared. When you see something
like 11 weeks, this means literally just
11 weeks as in workdays. However, if you have
multiple artists, of course, if you
have two artists, this will instantly become
5.5 weeks, for example. Way, to keep going like this, you will often have a dashboard that will show you
various stuff. I will show you to do task. Here we have in progress
tasks that are in progress by freelancers,
for example. And here we have AStask
where the blockout is done and where they are in progress and
other kind of stuff. And down here, we have
another pie chart that just shows like a bunch of
additional information. So let's go ahead and
let's actually go into a task just to kind of
show you the overview. So over here, you
guys all know that we released like a airport
environment, a IBC. I don't know if you
know, but we did that. So just to quickly
show you like, for example, here we
released because, yes, I make tutorials and I'm the owner
of Fast tutorials, but I actually own also an
entire outsourcing department and an entire studio
next to this. So tutorials are actually just like a part
of our business. But basically, here you can see that we created a large
scale environment, and this environment used the exact same workflows as
that we have used before. So when creating
this environment, as you can see, we
have a lot of assets. We had like 520 assets, I believe in this environment. So we needed a lot of tracking. And that's what you
can see over here. So, for example,
let's grab one that is let's grab an older
one that's already done. Let's say, long table with seats, something
like this, for example. Now, when you go on the task, you can see over here
that there's like a few things already
present in the task. This will be slightly different for every project
that you are on. However, of course, you
will get explanations in what everything means when you are on a new
project for a bigger studio. But it's still super useful
to even know what this is. If you are having an interview and being able to say, Oh, no, I looked into Jira, I know how to use it, or they will love
that kind of stuff. So that's really something
that you should mention. But anyway, in our case,
what do we have here? We have, of course, our title. This title often corresponds with the title of
the request brief. We have a quick description. This quick description
is just like if you need to add some
additional information. Now we have an ID. R ID is also called a
naming convention. Naming conventions are used
to basically be able to properly name all of your assets so that nothing
feels out of place. When you are working
on a W Large project, you will rarely have
assets like Table one, Table two, hair, hair one, chair two because it doesn't describe anything and it doesn't give you any
proper tracking. The way that we work here and
the way that often works in any other studio is you
will have something like an ID in your
naming convention. In our case, R ID is MM, which stands for main model, and then it has or master model. I already forgot
which one it was. And then it has an
ID over here, 00145. This means that this was
model 145 that we created. Now, the nice thing
is because these IDs, you can link them to Jira. Wherever you are, you can
always link through it. So I will actually show
you give me 1 second. Over here. This is, for example, what our asset folder
will look like. So we have our MMS, as you can see over here, and then we have an underscore, and then we have, for
example, revolving door, bench two, fence
two, fence tree. So these IDs, they are very important
because they are able to basically track
everything inside of Jira, along with being your explorer. Now, next to this, these
IDs are also useful if you, for example, have a
different project. So for example, this is MM. However, we, for example, also had a project which was a warehouse, this one over here, and then just to differentiate between these because this was a specific project that was supposed to be
for someone else, but we end up making
it for ourselves. Not to go into that, basically, this one was called
WM, and then the ID, which basically
means that we were able to just simply
search by WM, and then we are able to
get all of the assets that are belonging to our
warehouse over here, which, of course, stands
for warehouse model. So next, that what we have over here is we have our sub ID. This is something
specific to us, and it basically means that
we have a few statuses, which is handy for EADs to
understand what is going on. For example, you
have request Addit. When you just create a new task, we would set it to request
Audit and that basically tells me as a lead that I have, like, a list of all of the assets that are
set to request Addit. And then what I can do is I can go through them and
I can approve them, or I can disapprove
them, for example. Next, we have awaiting feedback. It's just like a nice extra
handle in when your lead, for example, is really busy, then you can just sell
it to awaiting feedback, and then your lead
when he has time, he can go in and look at
your task and be like, Okay, so this task is
awaiting feedback. Let me look into it
and give feedback. We have model
approved, which just means if your lead
approves the model. And these two over here, they
are mostly for materials. So processed and baked material, they basically stand for our photogrammetry
materials because we create a lot of
photogrammetry materials. Next that we have
some attachments. Attachments are very easy. They are just images, and look at this. What do we have here? A request brief. This
is a really old one, so it doesn't look as good. But as you can see, it's the same general concept.
We have a main image. We have a title, we have
some information on it, and then here we have
blockout provided, textures, and also the technique in
which we already decide if it's going to be
weight normals or going to be high to low poly. But that's something we will
cover a little bit later. And then, of course,
here we have some of just the final asset.
Just some images. Although these are
old and by now, it already looks a lot better. So that is already the
general overview over here. Down here, as I
mentioned before, you can add comments. So over here, you can
go back and forth with your lead if you
want with the comments. However, we actually use
something called Slack for that, and Slack is also a
communication platform. So we will go over
on how we do our feedbacking quite a bit later in Chapter I don't know exactly which chapter because it might change around, but
it will be a bit later. But here, I can, for
example, add some comments. So here you can see that
at December 7, 2022, a while back, I comment that bar stool seats were
already created by COBIS. COBIS is one of my artists, so we only need a table. So just like that, you
can communicate with people without needing
to directly send it to them because
if you directly keep sending messages to other
artists or to your elites, they might end up
forgetting something because you are working
with a lot of assets. So here you just add
some additional images. Now if we go to the right side, this is where stuff
gets really important. And that is over
here your workflow. So workflows is something
that's built into Jira, so it will look fairly
similar for you. And it's basically you having the ability to set the
asset at different stages. For example, we have
the to do stage, which means that no artist
has started this yet. This is an important
stage, again, to not have any overlap
where artists are not accidentally working on the
same asset at the same time. But it also means
that artists can just go into their dashboard, which we have over here, and they can just pick,
for example, over here, they can just pick an asset,
and they can be like, Okay, so this is the asset,
although this one is won, but they can just pick an
asset and be like, Okay, so this is the asset that I want to create so they can then
assign it to their name. And assigning it to
their name happens here. The assignee, you
can see over here, and you can see that we just are able to assign it
to different artists. So I can set this to COBS which one of my
internal artists, or I can just assign it to
myself, which it is right now. Now, these processes,
they are set by your producer or technical artist or
something like that. The processes that
we use, for example, are blockout done, meaning that the blockout is done and
it is in the engine. The reason that we do
this is because often the artist that
makes the request also makes the blockout. However, the artist that makes the blockout is not always the artist that takes
the entire asset to final. The reason for
that is because we take assets as they come along. Sometimes the
artists that created the original blockouts is busy, so another artist will come in, grab the blockout and just
take the asset to final. Now, next that we
have in progress. We have some stuff that
is specific to us. We have done, and we have limbo. In progress just means
that no one else is allowed to touch this asset because someone
is working on it. Done just means that the asset
is done and ready to go. Limbo is just a task that we and we're basically
assets that we don't know what to
do with or that are cut or we don't want
to use them anymore, we just throw them into limbo. And it just means like they are kind of hovering
there because you wouldn't want to remove a task because you might still
need a task in the future. Now over here we
have our labels. We use labels to basically
be able to organize things. So we can organize it
based on the project. Like this is the
airport project or the warehouse project
or Well Quay project. And all of these
projects I can just tell you about because they
are already released. Here is the WlqaPject,
for example. So we can very
easily just, like, add all these labels, all of these labels to here, which makes it
easy for tracking. Then we have some
budgets and paid. This stuff is
specific to when we work with external freelancers. We can basically set a
budget for our asset and we can already monitor if
it is paid, yes or no. Now an important one
is your time tracking. Time tracking is once
again built into Jira. And yeah, I guess that's
the last thing I will show you. And it's quite easy. Over here, you can say
how much time you spent. So here you can
see that we spent 4 hours and 15 minutes on it. However, we can see that the original estimate for this issue was only 1 hour
and 30 minutes on it. So for some reason, we spent a little bit too much time
on it, but that's fine. You can go in here and if you, for example,
want to log time, let's say 1 hour, you can say one H and
you can press Save. And then you can
see that over here, it will just log your time. Can also over here find
history and work logging, and here you can see how
everything is being handled. So here you can see
also the history. And here you can see in
this history that we went with looks like I
created the issue. Then assigned it to Cobus Cobus set the status from in
progress to blockout Dunn. Then it sat idle
for almost like a, it looks like it sat idle for two months where we just
didn't do anything on it. And then Sandy, which is
another artist of mine came in, started working on the
process, set it to Dunn, locked his time, and then
I went ahead and came in, and then everything
got assigned to me, and I basically, took
over everything else. So you can see that you
can really keep track of everything of the entire
history and all that stuff. Now we are already
at 60 minutes, but I really wanted to give
you a solid overview of this. So what we are going to
do is we are just going to go ahead and create
an actual task for this. Now, at this point,
if we just go ahead and second source files, large container over here. At this point, we
would also want to give this folder
the correct ID. So what we're going to
do is at this point, you would often,
figure out, okay, what is going to be like our ID. Now, I already have
an ID for this. I can even open it up. Here we go. So this one because I already know that
we need to create this asset, because it would
make no sense for me to create a brand new
asset that we don't need. So I just picked an asset
that we are going to create. You can see over here that
I already have an ID. However, let's just
go ahead and let's just imagine that this
was the last asset. So our next asset is going
to be 289, for example. We can go ahead and go up
here and press Create. Now, you get a window, and this window once again is set up based on your project. In my case, the project is
going to be Scans metter which is our outsourcing brand. And then the task, in this case, going to be a I'm going to keep it as a model task
because as you can see, when I switch tutorial
task, things change. Based upon the task,
your inputs change. So we need to kind of keep
it a model task for now. Set the status I will go
ahead and already set it to I progress because I
don't want any of my other artists to
accidentally grab this asset. And then in the summary, we want to already give the name. So we know that our last
asset was MM 00288. So I will go ahead and
I will call this TT, and the reason I call it TT, and I will change it later
on is just tutorial because I do not want to interfere
with our current projects. I can then go 00289, and then I will give
it, for example, the normal name, large
trash container over here. Now, all I need to do
is just go ahead and copy this ID and also
place it in here. And normally, yeah, normally
we actually do this, zero, zero, zero, but it
doesn't really matter. Description, I don't really
need to add any description. The substs I want to set it to request added,
which is correct. Assign it to me. The labels
in here, you can add labels. If you want, I'm just going to leave it because I
don't need that. We don't have a budget on this because I'm the
one making this. And then over here,
you can give it an estimate on how much or
how long it's going to take. So let's say that this asset
will probably take well, I'm working on it via editorial. So let's say I will give it 1.5, and then I need to
say hours or days. In my case, it's
going to be day. So this means that this will
just give me 1.5 work days. Keep in mind that it
actually keeps in mind weekends and
stuff like that. Project deadline, this
is basically just like a deadline for when does
it need to be done? Well, I want to have this
tutorial done in one month so I can do one month, for example. Next, what we're going to do
is here in the attachments. We simply want to go
in and we want to drag in our request brief. Is going to be there we go.
And that's pretty much it. Now you can go ahead and
you can press Create, and now the asset
will be created. At this point, I can
go into my dashboard, and I'm not sure if it will show up here
because, of course, I'm using completely different
IDs and all that stuff. Yeah, here, see. So it
will not show up here, but that's just because
I use different IDs, but I can just go
ahead and type in TT, and then I can go ahead
and find it over here. So here we can see that now
we have our entire request, and this is often
how it will work, but then times 1,000 throughout
your entire journey. Just like a real production, we will go in here and
we will actually keep track of everything just
like we normally do. So we now went over our
naming conventions. Of course, we now
need to go into our source files and also change the naming
convention here. TT 00289 underscore, or I like to actually
do like a center dash, just to separate it better, and then your container. So at this point, now you know the general
concept of Jira and of how to use naming conventions and why that they are important. They are basically important
just to be able to keep track of a large scale of assets and link
everything that's outside of Jira with Jira. Now, in our next
chapter, what we will do is we will just go over some bonus content
like Confluence, Miro, and Notion, which is just different websites that will make your life
a whole lot easier. So let's go ahead and continue with that
in our next chapter.
4. 03 Showcasing Bonus Programs Like Miro Notion Confluence: Okay, so this is just going to be a quick little bonus chapter where I wanted to show you some additional useful websites, just in case you
didn't know about it. So the first one I wanted to
go over is called miro.com. So miro.com is completely free for you and
you can work up to, I think, three people
without paying for it. We do have a premium
subscription, and it's a whiteboard tool. Now, I'm sure that many of you
already know about PUR Rf. So PureRef is a program
that is really nice like display images locally on your
machine. Miro is similar. However, in Miro,
because it is a website, you are able to access these white boards
wherever you want, and also you can share
it with your team. So for example, over here, we have the mood board
for the warehouse, and it's just nice to
give a general overview. Like, we can art our
images over here, and they will stay at
the same resolution as when we uploaded them
and everything like that. And my entire team is
able to access this. Now over here we have
a bunch more images, as you can see, just
a bunch of stuff. There's a few things
that's a bit more annoying because it is
online, as you can see, sometimes when I
move very quickly, it needs some time to
load in the images. So it can be a little bit slow, especially if you have Wi
high resolution images. So that is the only
thing that I find really annoying is that
if we have a lot of Wi high resolution images, then just like here,
trying to zoom in, see that it lags a
little bit like that. That's something that
I don't really like. But for the rest,
it's really nice. For, like, a general overview. What we tend to do
is we tend to have a PURv document that we just have on our shared drive
so everyone can access it. And then we also have
Miro and Miro is just nice if we are in meetings, and we just need to quickly, like showcase everything and
everyone needs to kind of, look at the same stuff. So you can see this is just
like Ikea, for example. So that is basically
it for Miro. You just have your
images. You can scale them up and
down quite easily. You can see that
they do a little bit of snapping, also,
which is nice. Now, next to Miro,
you can also do a bunch of stuff like you can go up here and you can just type in whatever
text you want, maybe make it a little
bit bigger, see. And you can, of course, do different fonts, like
different layouts. You can give different
colors, everything. There you go, stuff like that. So that's quite basic stuff. Sticky notes, quite
handy if you just want to have a quick
sticky note on it. That I like to do is over
here, you can see these boxes. These are actually, if you go
down here, they are frames, and you can just grab
a didn't mean to dt. Sorry, you can just
grab a custom frame. Don't know why.
Hmm. There we go. Now, it works. That was weird. Anyway, you can also
draw in the frame. You can give it a different
background color, all that kind of stuff. This is something
that's really basic. So I rather just want you
to play around with it. One thing that's also pretty cool is you have these arrows, which allow you to basically, like, set the arrows,
make them bigger. See? You can just have,
nice arrows and you can, like, move them around and stuff like that, if
you want to, like, point stuff out, which I will
show you that a little bit later because I actually made a mirror board to explain
some stuff to you later on. So basically in here with Miro, we will come back to this in the next chapter where
we will actually use this for our reference. Now, next to that, what we also have is we have confluence. Confluence is again, one
of those programs that you probably won't be using
as an individual, but your company
will be using it. The reason your company
will be using it is because it's made by
the same guys as Jira. Confluence, you can see as
a documentation database. It can hold many types
of documentation, and especially when you
work for larger companies, it will hold a massive
amount of documentation. Over here, this is
our documentation, for example, and we just
have very basic stuff. But, for example, if
we go into workflows, you can see over here we have a workflow for naming
conventions and stuff like that. And here you can exactly see what I've been
explaining to you. And it is just quite nice because this way,
if we, for example, have a new artist starting, we can just be like, Hey,
read the documentation. If you need to know
how to use Jira, just click on Jira and we have videos and
all that kind of stuff. Explaining the entire layout, even here, request briefs. Here we can see just
entire information about request briefs and
all that kind of stuff. Especially when you work
for a larger company, documentation is essential. Now the next one that I
want to show you would be great for personal documentation,
and that is notion. I'm sure many people
already know about notion, but Notion is an awesome program website,
Awesome website. So notion is something
where you can just, like, keep track of anything. You can type stuff in. It's
a bit tricky because I cannot show you anything
in our notion, sadly. And the reason for that is
because a lot of this stuff, it's highly confidential
and stuff like that. But yeah, I can
probably show you this. Let's say, over here, this is the project planning
that I did for the tutorial and basically
shows what we will be covering in this tutorial
and all that kind of stuff. So with notion, you can give something a nice title
and you can go over here. You can keep making
pages or graphs. I will show you some of the
things that I use mostly. So over here, first of all, yes, you can normal typing. This is a notion document. Next this, you can
also make lists. By oh, sorry, I should
not do it this way. When you hover over something, you can press the plus, and here you can have
a bunch of stuff. So let's say that
we make a list, we can go numbered
list or bullet list, Test one, and then you
can see that over here. It's a bit like word, but next to word, so
it has the list. It has all this kind of stuff. You can also make
multiple pages, page one, and here you can
just completely start over. Then when you go
back, you can see that over here, you
have all these pages. So you can imagine
that at one point, like these, everything you see
here, those are all pages. So at one point,
when we are in here, we can simply go ahead and you
can create multiple pages. I'm just going to go over
this quickly, like this. And then in those pages,
you can keep tracking. And for the tracking, often, if you want to plan
for a environment, you would do
something like this. You would go in here. You can add a bunch of text in here. You can add a list
and topics in here. Of course, you can also add in images and
everything like that. So let me just Here we go. I can literally, add our request brief in here.
So we have our images. You can make those
larger or smaller. One thing that I
really like to do also is I like to go up
here, and there is one. If you scroll down,
it's like a table view. And a table view is quite nice
because if you go in here, you can, for example,
say list, and in here, you can have a table where
you can keep track of stuff. Let's say, for example, we make a let's call it
like an asset list. Come on. Asset list. In here, what I can do is I
can give the name so I can be like container, mailbox. And, for example, I don't know, Lantern, it doesn't
really matter. Now, the reason why
this is handy is because you are able to
mimic Jira in a way. I can go in here and over
here, I have a lot of options. If I press Added property,
you can see over here, I can do everything
from entering text, numbers, multi select status, and a bunch of stuff like that. If I do, for example, tags, I can go in here and I can say done and then I can
create a done tag. When I do that, whenever I
click on the next option, I'm able to again
reuse that tag. And just like that, I'm able to, for example, give it
different statuses. Now, all of these softwares
that I've shown you, especially Notion and Miro, they are once again very
flexible. You can go to share. You can go to publish, and
you are able to, for example, publish this page, and
this way everyone can see. You can share this link
with other people. If you pay for notion, you are also able to invite team members and
your team members can also see all of this stuff. For example, we used
to have documentation. Over here. Oh, yeah, yeah, that's what I can
actually show you. Should have thought
about that earlier. So I'm like, I need to be super careful about what
I can and cannot show you. So over here, for example, this is the documentation that we give external freelancers. So as you can see,
the way that this is constructed is we just
have some information. And then if you go into
your asset workflow, you can see that over here. It's very similar to what
we have in our confluence, but confluence is more internal. It's not something
you can easily share. Well, you can share, but
you need to pay for it. You cannot easily share
it with other people. Notion is completely for free. So all of this stuff that we are able to
share with people, give the free, we can
give them downloads, text, a bunch of
stuff like that, as you can see over here,
defaults can work flows. What do we have? What
is a request brief? Like, here we can
once again see, but this one just
goes over what it is and not how it is created. And just like that, we can
hear access and using Jira. So this is again,
just how to use Jira. So you can see that
notion can be very useful to just create
your own documentation, to share pages with
people and just to do brainstorming and planning and all
that kind of stuff. Of that, what I also recommend when you are an artist
is I recommend that you keep a notion to just
when you learn something new, white it down so that
you can come back to it. If you feel like you have a workflow that you
keep forgetting, just try to go in here. And for example, I know, do I have any workflows here
here rendering a Mm set. Let's say that you keep forgetting some
settings in Mamaset, you can quickly go into notion. Okay, coincidentally,
I've just made a video, and you can go in here
and you can just, like, white down your workflows. So notion is super useful. It's one of my most
favorite websites. I use it a lot for,
like, a bunch of stuff. So I would say that that is pretty much
it for our overview. So yeah, notion, confluence, Mirror, Wi great programs. Of course, you have Jira also. For the rest of Google Images and Google Maps is your friend, PureRef still super useful. But like I said, I'm more going over the
production pipeline. I'm not so much going over all
of these additional tools. So knowing that, what we will
be doing in next chapter is we will set up our
reference inside of Miro. And once that is done,
we are going to go ahead and just set up
our folder structures. Then we can go ahead
and have a talk about which route will we
take with our asset. Let's go ahead and continue with this in our next chapter.
5. 04 Setting Up Our Project And Reference: Okay, so what we're going to
do now is we are going to go over on gathering
our references, which we have already done and also on how
to set up the project. So first of all,
what I want to do is I want to set up my
folder structure. Now, once again, this
is something that we automated within our company to keep everything consistent. Very important that
across the project, you need to keep
everything consistent, the same naming, the same flow, the same folder
structures because else, it will be very
difficult when you create a folder structure
that is purely unique to you, and then another
artist has to come in and they have to
try and figure it out. For example, if
you go over here, you can see that over here, all of our folder structures
are exactly the same. Now, how do we keep track
of that? Very easy. We have a BAT file over here, and a BAT file is basically just a file that allows us to create our folder structures. If I just go ahead and I open
it up 1 second, once again, I need to check for
confidentiality. Okay, here we go. I managed to open it up
in Notepad plus plus, which actually is
also an ASM program. So you don't really
have to know coding. The way that we
create this is we literally use chat GTP for it. So basically what it does is
when we start this BAT file, it will ask us to set our
ID or our folder name, which technically
we already have. What it then does is it will
create a couple of folders, the pots folder, ID folder, Images folder, LOD folder, saves folder, textis folder. And in here, it will create
some additional folders, and that's pretty much
it. So it's super useful. Now, we already
created our container, but let's just go ahead and show you and I will just
give this to you guys. I made it with Jet GTP. I'm not going to, like,
gatekeep something like this. But what I can do is
I can open it up, and then I can go in here
and I can call it TT 00289 Large trash container, for example, like this. And I will just well,
it should over wide it, but just in case I'm
going to do underscore 01 because normally we don't have this folder
already existing. Then what you do is
you just spread Enter, and now you can see that a
new folder has been created. Now, if we go into this folder, you can see that over here,
we have a couple of folders. Now, this is our structure. Depending on the
project you work, you will have a
different structure, but this in general is a good structure to have even if you do personal projects. You start with an export folder. In here, you will export
your meshes to Unreal, and this one you can ignore. I will delete it because
that one is just for us. So we can export it to Unreal. Or what you can do is
also have a folder called O in case you want
to do other exports. Next, this one, again, we can delete,
that's only for us. Next, we have an images folder. In here, you can render
out final images, and you can also have your
reference for which a, I'm just going to
do this here, see? Right click. Cut.
Go here images, delete that one and
paste. There we go. So I can now delete the old folder and
properly name this. Anyway, in here, what we
also do is we also often place our final images that we render in for
example Marmoset. So for your portfolio. LOD, that one is also not
relevant for you guys. We often need to generate
LODs next to our models. However, that will not
be covered in here because that's just an automated process inside of Unreal engine, and we will most likely
be using Nanite anyway. We have our say folder
and our SAS folder will basically contain
all of your save files. This is your tries Max
file or your blender file. Also for texturing, we like
to have it separately into a painter folder just so
that we keep that separate. The reason we do
it is because one, it's easier to find
and two painter often adds a bunch of outer
saves and stuff like that, which can make your
folders quite messy. And then finally, we
have a text folder, and in here we have
a Bags folder, and we have a final folder. So the Bags you guessed it
just if we do height lowly, for example, and
the final folder is just here for
our final textures. So as you can see, quite a
simple folder structure, but also quite a powerful one. Now over here, I already went ahead and I added
a bunch of images. These images I will also
give you guys, of course. Most of the takeaway is that I went outside and
I took these images. I happened to be in Manchester, and I saw this stuff, and I had my camera with me. So I just took a bunch
of really nice images. That's why we also have these
really great close ups, which will be great when
we are creating our asset. Now, of course, you
can also just go by with just finding a
bunch of Google images. So don't be too
worried about that. The general idea is still here, but I highly recommend
that you have one main image that's also
quite a high resolution. That is quite important because you will kind of
base everything on that. But often models are also constructed out of other models. For example, these wheels, you can find reference images of just wheels, for example. You don't have to only find trash bins with wheels
and stuff like that. So with these reference images, here we are in Miro, and what I tend
to do is you have a lot of presets in here, but I don't really
care about that. I tend to just close it. I tend to go ahead and create
a frame I have over here. And just call it
rev for example. And I always like to make this
a darker color like this. And then I just throw
in all of my images, except for my request brief. I don't really need
my request brief. Give the second. There
we go to load in. I guess because the images
are really different sizes that they showcase
a bit strange. With Miro, there is a limit
to how far you can zoom in. So I always just go ahead
and see the limit is 400, so I can see over
here that my images, I need to be able to zoom
in quite a bit more. Oh, wait, I get the problem. The problem is that these
images are actually too hipol sorry highly too high resolution in order to actually
upload Mirror here. See if I upload it?
It's because they are above eight K resolution because my camera shoots like
ten K or something. So in those cases,
you can definitely lower the resolution amount, or you can just use Pure ref. Because I do want to show you the actual overview
of how to use this, what I will do is I
will first of all, just quickly move these
images together because I often like to
keep my images that I created myself separate from the images that
I got on Google, because often the
images on Google, they are from multiple
different models, so they don't always
look amazing. But I do like to
always just keep this in, like, one area. And then this one, this is, for example, one
of the manimges. I like to make that one
a little bit larger. And all of this stuff,
you can just zoom in. Now, one thing I
was talking about before I interrupted myself, and that is that there's only a limit to how
far you can zoom in. If you feel like you
cannot zoom in enough, all you have to do is
just grab your images, select all of them,
and just make them bigger because then you are
able to zoom in further. And you can just keep
doing that until you are at a point here where
you're like, Okay, now I can zoom in far enough to really be
able to see everything. Now, I'm just going to
grab my box over here. Like that. And now you can
see that with this box, I'm able to basically move all of these images
at the same time. But I can still also select
the images like this. So we have a main reference. Now, for those images
that are too large, there are multiple ways
that you can kind of, like, optimize them. However, what I like
to do is I like to always create a folder that's just called
OPT, for example, because I would never want to optimize high resolution
images and make them low resolution for no reason because I love high
resolution images. It makes it way easier to be
able to define everything. Instead, what I do is I use a software that is called
Cesium Image compressor. It's completely free.
Just go to Google, type in Cesium Image compressor. And nice thing is that
you can basically drag in your images. You can go to the resize
and, for example, set the let's set the long edge to so you can go up until 81 96. So let's say just 8,000
pixels, for example. Can go and resize and say, Okay, I want all of these
images that are 9,500 to become 8,000 and then it will keep the
same aspect ratio because we only resize
on the long edge. We then go to output, and all I want to do is I
want to go ahead and turn off the same
folder as input and simply select the
optimized folder. And then we can go ahead
and press Compress. And what it will do is it will
also compress your images. So it will optimize them
in terms of file size, but it will also optimize
them in terms of resolution. This is way faster than faster than doing it
inside of Photoshop. Like just the saving in
Photoshop, it will be so slow. And now that they are
more optimized, oh. 1 second. Right click. I thought I optimized them. 8,000 by 5,000. What is the issue? Let me just see 8,000 by 40 96. I guess it reads it not
just from one angle, but from the other angle. I completely forgot about
that. Sorry about that, guys. That means that we have
to sadly go for 14 96. Let's just go ahead and
drag this in again. Let's go to resize and just set the short edge to
40 96. There we go. For the rest, everything it
will keep the same setting, so we don't really have
to worry about that. Yeah, that's I guess
then another thing that is a little
bit bad of Miro. That's why we don't use it as our main software, so to speak. Now that should
work. Perfect. Okay. So yeah, we don't use Miro
for our main reference, but we definitely
use it if we want to just share reference
with the team. And we also use it, for example, give me 1 second because
I cannot show you it. Show it to you. Here we go. We use it when we want to
showcase stuff to our clients. So, for example,
here's the airport and we need to quickly just, like, show our clients
high resolution images, then it's great because they
are just able to, like, zoom in and see all
of the images in their full high
resolution without needing to download
something on their PC. Of course, you can
imagine for a client, it's annoying that they
need to download it, create a folder, place
it in the folder, then preview it, and then send it to other people
in their team. It's a mess. So this is
just way easier this way. But in any case, we now
have our reference here. You can go up here and just name this TT underscore Trash, Rv, for example, doesn't
really matter, something. And now you have
something that is online. So if you happen to also be like me who needs
to travel a lot, you are always able to
access this reference. Now, having that done,
what we will be doing just because it's a tutorial and
it's easier for you guys, is we are going to use PUR Rf. PureRv once again is a software that you can
completely download for free. I will not go over on
how to download it. I do expect that you
know how to do that. But what we can do with
PureRv is once again, we can import images, and it doesn't have
a size limitation. So we can literally
just like import, see? Like it even shows that this
is like the larger size. We can just import
all of these images. What I often like to do is
I like to have once again my own reference maybe make it a little bit
smaller over here. And then I like to select
all of the other reference, right click images, arrange and just
arrange them optimal. And that will basically nicely
place them into position, and then we can go in here
and we can also have a look. So you can see
that for this one, you can pretty much zoom
in almost infinite, see? So that's also one of the
nicer things about Puref. So definitely it's a
lot more powerful. It's also larger file size, but I still recommend using it. I'm going to just right click
Save scarlet reference. And once again, I will include
this file for you guys. So at this point, we
have our reference gathered and we have our
folder structures done. Now the next thing that
we're going to go over is an explanation on the difference between quality and
speed in our models, which is something
that's incredibly important when you
are working in a production environment versus when you're working
on portfolio stuff.
6. 05 Discussing Quality Vs Speed: In this chapter, what
I want to do is I want to talk about quality
versus speed. Now, this is something
that when you are working for an actual studio or
working on production, it becomes a super
important topic. When we talk about
quality versus speed, most of the time when
you are, for example, a beginning artist and you are
working on your portfolio, your goal is, of course,
focus on quality. You want to be able to showcase the best possible quality. However, when you are
working on a production, let's say that you're
working on a video game, there's often a
quality benchmark that they will make
that you need to hit, but for the rest, they
often want you to push out the content
quite as fast as you can. Now, this is quite logical
because for the company, often quality will cost a
lot more time to create. That means that the
company will spend a lot more money in order to be able to reach
that quality. They often try to
find a balance. Now, this balance is often
set depending on the project, but to give you a
very simple example, if you are working, for example, on a first person shooter game, they often tend to go a
little bit higher in quality because the camera can go much closer up to
all of the objects. However, if you are
working, for example, in an open world to person game, you can imagine that
you need to generate such a large amount of content in order to
make it open world, the quality levels
are often quite a bit lower and you basically use different techniques in
order to reach the quality and still have a
very decent speed. Now within this, they
also, of course, have a lot of technical stuff. They will have different
technical shaders, for example, games that
focus more on quality. They might allow a little bit more unique textures
and stuff like that. While the games that
focus more on speed, they might have complete shaders that will actually handle most of your texturing and that's something that we'll go
over a little bit later. So over here, I made
a little graph with some arrows just to show you a little bit about the
quality versus speed, and I wanted to give
you some examples. So first of all, you want to go ahead and
you want to figure out, okay, what's the
project I'm working on? Most of the time, you will have a senior artist or you will have a technical artist explain to you what you
can and cannot do. But let's, for example,
grab our trash can that we have or
trash container, sorry. Now, there's two roads
that we can take, and both of these roads will work to give us a
high quality asset. The longest road is to
go to the quality route. So in the quality route, you often go in terms of
assets for high to low poly. I'm sure that we all
know about that, you basically create a
high resolution mesh, you create a low
resolution mesh, and you then unmapped it
and you bake it down into normal maps into
ambo occlusion maps and a bunch of other maps. This will often give you a
much higher quality mesh. However, as you can imagine, it will also take quite a bit more time
because you need to create that high
resolution mesh. You need to create a
low resolution mesh, you need art supporting loops, you need to make sure
that there are no bugs. You might want to go into Zbrush and do some
additional sculpting, and it just all
becomes quite a bit. So within these two stages, let's say that, for example, if we would be making this
asset for my portfolio, or it is a hero asset, that's when you often would
go into the quality levels. And when I say hero assets, hero assets within games or movies are often assets
that are seen a lot. Or they are really
close to the camera. So for example, a container, technically, in our
book for our company, a container would not really
be a hero asset because it would be something
that's often standing in the corners
and stuff like that, and it's often not the most
complicated model to create. I'm just having a think
about what would be a hero asset for
us? A hero asset. For example, a while back, we made a warehouse, and for that warehouse,
we make a forklift. Now, a forklift is such a
integral part of a warehouse. It's something that really
stands out as an asset, and that can be treated
as a hero asset. However, for example,
stuff like we also created some tables. Tables rarely are hero assets, for example, just to give
you a quick overview. So let's first of all, run through the quality, and then we will run
through the speed. I will just tell you some stuff, and then we will
decide what we will be doing. So quality. Within quality, there are two different levels
that you can have. You can have the high to low workflow that
is more optimized. The high to low workflow
that is more optimized, it basically means that you
will create a high pole low poly but the low poly
will be extra low poly. For that, I can
actually show you. Here we go. I made a little
example for you guys. So here, this is like the
optimized low poly version. As you can see in this version, you have really hard edges
over here, and basically, we will use norm maps to try and kind of
cover those etches, and for the rest,
we are just using the bare minimum of polygons. Of course, this asset is
still created for A games. So do keep that in mind. Now, you would often
go that direction, depending on let
me just go back. You would often
go that direction depending on your
project requirements. For example, if you are working on VR games and mobile games, definitely have to
go in this route. Actually, for VR
and mobile games, you often would go in the
height low poly route because you would
not be able to have the geometry to go the speed route because you
cannot use as much geometry. I'll talk about that later. We have that one.
Now, the second one that we have is height to low
plywood weighted normals. The height to low
plywood weight normals uses a little bit more geometry, and because we are using
a bit more geometry, the normal maps will
come out a little bit cleaner and also the bare model will look a
little bit better. For that one, let
me just show you. Is this one over here. So here I have my extra low ply, and here I have one, if I just turn off my
edge and faces. Here I have one
that actually uses weight normals along
with the low ply. As you can see, we
basically beveled the main edges that
you see over here. Although, to be
honest over here, these edges, they technically
don't have to be beveled. You can actually remove
those. So that's just because there's something else that I want to
show you later on. But in general,
what you would with the height low poly method with weighted normals is
your large edges, you will bevel
them and you would give them weighted normals. Because we are already adding smoothening on
our edges over here, not only does the
model look really good even without any norm
maps or anything like that, but also you can see that
these edges they will read a lot better when
we bake our norm maps. Now, often within
these two techniques, let me switch back,
something that you also need to keep in
mind is the object scale. The height to low boiler
with weight normals is more something for really
large scale objects. Because of the large
scale objects, often your camera can
get quite close to it, and because of that, you will need that
extra little bit of resolution to make it not
feel too low quality. The height to low boiler
that's optimized is great also for just
like smaller objects, even for A games. Now here I have two bags. Here I have a low poly with weight normals
that I bake down, and here I have a low poly
without weight normals. Now, as you can see
on first glance, because this is a small object, you don't really see
much of a difference. If we just go here, you
can see over here that the edges are quite a bit
harsh, see here at the top. But in general, it's something
that you kind of get used like when is it needed
and when it is not needed. For example, for these pipes, I would probably just go
for the low poly without weight normals if unless my camera gets
really close to it. Over here, you can
see that the shapes, they are a little bit
more well defined and you can see
that the lighting catches it a little bit
better in these areas. Also over here, you
can see that it just covers everything a
little bit better, and that is because of
the weighted normals. Now I just want to go ahead
and I wanted to show you. So over here, I
have an example if I just go ahead and
here you can see. So here you can see this is the extra low poly just
inside of marmoset. You can see that it starts to struggle specifically on
these edges here, see? It starts to struggle
a little bit. Also, when you go to the sites, over here you can see
that everything is just a little bit too sharp. Now, that's totally
fine when you are looking at it
from this distance. Like, you will never almost
never be able to see it, especially when we have
full textures on it. Here, however, we have one
that has the weight normals, and I can probably,
let me just do this. Here we have one wet
the weight normals, and you can see that when we
let it load a little bit, it reads just a
little bit better. It reads a little
bit less sharp. And just in general,
for larger objects, I hope that you can imagine, because this is just an example. But I hope that you can imagine
that for larger objects, this will just like read
a little bit nicer, especially around
these areas over here and like around the sites. Like, everything just
like feels a little bit softer and the lighting catches
just a little bit nicer. Now, this is something that is mostly experience in terms of, which one you should take. And often it is just one
quick question that you can simply ask your senior
or your lead to be like, Hey, for this model, if you're not sure,
of course, like, Hey, for this model, should I just do the
height low Poli version or should I keep it extra optimized,
all that kind of stuff? So once you have decided which type of model you would want to create,
that's the big part, then both of those models, they basically end
up in the same form, which is the UV
unwrapping over here. So for your UV unwrapping, when we do high to
low quality, sorry, when we do a quality model, what I tend to do is I tend to UV unwrap it manually by hand, so I place all of
my seams by hand. And then what I would
do is I would end up doing some semi
manual packing. What I mean with
that is, of course, and I assume that you do know about the basics
of UV unwrapping. Once you have UV unwrapped
all of your pieces, you would have to pack it into your square into your
one by one square. Now there's a few ways
that you can do that. You can do an automatic packing. You can do everything by hand. However, something that
I like to often do is I like to start with
an automatic packing, and then I like to spend an extra bit of
time to go in and manually adjust it a little bit to give me the
best possible quality. Now, that manual adjustment
again takes more time. So that's why it is in
the quality section. After that, we have baking. Baking is once again, it's something that takes
a little bit more time because the speed workflow
doesn't even have baking. See, there's not even
a baking involved. And then what we would do is we go into our unique texturing. Now, often when you create
a height to low poly model, you end up with also
unique textures. I woe down here that
sometimes you can still use trim sheets or tilable materials if they
are needed for optimization, but that's something that's
really engine specific. So for example, sometimes, if you have just like
a simple metal object, you would want to sculpt
and bake the metal object. But then next to your
unique norm map, you would, for example, use tilable materials of a metal to just quickly
give it some texture. So that is basically like
the work for for here. You would often spend
a lot more time on pretty much
every single stage, but in turn, you will get
a higher quality model. Now, I know that's a
lot of information. I hope that you can follow with it, but we're almost there. The next one is the speed. And this is the one that
you most of the time, depending on the project,
you will probably use this for 80% of the
time, to be honest. Alas, when I was in D division, we used this 80% of the time. In our own company, we use this 80% of the time. The reason for
that is because it is depending on the model, it can be double as fast
as the quality method, while only giving you a very
slight reduction in quality. And often you won't even
get a reduction in quality. It really just depends. So what happens here? Instead of creating a
high pool and low poly, we basically create a model
that has weight normals. You can almost see
it as just being the low plywid weighted
normals over here. Literally, as I said before, it would just be this. Now, weighted normals
in case you don't know, but I definitely recommend that you look into it way more. Weighted normals is
basically a way of giving your edges
bevels and then manipulating the smoothening
on those bevels to make your edges look very
smooth with limited geometry. Now, as you can see, this method is a little bit less optimized. You can see that over here, in order for the weight
normals to work, you will have to give it some
type of bevel or support, else it just doesn't
know what to do. Now, over these larger objects
as you can see over here, this is not that
much extra geometry. But if you have a lot of smaller objects like we have over here, you can see that over
here, I on purpose, even gave these objects bevels. Now with these objects, you need to kind of
decide for yourself. If you are not going to preview these objects
very up close, what you often tend to
do is you tend to just keep these hard edges. So they will basically, they will basically just be
like this over here. So that's pretty
much the difference that the edges look a
little bit harsher. However, often, you can
imagine that from a distance, if I just do this,
from a distance, you won't really notice that. Although I would
argue that if I go, let me just duplicate this.
And move it over here. I would argue that here, here you can kind of see different. I'm just going to
height selections. And you can see that
from this difference, you still see a little
bit of a difference. Here you can see
a big difference. But you can imagine
that at one point, there is such a
minimal change within the one with weight normals and without that in smaller objects, you often choose
to simply not have those have weighted
normals on them. And that is something
that you often even get guidelines for whatever
project you're working on. So that's basically
like the speed, oh, God, um there we go. So that's basically
the speed option. Now to do another time save, what we would then do
is we have two options. We have UV unwrapping
with automatic packing, and we have 100%
automatic UV unwrapping. Now, I use these in
different methods. So we have our UV unwrapping
with automatic packing. I would most of the time use
this method whenever we are doing unique textures or sometimes when we are
also using trim sheets. So the UV unwrapping would
often still be done by hand, especially if you have
something that is like cylnes because currently
automatic unwrapping, sorry, just isn't really good when it comes
to placing seams. And you always want
to place your seams in places where they are
not very noticeable. So for example, here, you
would not want to have a seam running like straight
along this edge over here. So I have the seam, for example, hidden over here in the side so that it
will be less visible. And that's something that can only really be done whenever you are doing manual
UV unwrapping. However, in order to save time, I do do automatic packing. Depending on the
program you use, automatic packing is not always
the most optimal version. Now, for example, if you use a UV specific program
like Rhythm UV, the automatic packing
will be a lot better. But if you, for example,
are using TSMC, the way that it would
basically work is you would just scrap your models and I will show you
how quick it is. Imagine that you already placed all your seams, as you
can see over here. You basically just open up your model and then
you can go down here, rescale the rotate,
set the padding low, and you basically just pack it. And here you can see that
now, see the difference. So this one was the
one that I had before, and you can see that I scaled up some elements in order to give
the bolts more resolution. This will make it
better for baking. But you can see if I do just like a quick automatic packing, yes, it packs it quite close, but you can see that there's
a lot of empty space here. With this model,
it's tricky to even fill up the space because we
have very specific shapes. But you can imagine with a model that has a lot more pieces, that extra space that you have over here that you
are not filling up, it means that you are
losing resolution. But that is a sacrifice that you're willing to make
in terms of speed. So let's say that you lose maybe 5% additional resolution, but in turn, you are
saving maybe half an hour. Now, it's up to you to
decide and also up to the project to decide if that half an hour is
really worth the 5%. If it will be super, super close to the camera, then it might be then it
might not be worth it. But if it's just
like a random bin that's on the street
in open world games, honestly, it's rarely worth it. Now, you also have the 100%
automatic UV unwrapping. Personally, I only
use this one if I use only tilable materials on my model using the
automatic unwrapping, and I will show you
again an example. So here you can see how
our seams are really nicely placed and in
proper locations. The thing is that when we
do 100% UVW unwrapping, so let me just do
this like this, and then I will
show you, you can see that the seams are horrible. So especially on cylinders, it will be better when it is a simple square object or
it's only square objects. But just to show you
an extreme example, this is not looking very
nice, as you can see. However, when you are
using tilable materials, those seams are often not visible because the
automatic unwrapping, it unwraps things in
a way that all of the tilable materials kind
of flow over each other. So using only
tilable materials is a way that you can
save a lot more time. So we have our unique texturing
quite basic down here. So it's just creating
unique textures. This is something that we most
of the time do for assets. Tilable materials is
something we only do for very large or very simple assets that only have one material. Trim sheets. So trim sheets, and I will show you
also an example. So here you can see sorry, so for the weight normals only, here you can see an example
that this is, for example, all only weight normals, no high to low poly baking, because it's a
fairly large object that we just need to create to very quickly
construct a kitchen. Now over here, if we now
go to the texturing, we have our unique
texturing over here, and you can see that
for this object, we decided to go for a unique
texture because it has so many specific map details
and different materials, and it just makes more
sense to make it unique. Over here, we have this one
is our tilable materials. And you can see that
because it's just like a very simple metal structure, as it's easier for
us to just throw on a simple tilable
metal material. And then finally, over here
we have our trim sheets, and trim sheets are basically, as you can see over
here in this model, let me just give you an example. Here we go. A trim sheet is basically one texture that combines many
different elements. In this case or in this example, this entire scene uses this
one texture over here. So you can see that
we are optimizing a lot by re using one
single texture for, like, a large amount of assets. However, you also have a lot
more limitations in terms of the fidelity of your textures because everything will kind of look the same. So once again, it all kind
of depends on the project. Now, once we have decided on
these three unique textures, sometimes, if we, for example, use tilable materials or
we also use trim sheets, we use something that's called
an additional dirt mask. This is something that's
often done in the engine. And just to show you an example, here is, for example,
a simple texture. Imagine this for now to be
like a tilable material. However, table materials, they don't have any
localized information. Sometimes you want to add something like you want
to add some leaks, you can see over
here, you want to add some additional dirt in between the edges, all
that kind of stuff. You even want to add
AO maps to this. Now, this is done
inside of the engine using a additional dirt mask. Now, I have a actual
tutorial on this, so I will go ahead and I
will show you 1 second. Here we go. Sorry
for the delays. I need to drag it over from one screen to
the other screen, and that's always a
little bit laggy. But anyway, as you
can see over here, I have a tutorial. So if you just type in faster
tutorials dust mask in YouTube or just look up
this sentence over here. So adding DRT to models in
real engine using masks, it will show you the
general concept. As you can see, it's a
half hour long tutorial, and that's why I'm not
really covering it now. The general idea is that
you have one texture, and the texture has a
different mask in the R, G, B, and A, and those masks control different
stuff in your shader. So, for example, with this one, we would say that the mask in the red channel will
cover ambient seclusion. The mask in the green channel
will cover dark leaks. The mask in the blue channel will cover roughness variation, and the mask in the
Alpha channel could, for example, cover
color variation. So with one single texture, you can add a lot more
detailed information. This is actually the
technique that we also used when I was
working on the division, where we often created models using only
weighted normals. We did UV unwrapping with
an automatic packing. And then often what we did is we often use tilable
materials only, and then we had a
really powerful shader that was able to add rust, dirt, damages, and
all that kind of stuff on top to create
the final models. So that is this overview. Now, as you can
see, this overview is often quite a bit faster, and that's why this is the one that we use
most of the time. However, if you once
again want to go for portfolio quality or you want to go for hero
asset quality, then I recommend
going this route. So now let's have a talk
about our trash container. The first thing that
we would do is we would assess the actual model. So here we can see that
we have our model. Now, with this model,
the first thing that I notice is that we have a lot of localized damage over here. Because of that, it would
be much more logical along with all of these details to
make this a unique texture. Now the second thing
that we need to consider is what are we going to do if we are going
to go for the weight normals route or if we are going to go for the hi poly route? Now, in general, this model could totally work
with weighted normals. Only the one thing that I'm a little bit worried about is, for example, the welding
that you can see over here. Now, for those things,
you could choose to do the welding inside
of sebush for example, and sculpt it at which
case you would need to do high to low poly
baking in some capacity. Or what we can decide to
do is we can decide to do the welding actually
inside of subsisPainter. Now when I see
this entire model, I do see a lot of these
additional pieces, which it would be handy
to just bake them down low going from
height to low pool. However, these
pieces can also be replicated inside of
substance painter. So what would be my assessment? I want to make if I want this to be a just really nice
high quality model, I will probably go ahead and
I will probably choose to have high to low pool with
some weighted normals. However, then to save time, what I would do is I would then use some UV unwrapping with
automatic packing. At which point I will
go to unique sorry, to baking and then
to unique texturing, and that will be the
end of my model. Like I said, you can totally combine different workflows
in order to save some time. Now, if this would be for a large production
environment, which it is. It's actually for a
city environment. Then what we might decide to do is we might decide to
just do the welding inside of substance
painter and only use the weighted normal
method so that we can avoid needing to create a
hypol and do some baking. But this is a tutorial. I want to show you guys
some pretty decent quality. So what I will be doing
is for this asset, I will go ahead and I will
go for the high to low poly. The nice thing when
I do this is that I already have all of
these details in here, so I don't have to create
those inside of painter, except for maybe the text and that kind of stuff
and also the welding. And it will also give you
a really broad overview on how to create a
high quality asset. And then what I will do is
I will also go ahead and I will create an additional asset after we have completed
this entire asset, which will show you
the speed method, and that asset will
actually be the vent kit. So if we go over
here, there we go. So that will actually be
this one where I will basically create
some ventilation shafts that are modular, and for that one, I will use the weighted normals technique. This way, I can give you a really broad overview
of both of them. Now only for this
trash container, we will use the bonus chapter where we will also create
it inside of blender, else it would be a
little bit overkill. I will also showcase to you
how to create it in blender. However, what we are going to do now is we are going to get started in the next chapter
by creating our blockout, and I will be using
TS Max for that. We will create a blockout
in order to define the general shape and
the scale of things. Then what we will do
is we will already set it up inside
of Unreal engine, and we do this to just make sure that
everything is already ready to go for our level
artist to place it. So that was quite
a big overview. I know that it's quite
a bit of information. I recommend maybe watching this video again just to really take everything in because I just threw so much
information at you guys. But in general, I
will also share this Miro document
so that you can have a closer look at things. And let's go ahead and got
on to the next chapter.
7. 06 Creating Our Blockout Part1: Okay, so what we're going
to do in this chapter is we are going to get started
by creating a blockout. So blockouts are often very important, especially
during production. Basically, the reason that
we make blockout is one, to make sure that we have
the correct scaling, which will help
us when we create a final model so that
you don't have to tinker with the final model if your scaling ends
up being incorrect. Two, which is probably
the most important thing is that often there is a lot of time between creating your blockout and creating
your final model. This just happens
during production. During production, you often have stages where you have like 300 or 400 assets
for your asset team, for your prop team that
they need to create. They will not
create those assets one by one, because
if you do that, what happens is that
your level artists who actually design
all the levels, they don't have any
assets to place. So what you would often do is you would create a blockout, which will represent
the general silhouette and the look of the assets so that you at
least know what the asset is. Then your level artists
can go in and they can use those assets to
place everything around. And then in time,
you can come back to that asset and
create a final version. And it works the exact
same way in our team, for example, and in
many other teams. So what we like to do
is we like to create our blockout which we're
going to do in this chapter, and we are going
to already set it up inside of Unreal
engine just to have a representative
asset, so to speak. So that's what we're
going to start with. Now, sorry if my voice is
still a little bit low, I actually am
recovering from COVID, there has been
about a week since the last chapter
that I recorded. But anyway, let's just do this. We have plenty of reference. But what I often like to do with assets that basically exist in real life is I like to look up like scalings like this. Now, you can often
find these scalings, just like on Google
Maps or something. You just type in like trash container, dimensions,
for example. But there is this really cool
website I found recently, which is called dimensions.com, and it has a lot of actual
dimensions in here. So, for example, you can
go here like a door, and it will show you the door. And the cool thing
is, it will show you like all of the
scalings of the door. And even sometimes
like a three D model, it will show you the general
height of specific things. Some are better than others,
but you can go in here. And type in, for
example, container. I don't know if this
trash container is here. Like here, you can
see, like, a lot of containers and
stuff like that. If I go trash, Container here. We can see a bunch of stuff. Now, I might not find here looks like for some reason,
the website froze. There we go. That was weird. Looks like I cannot find
the exact trash container, but it's a really
useful website. Like if you need something, you can often just go ahead
and you can find it and find different models. These ones are a lot
from Ikea, I notice. But over here, there we go, see. Here you get the crag screening. I don't know why they
don't show the height. That's really strange for this one. Normally,
they show the height. So don't get me. But yeah, basically, cool website,
have a try with it. You can often even download the base tree model if you
need some kind of scaling. But yeah, in general, I just
wanted to show you that. We have our scaling over
here, and this scaling, if I see 12 70, most likely what that is is in centimeters or millimeters. I think millimeters probably. Yeah, it won't be centimeters because that would be 7 meters. So it would probably
be 72 centimeters. Feels a little bit small
compared to what we have. Like ours looks a
little bit wider, but it's just like to
get a general scale. What we're going to get
started with right now. Now a blockout only needs to get the general point
across, so to speak. So I'm going to use TS Max. There will be a bonus
chapter on how we are doing it inside of Blender, but we're going to go ahead
and get started with this. Now, the first thing I'm
going to give you guys is over here in the exports and others folder in
your source files, I have added a scale v. A
scale v is quite common. It's basically
just like a person that is correctly scaled
based upon your game, which you can use to
just get a general feel. Also, what is nice is
that it actually is forward facing based
on Unreal engine. So you can see, for
example, over here inside of three S Max, the forward facing is
actually on the right, compared to Unreal engine. Now, of course, you can
export it and change it, but it's just easy to right
away, make a model like this. I then right click here at the All right I realize I don't have my keyboard
registration turned on, so let me just have that
over here down here. And in my home grid, right now we are at millimeters.
I do not want that. Let's go to customize unit setup and set this one
to centimeters because else, it becomes a little
bit difficult. You can see that when
I do centimeters, the grid instantly also
becomes quite a bit larger. Um, yeah, a grid point of 10 centimeters should
be fine. Okay, cool. So we are going to
mostly go ahead and start by creating our
main body over here. So I'm going to start by
just doing that as a box. We're going to start
with a very simple box that we are going to draw out. And then with this box,
let's have a look. So in general, if I go
over here and also, you just sometimes want
to have some logic. For example, over
here, you can see the person, and you
can kind of guess, like how high these
things are based upon the person or like the
car standing next to it. So just something to
keep in mind here, see? Some are smaller,
some are bigger. In any case, we have over here, so we have 3,040. I just want to make
sure that it's not inches or
something because I'm from country with centimeters and millimeters and everything. So, what I will do
is in our height. So if it is 1340, that is 134 yeah,
that makes sense. Okay, so it looks like
it's in millimeters. So just keep that in mind. Of course, 1,340 inch
would be absolutely giant, I believe, but I just
want to make sure. So okay, we have that. So we have 1,340. But remember that over here, we still have some spacing
left from over here. So this is like 230. So let's say that we
just do like 1,100. Let's keep it even values. Oh sorry, 110, I mean. 110, and then I can go up here, so this is 23 centimeters
off the ground like this. There we go. And you can
also go ahead and you can also center it in your
object over here. Now, next what we have
is we have our width, which is set to 72, but 72 is too thin
for our version. I get it over here,
that makes total sense, but our version, as you can see, it's a little bit of a big boy. So let's go ahead and
go for let's see, 100. I'm just going to basically
do it by I at this point. 90. Yeah, 90 centimeters
feels about right. Like I said, we can be
flexible like we're artists. We can just make it however
we want, of course. We just twy make
it fairly logical. And one, two, seven, one, two, seven over here. Okay. And now I will just keep switching back and forth. I hope
you don't mind. Okay, so one, two, seven. I feel like one, two, seven. Yeah, that could work. So let's say that we have
this as like a base. Now, inside of Max, I will need to convert
it to add a pool, but basically just
whatever program you use, get to the point where you
are able to edit your mesh. Now, if I see over here, I can see that the edges, it's not like
perfectly straight. You can see mostly over here. Like, everything is going a
little bit like sideways. Like, I often happens
with containers. This is still a
blockout, but I still want to get something like that. So what I will do is
I will go sideways. Maybe 110. I can
look at the bottom. Like, I cannot show you because then I need to move my mouse, but here at the bottom,
in Max, you can see it. So 110 ish should be about fine. I also feel like it's a little
bit high off the ground. But I'm not completely
sure about that. Now, of course, sometimes
you have, like, a side view and you can model
things from a side view. That's totally fine if you
do something like that. However, I'm someone that often just does things a
little bit more manual. I'm going to quickly create a wheel and that's just so that I know roughly from which
point the body needs to be. You basically just create
the pieces depending on your use case that
you need from it. So over here, 18 sides
for now is fine. I just want to have
a simple cylinder that is sitting on the
grid point over here. I'm going to go ahead and
I'm going to make this a little bit thicker. And if I have a look at
my reference over here, yeah, of course, it has, like, a little bit on the side. Sometimes I like to just go
in and I like to just, like, think back of H I ever stand next to
this container I have. And slightly larger wheel
size like this feels right. Like, I would probably
go maybe for a diameter of 9 centimeters and then have some junk sitting on top that controls everything.
So let's do that. I think that's a good size. So here, 9 centimeters. Now, for the stuff
sitting on top, I don't need anything
super special. Like, we're going to go
ahead and create, like, a really nice and
complicated mesh later on. For now, however, we are just
going to go ahead and make, like, something like over here. It's just a blockout.
Can be very simple. I don't want to
spend too much time. Normally, I do instruct my artist to spend a
little bit more time, specifically on the blockout because we use our
blockout to also show to clients like our work in progress, assets and
stuff like that. So it kind of depends on
what you need it for. What I would do is I would
have it somewhere over here. Just have it sticking out. Select these phases.
And, of course, this is not a when you're
watching this tutorial, it's not a basics to
tree modeling tutorial, because I would say that it
would be a bit strange if you are watching a tutorial on how to actually
work in a studio, but without actually knowing
the general workflows. But of course, if you
are watching that, we have plenty of
beginner tutorials, also that you can follow if
this goes a bit too fast. I will, of course,
explain everything to you, so don't
worry about that. Just something to
keep in mind that I'm not covering the basics
of tree modeling here. I'm just adding some
chafos near the end, which if you just add more
chamfoss often a great way to, like, very quickly add
some interesting stuff. And now it looks like that, what I want to do
is I'm just going to go in here and just do a simple inset for my
faces, something like this. And then I'm just going
to go ahead and I'm going to that's annoying that it swips or goes around the
one way, something like this. Let's go ahead and just,
like, extrude this out. And I'm going to move this one, probably somewhere over here. Add a quick loop.
Oh, looks like that. In Max, you have a trick where if you cannot have
the loop on one side, you just select all the
edges and you use a connect. Now, there are probably relevant tools in any other
three Mlling software. But basically, the goal is
to get a loop exactly on both sides so that we can just push this in,
something like this. And I'm just going
to like very quickly like, there we go, see? It's just to
indicate, like, Hey, this is where
something is sitting. I can just, like, do this
just quickly to move it up. And, I'm just going to
move this up a little bit. Okay, so that already
feels pretty decent. If you want just to indicate it, you can also go in here and
you can select the cylinder, inset it somewhere
like over here, and then we can
definitely see that our metal needs to
be a lot smaller, but that's something that I'm honestly not worried
about right now. I'm just worried
about the scalings, not the actual finer details. But anyway, what I want
to show you is that you can just go ahead
and select both sides, extrude settings on the local
normal and that way you can kind of extrude them in
at the same time like this. Move this in, maybe
do, like, oops, one more scale in and then do, like, a nice little extrude out. Until it hits the
metal. There we go. Just for fun, I'm going to
add some chafls on the end, just to make it seem more
like a wheel instead of like a box. Okay, cool. So we now have
something like this. For easy movement, I'm just going to attach
these two together. And now what we can do
is we can basically go and do not just move it down. I like to just go
in and just like, push it down a little
bit to make it a little bit larger because I quite
like the height that we have. So this will work quite well. Now I'm going to have one
wheel here, one wheel here. You can see that
it's kind of like sticking out at some point. So I guess what happens is that the wheel and I'm just going
to do some random rotation. The wheels are probably
like here, like the edges. Now I need another wheel. Oops. I want to do this one. If you hear some clicking, I do apologize for it. Normally, I'm using a mouse that is like specially silent. However, those mouses, they
really are not made for tey artists that need
to be able to move around very fast
and rotate around. And it will just make things seem very clunky, so to speak. So I just wanted
to let you know, like if you hear some
clicking, I do apologize. I will try to, like,
remove it in editing. However, the upside is that
I can move around easily, and I can probably show
stuff instead of like just like very awkwardly
mess around with things. So now that we have done this, that's
looking pretty good. I'm going to give my
side some round edges, extrude out this
piece over here, and maybe just quickly add
like one of these pieces. Amil, did you not take a picture
of the back? That sucks. Okay, that's my fault. I did not take a
picture of the back, but we can improvise
by seeing the font. It's not going to be
that big of a stretch to know where the
back is going to be. So anyway, let's go in, do a quick little
chamfer, give some edges. And just make it a
little bit round. I feel like I like to often
work with even numbers. So around ten seems quite well. Now, nice thing about
that is that you then can also go in and you can properly place your wheels because your wheels need to, of course, stay on the inside
of these loops over here. So, okay, we have that. There is something like piece down here. If you want,
you can do that. You can go ahead and add two
connects that are like here, down at the bottom,
something like this, and then add maybe
another two connects that are somewhere here, and then you can
just extrude this out just to give
it a silhouette. That's what I'm mostly
focused on right now, anything that gives silhouet. There we go, see?
So that definitely adds a little bit of value. Now what we need to do is we need to go to the top
and we need to have just above the top
this chunk over here. Now, this piece is
actually separate. So what is really cool is because we are
doing the height to low poli technique for
this specific asset, we can make that
separate, and later on the inside of Cebush we can
go in and we can, like, add some really
cool welding here and there to make it
all look really fancy. However, for now, what
we can do is we can go in and let's see, it's probably around I'm
just eyeballing it at this point around here and
probably something here. It looks like that it ends just before I turn,
something like this. Then I'm just going
to scale this flat because this
is supposed to be a square piece over here. Now what we can do is
we can go in here. Push this out a bit. I'm just going to go to my site view. Where are you? Side view. There we go. And make
this a little bit bigger. There we go. Just to give it
that little lid over there. Now, I first want to now get started by working on the top. Do you have any better pictures? Not too many. This
one is pretty good. So let's first of all, go
ahead and work on the top, and then we can continue
on with the rest. So for the top if I just go to my side view and just move the
little guy out of the way, it looks like we want to
get started with like a cylinder over here that kind of holds
our actual mesh. Let's make it a
little bit thinner. And I'm just having a
look on my reference, like where about it is. It's just on the
edge, looks like. And now I like to go to
Bitfu and over here, I like to also just have a
look where I want ended. Let's convert to
Adipol, push this back. Maybe make it a
little bit thinner, but for the rest, that
should be totally fine. Okay. Awesome. Now I'm going
to go ahead and for the top, I'm still just going to
use simple box modeling. I'm just going to use a
very simple cube over here, and we just start with the trim and then
take it from there. So we start by just
pushing this just on top, converting this to addi pool. Gift is like a nice thick
edge. And let's see. So this one pushes
out just over it. This one is sitting almost
on like the tip of it. So I'm not gonna move
that one too much. And yeah, later Magana, of course, go way more precise. So that will come a
little bit later. We can also decide if we
want to make an insight. Most time it would be quite logical to have an insight
over here so that you can have more variation because it's very limited work
to create the insight. Like, often you have an insight, but you
wouldn't actually, spend a large amount of
time on it, so to speak. Yeah, let's do
something like this, give it some round edges, but it looks like
only on these sites, we want to have the
larger round edges. Yeah, something like this,
just to get started. Maybe then some smaller
round edges around here. Now, it looks like you
want to kind of, like, inset this somewhere over here. Now, you will see
that over here, it sometimes happens when you inset something really small. You just want to
kind of collapse those vertss because they don't know what to do
because they don't have any space to go somewhere. And at that point, for this one, I'm going to keep it
very, very basic. I'm going to extrude this up. Then I'm going to go
ahead and probably go to my side view that
would be easier over here and push this up like this. And maybe let's go
again to side give it a little rotation. Yeah, there we go. That
should do the trick. We can also go in
and just for now, just because it's
quite a big silhouett, have it that little
hole on the inside. A little bit bigger,
maybe like 30. And we can then go in and sometimes what's nice is you can just
use the cut tool, and on these round edges, you can just make a
simple cut like this. In this case, it looks like that we do need to go a
little bit deeper. So let's go for
something like this. And then these three phases, I'm just going to delete them. Then go to select this outside. And I'm going to kind
of, like push this in combine these
two vertices over here and do a little cap poli just because I don't like here, see, I never like it when there are these vertices that are just floating around, so
I like to connect them. So now with all of that done, the next thing that I'm
going to do is I'm going to go ahead and select the top and I'm going to
convert this to edges. I'm sure that you guys
have some similar way, but basically just convert
all of these things to edges. I'm also going to select
the corners over here. What I will probably do is
I will not select the back. The reason I don't
want to select that is because we are
basically going to just do a really large chef
for now like this, just to give indication of, Hey, this is supposed
to be around. But what will happen is
that we have a bunch of edges that are basically broken. Now, it looks like over
here, I can just press control backspace to
remove those edges. Over here, we can often
just do like a quick lapse. I'm using Alt X to go into
X ray mode over here. However, just do
whatever you want. As long as you select
those vertices, it's totally fine. Let's see. Just for fun, I sometimes
like to just add a little bevel around the corners over here just because it reads a
little bit better. There we go. And what
I need to do is, I'm just going to Control A, and I'm going to go ahead
and just weld everything. Oh, wait. Let's do that bevel because let's do it now already. Let's press Contra A,
weld and I like to often weld everything at,
like, a very low value. Because what you can
see over here is sometimes there are
these hidden vertices, which are basically just
messing things up a little bit. There we go, see. And now with those
hidden vertices gun, that reads quite a bit better. So do we have now
a container that feels somewhat right?
Yeah, I think we do. Over here. Technically,
you also still need something to kind
of go around this edge. Now, it's up to you, there
are so many ways to do this. What I can do is I
can, for example, just duplicate this cylinder, move it back, scale it out a little bit,
something like this. And just kind of,
like, very dirty way, but just select these
edges over here. And it's just to indicate, like, Hey, there is going
to be something here. Sometimes I like to,
like, sent on my pivot because that makes it easier
for me to scale things down. There we go. It's just like
to indicate like, Hey, okay, there will be some
type of connections here. And it looks like
there will also then be a larger connection, but we are going to
make this really nice in the next few
chapters, of course. For now, it's just going to
be very quick and simple. Now, let's not
forget to actually save our scene that
would always be good. Saves and I just like to always
save this the same name. So TT 00289 Large container. And I like to do 01. This is just because sometimes you want to make variations, so it's always good
to just say, like, Hey, this is number 01. I think that should do
the trick, pretty much. Last thing that I would do is just create like these
sightings over here, and then I'm sure that we
are pretty much ready to go. So for these sightings, let's
just go into our site view. I like to just use a spline. Now, splines are
really specific. I would say two t is max. You can totally also
do this in Maya, but spins inside of blender
are a little bit more messy. So just keep that in mind that you can use
whatever you want. You can also extrude out a
sphere or something like that. I just like to go
ahead and, like, use splines because they are just a little
bit more flexible. And I'm only going to
create like half a spine because why would I
make the other side if it's a mirrod version anyway. It's going to push
this spline in it looks like that is actually
coming out a little bit to the side,
something like this. I want to give it enough space, so let's push this
out a bit more. Okay. Now let's go in
and inside of Tres Max, we have a really nice note, which is the filled mode
inside of your line, which allows you to basically, nicely give it some round
edges and rotations. And then one of my favorites
is the Sweep modifier. If you don't have all
these modifiers up here, you can just go ahead
and press configure modifier sets and show buttons. And then in your
configured modifier sets, you can drag in all of
the modifiers that you want to show up in
these little shot cuts. So I will mostly just be
using these shortcuts. I can go I can set this to be a cylinder
with my sweep modifier. Let's go back into my line. If you cannot see your line, I'm just using this button. It basically shows
the end result. So over here, we can
basically see a line. And then what we can
do is we can just throw on a symmetry modifier. Oh, throw it above the sweep, turn on flip because it was
flipped the ong way around. And something like this, just to indicate that there's
also another shape there, and then just go ahead
and duplicate it. Rotate at 180 and
push it back in here. There we go. I think that
should pretty much do the twig. What we'll be doing
in the next chapter is we will go ahead and
we will prepare this for Unreal engine and
already input it into unreal engines that we
already have a mesh set up. Let's go ahead and continue with this
in the next chapter.
8. 07 Creating Our Blockout Part2: Okay, so we are going to
continue with our blockout by preparing it for reel and already setting
it up in reel. Once that is done, what
we can do is we can get started by actually
creating the final model. At which point we will
be much more accurate. Over here with the blockout, I'm mostly just focused on the general scale and
that you can see, hey, this is a container. The first thing that I want
to do to prepare this for unreal engine is this is
mostly trismc specific, but you can definitely
also use it in blender, add it into some group or layer. We often use layers
and then we just go up here and we can just call
this blockout for example, just to keep things
nice and organized. Then want to go in,
and I want to just go and apply a single
material to it. So I'm going to go up here to my material editor and
give the second to load. I'll just call the container. Now, of course, we
are just going to do a very base setup for our blockout just so that we have something that we can use. And later on we will, of course, do much more refined setup
for our final model. So over here, we now have one material. We have one model. I'm totally fine
with having all of these multiple models in
here because they will all be merged together anyway
inside of Unreelengine. Now the next thing
is some checks. Of course, we already have
everything forward facing. We have to crack scaling and
everything is in the center. So those are the things that
are often quite important. And at that point,
we already ready. Now, keep in mind
that unreelEengine, reach your PIV point from zero, zero, zero in your scene. So it means that
our PIVPoint will be on this little
cross over here, and that's how we
will move things around just something
to keep in mind. At this point, you can go
ahead and what I like to do is in our folder and expots, I like to always have
a two unreal folder, and in here, we can go
ahead and export this. Even though it's blockout,
we are already going to export this as if
it is a final file, which means that we need
to name it correctly. Now for the naming, I'm lazy, so I can just go
down here and copy this folder name because that's literally also the
name of our model. I can then go down
here and press Save. And simply press Okay. So we now have our
model ready to go. I can go ahead and
save my scene, and now we can open up our
Unreal engine project. If you don't have an
unreal engine project, I would say just
go ahead and make a brand new one, for example. But I will just go ahead and import this into
our existing project. Sorry, that's what
I meant. Okay, so here we are in our project. Now, as you can see, everything here is still highly blockout, but you can see
that we are working on a high level environment, just a large scale
environment. If I zoom out. It's like it's pretty
large for our team size. But anyway, over
here, as you can see, many of the assets are
blockouts and we can just the assets just
like any other. Over here, you can
also see over here, we have some blockout
traffic lights. These happen to
already be final. The scene is running slow.
Don't worry about that. That's just because we have not gotten to
optimization stages yet. But anyway, over here, I like to just often grab
like a flat piece of ground. Now at this point, it is highly specific depending
on the project you are in. However, most of the
time your project will have an asset folder,
and in that folder, you need to place
your specific asset and it might be categorized
in some specific way. What I like to do is I like
to go in and remember, this is the name of our asset. We try to always keep the same naming throughout
the entire project. This way, we can always
link it everywhere. We can go over here to assets. Now, I believe, 289, I might already have
an asset folder here? Oh, no, I don't. Okay, that's great. In
that case, in our assets, right click New folder, paste in the name, and in
here, we have a folder. Now, in here, Id am going
to make a folder called textures in which we are later on going to
place our textures. But in the base
folder, what you can do is you can simply import your FBX that you
exported. Before this. Now, it will import with default settings that
are already set. However, just to
quickly go through it, Build Nanite needs to
be on in our case. I like to also on generate
missing collision because we just want to generate some auto collision
very quickly. Now if we go into advanced, we just want to make sure that combined meshes are turned on. If you don't do
this, it will try to import all of these
meshes individually, which is not going
to be a fun time. So that's quite
an important one. And for the s everything
else can stay pretty basic. I can just go ahead
and press Import, and now over here, I
have my container. Now if we just quickly
open up the container, there's very little that we need to do at the
blockout stage. The only thing that I
want to do is I want to add a template material. Over here, you can see that it like arts in outer material, but we have a material
that we often use that is simply called gray,
and we just apply that. Having it all
consistent makes things just like a lot easier if we just quickly want to,
like, change something. Now at this point, over
here, we have a container, and you can just
go in and you can, for example, drag it
in to check the scale. Now, I was already pretty
sure that the scale was fine. So in general, this is
looking pretty good. You can imagine that, sorry, that's just source control. We will go over that
a little bit later. So you can go ahead and you
can imagine that over here, just having these
different containers, it's going to look
really, really nice. There we go, see.
So we already get a sense of what it will look
like inside of our blockout. So our container
blockout is now done. It shows a fairly good representation
of what the model is. And now what we would
do is we would go over to the next step which
is creating our final model. So let's go ahead and continue
next chapter by creating our final model we will also be creating
our final textures, and once that is done, we can go back into some
more information on how feedback rounds work and on how source control works
inside of Unreal engine. Source control is oh, sorry, I knocked
against my microphone. Source control is basically
a way for multiple artists to work on the same
project without having anything overlapping. So yeah, that's going
to be our focus for the next few chapters. So
I hope to see you then.
9. 08 Creating Our Final Container Part1: Okay, what we're going to do
now is we are going to turn our blockout that we created
into our final model. Now, for this, we are
going to probably get started just
like with the body and then we'll take
it from there. We have all of our
reference ready, and in this final
model, of course, we are going to make
everything much more refined. This will become a
blend between using TSMx and we'll also be
using some zebras because I want to push the quality of these welds and
stuff like that. So just something
to keep in mind that we will probably
be using both of those. But in general, that
should be totally fine. Now, let's go ahead and
just jump right in. So we're gonna get started
by creating our body. I'm just getting everything
set up. Give me a second. There we go. Okay,
so, of course, we already have a
little base over here, but this base, it was really
just like the basics. I want to get started by just
creating a brand new layer. I will call it container
underscore, probably lp. We will probably start
by creating our low pol, and then we'll
just we'll turn it into high polen then go into
bras to refine it even more. So doing it this way, so
nice thing in Trees Max is that you can also freeze your
model if you want to, like, temporarily create
something without selecting the old blockout. And let's get started
with the body. So with our body, most of it is pretty much fine, like it's still like a
body that goes around. I can see some unevenness
here, which I quite like. Also, we have over here all
of these extra patrons. Now I'm going to use a little
trick for those patterns, but I will do that in the hiplyi to basically add them inside of zebush can see over here
that these chunks over here, they look pretty
much like attached. Oh, no way, they do not
look attached to the body. So that's good. If they are not
attached, we can keep those separate. So that's fine. Although here they do look
attached, to be honest. You know what? I'm going to
attach them to the body. The reason we need to know
this is because since we are going to do a bunch
of welding and everything, we want to keep everything
as one solid piece. Even over here, we want
to try and keep things as one piece where they
are welded together. Now, normally, you can
go inside of sebush and use dynamesh to turn
this into one piece. The reason why we don't
want to do that is because then we would
need to go in and we would need to create a custom low poly later on
on top of this. So also, we need to do topology
for a custom low poly. And I don't really want to go through all of those things. So for the rest, I can see
some small details here, which we do want to have
in actual geometry, but it seems like a pretty
basic looking shape. Yeah. So we now know
what to create. Let's just jump right in and
not waste any more time. I'm going to go ahead
and go to the top, and I'm going to get started by still keeping this as like a simple box. Here we go. I like to keep the
box down here, square and convert it soon at a poly and we are just
going to get started by following our blockout and
we'll take it from there. But I do not want to use
my original blockout because I want to work a little bit more on having the shapes we refined
and all that kind of stuff. And for that, I want
to have a clean shape. Now, something that
you can also do is you can also go in here and you can go
ahead and 1 second, select this and press Alt x. Or what you can do is another thing that if it
makes it easier, for example, is you can also go right click on your
blockout object properties, and you can set it to C through, but you can also then freeze it. This way, it's
frozen in citr mode, which might be a little bit
easier if you want to, like, select your model and, like, make sure that it
follows your blockout. Just a little trick to show Oh, I actually don't like the tick. The reason I don't like it right now is
because I actually need to be able to
see what I'm doing. So I'm just going to go at
and I'm going to freeze it. I only need to do
this, temporarily. I later on it will, of course, not be so much needed,
so now, scale this. And this one. Okay, so I want
to keep the even scaling. So let's say that this
is going to be our body. Now, the first thing
that we need to do is we need to go ahead and create these
round bits over here. Now, what you can see
is that over here, there's actually what looks like that the metal is
basically overlapping. It's like a little
metal trim here, see. You can see it on both sides. Now, this metal trim, you can decide if you want to keep this into the low poly or into the high ply,
that kind of stuff. What I want to do is I most
likely do want to also keep this Do I need
it in my lowly? That's the question. I guess I don't need it in my lo polly. But what I quite like
is that over here, you can see that there
is a little base, and then everything's kind of
overlapping on top of that. And I do want to try and
capture that effect. So let's get started
by just a simple one. We are going to get started by actually rounding the edges. I'm just adding a chamfer, giving it enough segment so that it looks really nice and round. And I like to go for something that's a little bit more even. Let's try uh, let's see. I feel like it needs to
be a bit more, so maybe, like, a rounding
of 8 centimeters. Let's start with
something like this. Now, as set over
here on the bottom, we have this little lip that's
going all the way around. So what I'm going to do is I might later on decide to make this also into the low
poly, but for now, we are just going
to go ahead and we are going to first of all, add this little lip over here, and we can do that by
simply selecting this. Just having a look
at how round it is. And then I'm going to
go to my side view. I'm going to go in
and detach this. So let's detach this part. And then what we can
do later on this week, literally just overlap
this part on top of it. So first of all, since this
is going to be the base, let's go ahead and isolate it. And I'm just isolating
it going down here, every three mulling so airs, like an isolation function. I'm going to select a base. And what you can also see
in the base is that it has this additional shape. So it looks like that
we have some nice rounded edges which
we can totally make, and then we want to go in and that one is really
tricky to see, actually. Okay, so here we can
see like it goes down, but it also goes
towards the side. Yeah, let's just
improvise a little bit. It's also such a difficult
spot to even see it, which means that for us, we also don't need
to do too much. But what I always like to do
is I always like to create my models that they can be
used in every orientation. So this basically means
that someone wants like to flip over our container, we can still do
that kind of stuff. Now, seeing this, yeah, is fine. What I was thinking about is that when you make
something around like this, it might break the ability
to add additional lines, but we already
broken that ability by making our edges
over her around. So in terms of,
the polygon count, it's also a little
bit up to you on how much on how much that
you want to use, I know that we will be using
Nanite instead of unreal, and I want to make my models as high quality as
possible because I can always use things like
LODs which is level of detail, which in easier terms is like the different different optimization settings
for your model, like LOD zero would be the
highest quality of your model. One would be like half
of the polygon count, two will be like 25%, et cetera. So it is up to you how much
you want to push the quality. For me, the goal with this is to basically make the edges round enough that
from a distance, you don't notice that
there are polygons, see. If I look at it from a distance, it looks really
nice and perfect. So that is totally fine
if I go like this. You can also try to go lower, but as I go one lower, you can see that now, I can see a harsh edge, and
I don't want that. So that's why I'm
adding a few extras. Okay, now to make placing our
edges a little bit easier, I'm going to place
a cut from here to here. And also on
the other side. The reason I want to do that is because when you have end guns, in pretty much every
tree molding software, you are not able to add edges. When you close those edges, now you are able to
add edges again. So you can see that over here,
because they are engons, I can no longer loop
around an entire edge. But if I would go in and I would just place a
nice little cut here, and here now my edges
are able to loop around. So our shape is going to be I'm going to use this one for a
reference of our shape. What I notice first is, first of all, let's
go to edge mode. I will need to go a
little bit closer to the edges, something like this. And I need to go down and
I would need to go back. Let me just see this
is the front right. Yeah, okay, so
this is the front. So if I go down, push it back a little bit. I want to kind of, like, stay away from wheels and
stuff like that. So let's stay with
something like this. And next what I'm going
to do is I'm going to, this looks quite ugly. I'm going to clean
it up in a bit, because I don't like really
ugly looking geometry. So I'm going to place
two connects over here, which are exactly even, and I can push these out. Maybe like 45, select them, and I'm just going to go
ahead and use my skele tool. Now inside of trees Max, you also have
something over here, which is the align tool. Oops. And then on the Y axis, you can perfectly align it. The reason I use the skele
tool is because that's how you would often do
it inside of Blender. So just to cover as many bases. So we have this one that's
going to be extruded out, and then we would
want to have this one a little bit further away, something like this. Let's see. I think a shape like that, if we extrude this now,
I think that can work. So, we have something like this. Now, next thing that we're
going to do is we need to just smooth everything
out over here. For that, I do want to
make sure that I have enough space on this
side, actually. Let's select these two edges. Now, there is this
annoying thing in Blender that when
you select two faces, you need to go up here and
you need to press plus sign, and go to scale plus sign. If you want to evenly
scale them out, or you can just select
them the vertices, but I'm basically
going to push it back. Now I'm going to
go to my sideview and just select all
of these edges. And these ones over here. And then what we can do is
we can go to our chen fer. Let's make this nice and large. Maybe one more. I don't know. Do I really need one more? Yeah, let's do one more just in case you want to get really
up close to the bottom side. Oh, sorry, when you go
into isolation mode, it loses the modifier. Okay, so now we can see that
this is all nice and round. Now, one thing that I do not
like is how straight this. I can see over here that
there's, like, a little edge. So it's good that
I notice this now. So what I'm going to do
is I'm going to go to my Oops edge mode, select these two edges,
and I'm going to probably push these ones in a little bit. And these ones also. I don't know what I
would do with this one. I feel like this one being
straight makes sense. Like, you wouldn't want to, like, angle this down. So this should
probably do the trick. Now, sadly, I do need
to quickly go in and just re select my edges. But I think this will
look quite a bit nicer, having that extra detail. Often just things
going straight down. It's also a bit boring. So whenever you can add
these angled edges, they will work quite
well for your silhouet S. That looks a lot better
with the silhouette. 4 centimeters. Yeah, that should be fine.
So let's press. Okay. Cool. Now, I just want to
do a quick bit of cleanup. I'm going to place a swift loop. Oh, I can no longer do that. In that case, place a cut over
here and a cut over here. Then we can get rid of
this really long edge, and we can kind
of clean that up. That's why I wanted to do that. So over here, having
the long edge, I guess it's still needed. Oh, that's interesting
that these are also cut. Basically, because we are going to go inside of brush later on, Zbrush hates end guns. They really hate it. So what you want to do is you kind
of want to get rid of the end guns already so that in zebush we don't
have any problems. And that's why I kind of
already tend to do that. Now, in this case,
I'm just going to move them in a
logical location. Think in this case, actually, this is probably the
best place to do it like this instead of going all the way
to like other sites. Yeah, see? Yeah, that
works quite well. So over here, I'm
just going to go ahead and get a bit
of this one also. Play it cut here. You can just skip this part
if you don't want to see me looping things
around and stuff like that. Let's see, for this one, because this one is a little
bit more messy looking. I'm going to go ahead and
get rid of all of these. But then this one is floating. So I want to go ahead
and connect this. I also like to
connect these bits, it looks like that there
is a vertex error. Let's go ahead and select
all of our vertices, weld settings, and just weld it at, like, a very low level. And now you can see
that we can connect it. So sometimes they are just
like these messy well points. It happens here see. Over here, it just gets
a little bit confused. So if I just go ahead
and first of all, because I do not like that those are
engons, they are right. One, five. So those are engons. So I'm just going to go ahead
and connect those And now, for some reason, this
creates a double vertzi, so now I go in, weld it. And now for some reason, I can select it again.
It's a weird one. Not sure if you guys will
have the same problem, but in any case, as long as it's fixed, it's totally fine. So that is now
done for this one. Okay, so that one was going to connect. That's totally fine. See, of course, creating the final model takes
quite a bit longer, so you just want to, like,
spend your time well. And even though this
is just like the base, it's just better for
us to really focus on getting the highest
possible quality that we can get out of this. Within, of course,
what we discussed about quality versus time
and all that kind of stuff. However, this is just
normal modeling. So at this point, temporarily, the tutorial will just
be a very base well, not basic, it's still a
fairly complicated asset, but it will just be
a modeling tutorial. There we go. So we have
our first base done. We can just leave the
top open for now. We will need to close it
when we go to Zebras. But what I'm going
to do next is we have over here, our edges. Now, as you can see, over here, our edges are overlapping
on top of it. That is something that I am going to already
have in the low pol, in the low polis, that we can later on turn
this into a high ply. I might remove it later on from the low ply if I feel like that, it's a little bit
too over the top. But for now, it's
actually quite nice if we are able to artist, and a very easy
way to artist is, first of all, we need to
add some additional edges. I'm going to remove the top because it makes
things a bit easier. So, first of all, the edges
that I need to art is, I need to have two
straight edges over here, which will create
that polygon line. Let's go ahead and do a connect. Let's make it two.
It's going here, and I just need to grab
the edges and I'm just going to scale them. I think it's just the X xs. Yeah, scale them on the X axis. And I want to move this
one just after the bend. So yeah, somewhere
over here is fine. I just need to make sure
that the silhouette doesn't change, but
that looks correct. So here, also X, so just basically
make them straight. Doesn't have to be
absolutely perfect, like I'm just
eyeballing it mostly, but this will allow us to
have a edge around here. Now, the next thing that
we need to do is we need to select these two. Chafer. Set a chamfer just to
zero because the nice thing about a Hafer at
zero is that you can actually just simply
split an edge into. So what I'm going to do
is I'm going to give this like a 0.1, two or something like a
very thin edge like this. And this way, we are
able to select all of these pieces and turn
them into actual panels. So before I do
that, I need to Oh, I need to create this part on
the bottom side, I forgot. But we can, for now
just create this base. So let's see. Are the panels
all standalone? They are. So we should be able to without
affecting anything else, already extrude
all of our panels. So I want to select
all of the edges except for those
really thin ones here. And then you want to go
ahead and do an extrude, but you want to make sure to
extrude on the local normal, which basically extrudes
based on the edge position. And we're going to make this
quite thin, maybe like 0.2, so 2 millimeters wide, and press okay, like this. Now, what you can see is
over here that now it pushes down and it
kind of overlaps. I quite like this
detail over here. And since it is very easy to add, let's just go
ahead and add that. All we need to do is just
select these edges over here. And do a second double connect and just move to
connect where you want that little gap to be. So if I look at this
from a distance, I'm going to make it
a little bit bigger just because else in three D, it will be very
difficult to even see. And now over here,
you want to go ahead and select this one, select only this one and
leave that side out. Select this and go
around Oops around. Yeah, I lost my selection. That's because when
you miss click, you lose the ability
to loop around. So just make sure
that all the loops are correct. They are. Now, normally, you might be tempted to just move
it down and extrude, but you can see that then it
goes away from your metal. So instead, what you want to do is you just want to go ahead and extrude
this on the local normal. And then it moves
down a little bit. I think, something like
this looks quite good. Now, if we go to our side view, one thing that we
also need to do is, as you can see over
here, it kind of flows down and it overlaps
on the rest. I quite like that the
fact of what I'm going to do is I'm going to
start by just moving this. Going to move this down a bit. Deselects down a bit more, deselect the end edges
it down a bit more. And just like that,
we are just going to last one softly
flow this down. Sometimes you can go in here and just like move this last
one up a little bit again. There we go. Now we get that nice little f
off that we have over here. That's already starting
to look pretty good. We now have our panels ready. Next thing that we're
going to do for these panels because remember
this is just low poly. We are first going to create the base over here
for our wheels, and after that, we
are going to create these little lips over
here because I want to keep those in our low poly. These ones it's a tricky one. So this one might be best to have in our low poly because we need to actually
weld this on here. If we have this in our norm map and there's no height there, it will feel off, so to speak. So probably this one,
these little bits, I am not sure about this one down here.
We'll have a think about it. But all of these
panels over here, they can actually be
just in our hypol. We can just bake them
down into a norm map. So let's go ahead and endings
here for this chapter, and let's continue to next
chapter where we will start by creating these brackets
over here for our wheels.
10. 09 Creating Our Final Container Part2: Okay, so let's go
ahead and continue. And we were going to start by just creating these base panels. Like, the things like
you can kind of, like, see like it goes under it, but then if we went to this one, you can actually see
like it's kind of attached a little bit. Now, this is up to us how
do we want to attach it? Because if we are going to actually attach
this to the mesh, it will be quite
a bit more work, especially with this
type of geometry compared to when we do
not do that. 1 second. Let me just isolate
it. There we go. Compared to when we would
not attach it to the mesh. However, I don't think there's a lot of space to
actually have under here. So I will just have
a think about it. In any case, the first thing
that we need to do is we need to figure out what
it actually looks like. There sadly isn't a
lot of reference. I can see here over
here, there's actually two panels, and I
quite like this one. See, this one is actually
linked to the other mesh. That's pretty good. We can definitely work with
something like that. So let's go for
that design here, see? Like this design. So it looks like we have one
panel that's linked over here and one panel that's
linked around the top. Yeah, that makes sense.
Okay. Let's try that out. I'm going to get started
by probably well, first of all, let's isolate
only our bottom view. Go to, like, our
site view over here. And let's see. So
inside of Trees Max, I actually often use spines or lines for more difficult shapes like
this one, for example. So what I'm going to
do is I'm going to go ahead and just use a line, and you can still use original poly gun modeling if you want. But what I'm going
to try and do, let's say, let's see, let's try to have a shape that basically hits the
side over here. And then it goes around here, and then it needs to kind of
go straight and end here. Like this will look very
ugly in the beginning. Don't worry about it. We are first going to now right click. And if you do a Bezier
corner on this, what it allows you to
do is it allows you to edit these corners
separately so that they don't interact or do
anything weird with each other. So I'm going to go
in and first of all, I need to, like, stir
off my snapping. I need to make sure that
this one is straight. So we kind of need
to end it straight. I can then use my scale
tool to kind of, like, rotate this around also scale this one down. Like this and make this
one also straight. Now the scaling
might, of course, still be a little bit off,
but we're working on it. Let's have a look
at our blockout. So our blockout is
somewhere along there. It does mean that now
that we have this, we need to alter this design a little bit, but that's fine. I guess, in general, just need to maybe
add a sweep modifier, set the sweep modifier to a bar. It doesn't have to
be perfect yet, but I need to see the scale. So from a distance, I basically need to be
able to be like, Okay, that seems like a strong
enough scale to actually be able to hold something as heavy as these wheels over here. In general, I think if we actually make this a
bit bigger, that should work. Knowing that we can now, for example, turn
off the blockout, go back to my edges
and faces over here, and we can get started
with this one. First of all, we
want to move this. I'm going to make the thickness
quite thin, maybe 0.2. The length of it
should be quite large, maybe 8 centimeters or ten. Often, you just need to spend a little bit more
time to actually, eyeball it and just
make sure that it is correct. Okay,
something like this. Now I can also see that we have some issues over here
with our actual line. So what you can do is
you can just select your line and just turn
on the show end results. Yeah, yeah, see, there's
some messiness going on. I'm going to actually
delete that line because I feel like it's
a little bit too messy. Now, the first thing
I want to do is I just want to go
into my side view, and I'm going to
see if I can make this a little bit nicer looking because right now it just
doesn't flow over as well. How's something like that? Mm. I feel like this bit over here. We just want to
use a scale tool. I feel like it's supposed to
be a little bit more round. Yeah, I think something
like that should work. Now what I can do over here
with this one is I can just go in and first of all, I want to scale or move
this one completely here. And then you can always
add an insert and you can actually add an
extra line inserted. Now, I have no idea
what's going on here. It's Willy Buggy. I'm just going to not do that because I can literally just add an added pole
on top of this. I like to add it I like to add an added poly on top instead of converting it to an added ply. In MX, it's nice because we can keep these
modifier stacks in order to still keep
everything non destructive. Like we can still go back into the line later on if needed. But for now, added poly
is the same as ddipPol. I can literally just go in here, just move this down like this, place it somewhat in
location, and that's it. Of course, there will be some
welding going on over here. However, it will be less prominent because if we want
to do proper proper welding, we would need to make this
mesh attached to this mesh, which in real life is quite easy because you would just throw
some metal in between. But in really it's actually quite a pain to do
something like that. So for now, we have
this shape over here. We're going to go ahead and refine it a little bit later on, but I want to now get
started by first of all, grabbing another line,
moving it down here. And then this line
is a lot easier because all that we need to do is we need to add a simple
just square box like this. And then if you go
into your Vertex mode, you can use to fill a tool to make this nice round,
like you can see over here. At that point,
another good trick why we keep this non destructive is that now we can go in. We can just right click
and copy our sweep, select this line, right click and get the exact
same sweep modifier. Now you can see that
it's clipping in here. You can scroll down
and over here, you can change the
pivot point positions. Doing that allows you to
basically move the pivot point down so that it is not clipping anymore,
something like this. And then it's just a
matter of aligning this up going into a line and moving, for example, these
ones down a bit. And then it's all about deciding how large
we want this to be. So we look at our blockout Yeah, maybe if we just select one
site and just scale this out a little bit more's
turn over blockout. I think in general,
that works quite well. Of course, we will have
some little bolts later on, but I'm not going to worry
about that right now. Okay, so these meshes are now connected.
That's pretty good. I am planning to do some
welding in between here. Knowing that what I want to
do at this point is I'm going to move this probably
somewhere here. And then what we can do is we can do some really
cool welding in here. I'm just double checking
because at this point, I am going to destroy
the mesh a little bit. But that should be fine.
Let's first of all, place a swift loop over here. And what we're going
to do is we are going to actually combine
these two pieces. So combining them will make it that we can add some
pretty good welding to this. So we have a swift loop here
and another swift loop here. I can at this point, just right click,
convert to addi pool. Let's delete these
two bottom phases. So now this phase is gone. And this phase is also gone. And at this point in the d popol you can
just attach this model, and then it's just a matter of collapsing these edges
so that it becomes one. What I then will do in
order to create a seam is inside of a Z brush, I can actually, add some
small welding around here, which will showcase as if there's a seam between
these two models. And because we will also
do the welding here, it will look really
nice later on. So we have this
funky looking shape, but that should be
quite all white. It's a little bit longer. Or lower, I would say than
we have in real life. But I think for now, this should work quite well. I now want to go in. I'm going to go ahead and get rid of
these two edges over here. I'm going to grab
these corners and these corners and give
those some roundness. As much as I can, pretty
much. Something like that. I know it creates some angrons but don't really
worry about that. Now there's actually also some roundness
going on over here, but because we just
merge this together, it might not work as well. Ah. Yeah, you know what,
that's not actually that bad. Yeah, so let's add
some roundness here. Over here, we now have these two vertices that are
really close together. So I just like to go
in and merge them. It is a really quick function. The annoying thing is that when you need to explain something, even the quickest functions, they are going to
take a few seconds. So there will be a point when the further we
go into this model, the less I will
start explaining. L over here, I'm
not explaining why I'm connecting these two
vertices and stuff like that. But for now, this
should be fine. I know it has a lot of
endgons. Don't worry. We will fix that later on. For now we are
just going to work on the general shape of things. So we have our mesh over here. Initially, I thought it was
going to be attached to this, but as it is right now, this will basically become
part of the actual wheel, which means that for now, I
just want to end it here. I don't want to actually
start working on the wheel yet because I want to focus first on the
large body over here. So the next thing that we're going to do is we're
going to first of all, get started by just adding some loops to get
all of these pieces. You can see over here
there's, like, a little lip that sticks out of it. It's a bit tricky to see
if I can Like in these, oh, yeah, okay, here, I can kind of see that it goes
all the way around. In these moments, I really
wish that I spend more time, like, taking better pictures. But let's just assume that
it goes all the way around, and let's start with that. So here we have a mesh. Now at the top, This one might Will this one? Yeah, it has to go
all the way around, but there might be like,
this interruption here. Yeah, that should be
fine. Let's select these edges and add a connect. And let's push this
connect up to, like, is it 99 good? I think I want to
probably go to 98, and then I'm going to make
it a little bit thinner. So okay, we have this. Now, I don't want
to have the lip actually sitting over here, so I basically want
to interrupt it. So let's just go ahead
and select this one. This one, this one and
this one over here. So I'm just sometimes
looking at my reference. So when you hear me pass, it's just me looking
at reference, double checking before
I do the next function. Now we have this, let's
say, 1 centimeter out. We need to keep in mind that
we still need to bevel it. So I'm actually
going to go for 1.5. So a little bit further
because then when I bevel it, it will look a
little bit smaller. So we have something like this. Now let's go in, and a Coltrik is this mostly
inside of Tres Max, if you have your faces selected, you can hold Shift,
click on the edges, and that way you
can kind of convert your face selection to edge selection so that saves
us a little bit of time. I think this one deserves more edges
because it's so round. You can probably get away
with one just to push it because we might have this open and you might
want to look inside of it. I'm going to add two segments over here to make
it extra round. Move the bit in a bit
more. Press Okay. And then I'm just
going to select one of these cent lines
because they are so close together that
we don't need them. So select them
control back space, in this case, basically remove only the
edge, nothing else. Yeah, that looks. Correct. Okay. So the next one that we need to do is you can
see that over here, it has a fall off. For this, most likely
a bevel would be fine and else we can do
some manual placement. So let's go in here, hemFO. This time, I'm going to give it, probably only one edge, we'll just make it square. Hmm. Yeah, let's make this
quite a soft fall off. We can see that over here
we are now getting some messiness going on
with our edges. What I like to do is let's
just select everything, weld it at like a
very low level. Looks like we got rid
of eight vertices. And also, if your
smoothening starts to break, simply inside of tresmx you can use a smooth
and then outer smooth. Oh, you can see here
that it is still broken. And inside of blender,
there's also outer smooth. Since it is still broken, I need to double check
because it just means that probably some of these vertss over have gone a
little bit crazy. I think it has to
do with this part over here where it's
trying to, like, connect some stuff together. See, if I weld this and this. And what might also
resolve things, which we need to do anyway, is we need to create the inside. So over here, I'm just selecting this inside edge because we are basically going to
create the actual inside also. I don't know if there's anything looks like the
inside also just has a lip. So what I can do is I can go in and I assume I can
do an extrude. That's a shame. But by the way, with the extrot, you can
also see that's broken. Sometimes an extrude can go like the inwards,
I should say that. But it doesn't always work. There is a way that
you can fix it, but it's often easier if we
just go ahead and just simply hold shift and scale
it in to extrude this. So we are at 97. So now I need to go in here and also need to set this to 97. I'm reading it down
from the bottom. Come on. 96 98, 96. Well, that's awkward. Actually,
98, Just double check. Yeah, let's start with 98. Let's deselect.
Oops. Select this. Deselect some edges, and I'm just going to manually
move this back a little bit because
it's really close to it, but it's a little bit
confused on what to do. And that's mostly
because we have, like, a little bug over
here in these etches, which we need to
Resolve in a bit. Okay, cool. So let's have a look over here and
see how we can resolve this. Let's go in and delete. I need to be a bit careful, so I want to make
sure that I do. Let's delete these
edges because these are the edges that are
causing some issue. Now, over here, if we
then go in and play some manual cuts can I just go in and remove
this Control Backspace? Yes. It's a little bit
of an awkward position. You can, of course, hide
faces also inside of Trismex. But often here, if I just now connect this
one over here and here. Do the same over here. Then what I can do is I can basically use the bridge tool. Over here, I have
a loose vertice, which I also want to get rid of. I'm using my target weld, basically just something
to weld vertices together. Actually, let's keep this even. Let's do it here. And then my hope is that we can
now select this side. D select the top and the
bottom, and then press bridge. And that will
basically bridge it, but next to the bridge
it will also connect it. Now I can see over here.
Yeah, that should do. If we now do smooth
out a smooth, it's still causing problems. That is really
interesting. Like, you can do prevent indirect
smoothing for now. However, I'm quite
curious about that, but I don't see over here,
it's still causing proms. So that's something
that we do need to fix. However, I don't see a reason why it would have
some strange smoothing. Maybe it's just a
little bit confused. One thing that you
can also always do is you can always just go in, reset X form and reset selected, and that will basically
just refresh your model. It will reset all of your transforms and
all of your settings. Now, smooth out of smooth.
Okay, fair enough. That is very strange. It's something I will look into. For now, I will pass the video, and I will just like
off camera quickly fix these pass over here because that's a little
bit time consuming. So let me just pass
the video until that's Okay, so that's now done. It's not perfect yet,
but like I said, for now, it is totally fine. Let's see. We end up with
this mesh over here. So what I'm going to do for
now is I'm just going to push this in like this. Then what I want to do is
I want to extrude this in. Now, it's a little
bit awkward often, but let's see if we can
use our extrude tool, looks like we are a lock because extrutols
can also go inward. Because it's an awkward angle, I'm just going to press
Alt X to go to X ray mode, and I'm just going
to have a look. I want to end it
just before the end because else we might get some issues and
stuff like that. For now, let's just go ahead
and push this up until, let's say, this point, and
we will get back to this later on when we actually
finish the outside. So I'm just going to scale,
actually, not scale. Let's move this a little
bit in like this, probably. Now, let's end
things off by also making this edge over
here a little bit. Around. Let's see, 1 second. I feel like there's
a slope going on. Oh, no, so it's just
optical illusion because of the sights, I think. Yeah, it's just a little bit of, like, optical
illusion type thing. So let's select the
etches around here, if I can mention select. Give it some roundness. Now, OVA you can see that we
have some arrows. Sometimes these arrows
can be resolved quite easily by just changing the type to triangle
in our curvature. And here you can
see that now it's a little bit rounder and stuff like that. I
think that looks fine. Let's just double
click again and just remove one of
the edges over here. And for now, I think that is
like a pretty solid base. Also, quickly, just
like, do a smooth. And I'm just going to
prevent threshold. And I will fix the smoothing
a little bit later on. So, okay, we have
that ready to go. Now, let's have a look
what is the next step. The next step was
going to be to add these side panels and to add these little extra
details over here. Yeah, I think that's
pretty much it. So let's go ahead
and move on to that. Just going to isolate
this once again. For the side panels. I feel like that
this panel is on the same height as
this stuff over here. So we can just like
Art and loop around. Probably, I think
probably around here, this height is pretty good. Now, I'm going to
probably get started with the small edges or edges, the small things and
then take it from there. They do have a fall off. So maybe if we use
the bevel modifier, we can because basically the tricky thing is
they have a off, but they also they fade in. That's the tricky thing. To
make something on a curve, fade in smoothly while
also having a falloff. That's like a bunch of stuff. On top of each other. And I'm not really in the mood to
work with symmetry because, well, we can use symmetry
if we really want to, but shoot we do that. Yeah, okay. Let's
probably use symmetry. The reason why symmetry
is easy is if you, for example, center
your pivot exactly, and then add the
symmetry modifier to the I don't know which
one it is, let's see. Oh, yeah, we need to
flip the symmetry around. Here you see? At least then we can just do similar editing
at the same time. But anyway, for now,
let's not do symmetry because we are still going
to just create this site. We have this loop around here. Well, I'm going to I'm
going to move it a little bit closer. Something here. And then for the fall of loop, let's go for something
a bit white like this. And we just have
selected this edge, if I just go to bevel and then if I just push
this in over here. I guess we will have to
go for a local normal. I was hoping not to use local normals that
we can kind of, like, push things out. But I'm not sure if we
can actually do that. There might be a way to do it. We might be able to
just do an extrude. Sorry, not that one,
hold shift and extrude, like this to kind push
it out a little bit. Here we go. Now we do get
that fall off effect. But then what we
need to do is we do need to also bevel this. Now, we might be
able to force it by holding Shift and
selecting our edges. And if we then select everything except for this
end edge, chem for it. And just like Chen Fritz 100%, something like or not. Maybe cha for it like this. So my ideas, basically we
chem for it like this. We then go into our vertex mode, which for some reason, vertices are not visible. Give me 1 second.
Okay, wed was bag. I just right click and convert it again to add a poli
and now it seems to work. What I basically wanted
to do is I wanted to do some manual merging
and see if that works. So I would, for example, merge these vertss over here together like this so that
it becomes one long edge. So it's a large model.
Sometimes working with Willie Small stuff
on a large model, it means that your
camera gets messed up. What I often do is I simply select avertZ and then
press Z to zoom in, and that often tends to work. But anyway, so my idea was to basically weld this
altogether and then add another bevel on these
lines to make it feel more solid with our mesh. But yeah, it's
definitely a weird one. It's not something you get
with most average models. So we definitely took a tiny
bit of a challenge here. So we have something like this. Now the next thing would
be to, for example, select this site and also over here and to
then do one more bevel. Like I see overas
some messiness. I think that is because we have some vertices that are double. So let's just do a quick, simple weld just in case also
connect here and here. Let's see if that works. Ham fa. There we go. See, now it works. And just like a single
Jam fa should be fine. Yeah, see just makes I mean,
does it make everything? Yeah, yeah, yeah here. So it does like float things
over a bit better. So that's good. I'm going to
set this probably to 0.2. And then what I also want to
do is I want to go in here, and I want to make this a
little bit bigger because I feel like it's not
big enough now compared to our reference. And maybe over here on the end, give this an extra
smooth bevel like this. It's got in turnover
edge and face. Yeah, I think that
works quite well. Just ignore the
smoothing for now. We will work on that later on. So that is working quite well. So that is one. Is it pushed
out too far? No, it's not. I think. Yeah. That looks fine. Like over here, it
looks about the same. I guess over here,
it just feels less strong. But should do the twig. Okay, awesome. So we
have done that one. Now, there's also a
quick one in the center. However, as I said, symmetry, so we'll work on
that a little bit later. Let's first of all, focus
on this one over here, which seems pretty
straightforward. We have one edge up here, and we just want to
create another edge probably somewhere down here. You can see that over here,
the polygon flow is broken, but that's just because
of these pieces. I'm just going to quickly
ter cononnect here because I do want to keep this
stuff often even. So we have this one. I'm going to go
ahead and I'm going to inset it a little bit more. This way we have
some extra space. And then what I'm
going to do just to give enough room
for our bevels, I'm going to merge this
together so that it basically becomes one solid piece. Yeah, I wonder. You can
probably just do this. Yeah, if you merge
these together here, we can instantly get
rid of this edge. And if we merge those there, we can also get
rid of this entire edge all the way around here. And then all that we need to
do is over here, we need to, like, see, let's merge
this one down here, connect this one down here. Yeah, that should do the trick. Okay, cool. So we have this one. Now with this one, what
I'm going to do is I am going to use the bevel
modifier this time. So you can see that
we just have a bevel, which is easy because it
just allows us to kind of, like, push things in and out. Let's say 1 centimeter. Yeah, I feel like 1
centimeter should be fine. Maybe a little bit less. It's to 0.8. 0.5. I think something
like that will work. Okay. And then what we're
going to do is we are going to select these ends over here. And probably let's say de select these really small edges here. Give it a quick chamfer,
make it nicer around. And then what I want to
do is, I wanted to add one additional bevel on
this side and on this side. Before I can do that, I first need to just do some
quick connecting. You can see over here that
it's not completely connected, so just quickly connect that
furs and then connect these There we go. So let's select this face,
convert this to edges, double click and select
the edge around it, and we are just going to give
this a nice single bevel. So 0.1. There we go. Okay, so we have this
piece. We have this piece. Is there anything else before we are going to do our symmetry? Like, we have this one, but this one I
probably want to go in and do after symmetry. Well, we have this piece, which we are also going to, like, attach to the actual
model, most likely. Yeah, over here, we will most likely need to attach
it to the actual model. So I might want to wait with symmetry
until I've done that. And to be honest, this one is also going to be
attached to the model. The reason I'm going
to attach this also is because the welds
are so prominent. I want to just make sure
that they look like, cool. So, hmm. Interesting. I think what we're
going to do is we are going to end the chapter here, and we will go ahead
and start working on finalizing our body
in the next chapter. Yeah, that's a plan.
Let's go ahead and continue with that
in the next chapter.
11. 10 Creating Our Final Container Part3: Okay, so let's go ahead and
continue with our model. So we don't have a lot yet, but what we have is
already pretty solid. So we are now going
to get started, and I wanted to
probably first start by working on this one just because it's an annoying piece, and then this piece, this
is just a simple spine. There are some interesting
stuff over here where the spine is kind
of like compressed down, so that's something
that we can create. But let's get started with this. Now, naturally, what we would do is we
would first of all, create, just a general piece. It looks like it's a
solid chunk of metal. Most likely, what will
happen with this, and it kind of depends how much quality you
want to give it. I want to give it quite
a bit of quality, but what it will
do is it will most likely like the metal
loops around here, goes around here, and
then on the other side, it probably also loops around. So the inside is hollow, and then it basically adds like this additional
piece on top, and this piece will be
attached to our actual mesh. Now, knowing that, I do quite like also having this
welding over here. So what we might need to do
just for the sake of Tri D, we might want to
actually just, like, merge this together because
this type of welding, it's really difficult to do unless our meshes
are merged together. So let's just get started
with something simple. We are going to go to our side have a look
at the blockout. So our blockout is like this. I don't think I need
to really follow the blockout in this case. But there's definitely
one where we need to just play around with things
and get a feel for it. I'm going to get started
by creating a line, and we start just below it and then go around here and
then loop around here. Now, if I want to
have the inside, I most likely will just connect this edge from here up until just
before the other bend. And basically I'm going to just connect those
edges together, and everything else will
still say separate. The only tricky thing
is that I need to see how sebush
responds with that, but if it becomes a problem, we'll figure it out later on. So let's see, just below here. 1 second. I don't have
the correct reference. Just below here. You can hold shift to make
your line straight. So we start over here. It's hard because
there's no frame of reference, to be honest. I will go down here
and then I'm going to, like, Loop it around
something like this. Yeah, it is annoying when you have almost no
frame of reference. Is there anything I
can do for scaling? I guess over here, I can see the scaling a
little bit better. So let's go back
to my side view. So first of all, this one goes down a bit. It hits from over here to the bottom side of this,
which means I need to. Sometimes what you can also
do is you can also use lines and just literally grab the line and
just hold shift. Here you'll see, and
it makes it quite a bit easier to just
read everything. So okay, let's see. It sticks out not too far. It then scrolls down. I guess we cannot really hit
the bottom side because that would be a little bit too
large, but we'll see. This one pushes out this one pushes down, and then over here, let's right click and just do
a Bzier corner in here and then rotate this that it kind of like you see becomes a
little bit more smooth. And I do not want
this to be round. I want this to actually
have this off shape where it kind of just ends. Let's start with this. Let's do a sweep modifier
and make it large, and then we can basically
scale it up depending on what we want. Ah. Start with
something like this. Let's have a look
that if we would make this this large turn
over edged faces, maybe add a very quick
smooth modifier to this. Yeah, here, see, it
doesn't feel large enough. I feel like what we
want to do is we actually just want to
scale up the entire thing. But then when we
scale things up, we do need to go and
push this back in. Yeah, that feels a
little bit more logical. Okay, so that looks pretty good. So now let's just go ahead
and refine things a bit, say, let's I'm moving
my line down here. In terms of the thickness, I guess this is
the thickness that you want to keep in mind because this is just going to be a piece that we basically weld on top. Like we will just stick it on there and as like
a separate piece, and then we're just
going to merge all of the edges together. At those points, it
would be really easy to do it in dynamesh,
but like I said, retpology will still
take longer than for us just merging those
few pieces manually. Let's go into our
Sweet modifier. Let's make the width so
quite a bit thinner. 0.20 0.2 seems about fine. Yes, that seems about fine. Now, at this point, if you want, you can already use your line to basically add some bevels and
stuff like that. So I'm going to add
a simple bevel, so just a chamfer over here, over here, and over here. And then later on
that will look a lot more smooth when we actually
have our normal baking. This one, I'm going to I quite like that it's a
little bit pinched down. So maybe we can actually
here C. But then again, like in Tree D, that might look like an arrow.
That's the tricky thing. Even though it is like
that in real life, ITD, it might look
like an arrow. So I want to probably
for now keep this non destructive until we know
what we're going to do. So yeah, let's start with
something like this. Now what I'm going to do
is I'm just going to go ahead and add another line. And this line, I'm going to
probably move it over here. And this line will very
closely follow our mesh. So I'm just already adding,
like, all of these bevels. Up until let's say this point, and then it just
continues down here. And at that point, what we will do is we will go in and we will extrude this manually
so that it properly fits. So let's get started. First of all, let's
turn on edge and faces by moving this in the
correct position. And this position is going to be Can I go to my front view? Roughly just on the edge, and then it will be connected. We might need to move it a little bit more later
on, but for now, let's just go ahead and and add a poly and also do it
over here on this side. And then we can
mirror it later on. This is probably the site
that I now will switch over. Here, see. Okay, this one
is a bit out of focus, but yeah, definitely, you can see it
has a little edge around it. So let's start with
something like this. Where is my Here is it? I'm going to go ahead
and I'm going to this time use just a
normal extrude modifier. When your splines are closed and use a normal
extrude modifier, it will literally just
extrude like this. Now for this one, 0.2
feels a bit thin. So let's 0.3, maybe even 0.4. Yeah, let's make this
like nice and tick, 0.4. So we are going to have
this one over here. Using my lines move this into a fairly logical position.
Something like that. And the general goal for this, if I just add and add
a poly is that it goes inside and then
it is welded on here. So knowing that, I'm just going to pretty much extrude
this out a bit more. Pushes in like this, and this is where it will
get fairly welded. Now, in here, you can see that the actual metal
is also dented in, in this case, I'm going to go ahead and have a
think about that. Do I want to also have
that metal dented in? I might want to move this then probably up until this point. Yeah, we can do that. We can
have the metal dented in. Just add a swift loop here, and then one above, here, and then one below,
another one here. And now we should be able
to grab these pieces. Maybe rotate them a little bit, and use this to dent
things in a bit better. Then we grab this one
And we just, like, kind of deform it because
everything of this, like, it feels really
messy and organic, like it feels like
they just kind of, like, hammered it
into place almost. It's not like, super refined, but I guess that's what you
can expect from a trash can. So let's do this. Now add some chem fos here. There we go to make
this nice round. Over here, we will
have a double edge, so let's just remove one. Let's see. We have now this
mesh that goes around here. I will also make it On the way, we want to merge this in here. Yes, we want to merge
this as one piece, which means that I will have to wait turning this
into an actual mesh. We are going to
merge it probably up until like this point, at which point it just
becomes a normal mesh, which means that over
here, these three, we can just go ahead and deletes and then we're going to
basically merge it together. But first of all, I want
to merge it to this point. Let's just double check.
Did I forget something? I know that over here, it's
bulging out a little bit. Not sure if that's something
that we should do. We can have a go in it. If we just quickly,
first of all, what I need to do is
I need to clean up this stuff over here. So I'm just having a think here. Gonna start with like
a simple connect and move this connect
down here, push this in. And let's see if we
would, for example, bulge this out like this, and we would then go
in and we would then add like a bunch of connects.
Bull that look nice. I feel like that does
look pretty good. So knowing that, I'm not going to do it
right now because it's easier for me to connect to this piece when it's
as low ply as possible. So that's going to be
now the first focus. We are going to
connect some pieces. I'm going to select these
sites and delete them. And then over here,
we're going to go in and place the same connect. I'm just going to also
get rid of this one. At this point, what
I'm going to do is I'm actually going to
go in and I'm going to just make this a lot smaller over here because that makes it a lot
more manageable. So let's see. I will connect it up
until this point. So let's place a loop here, and then the rest will
basically just become geometry. I would probably want to
go in and select this. And just to make
sure that it's not like accidentally causing
problems later on, I'm going to move this a little bit like this so that
it's like a little bit away. So when we connect things, we won't get any messiness
going on over there. Now, next thing that
we need to do is we have over here on the inside, we would need to kind of merge this down until
we hit the other side. So first of all, isolate this delete this because I feel like if
we have a low angle, we can still see the inside. That's why I want to
keep the inside there, but that means that over here, we need to do is if we
just isolate these two, we need to go in Hopefully, I can use a normal extrude. Yes, nice. So we need to go in. We need to extrude
these phases in. And once that is done, we need to add one tiny
additional extrusion. The reason we need to do that. Ah, that's annoying.
That doesn't work. Basically, the reason
we need to do that is because we need to
merge ertzes together. But of course, we
cannot merge verts together until this
is all looped in. Let's do it this
way because this is actually a little bit annoying.
Let's just undo this. Instead, add a swift loop
here and a swift loop here. And we are just going to
start by combining measures. So we select one,
attach the other side. And basically just want to go in and or use target
belt like this. Or just find ways to
combine these etches, you can use collapse,
for example. The goal is basically
to make this one model, but only make it one
model specific site. You need to be very careful
doing this type of stuff. This is one of the easiest
way to accidentally break your model and have a
lot of trouble later on. There are faster ways. Like what you can do is
you can, for example, add a bevel that's
just clipping in here, but it will not be
as high quality when we want to
do any sculpting. So what you would do is
like you would just have this model hover
on top of this and then just extrude
out a bevel and just clip that bevel
inside of the rest. A bit like just
doing this. Oh, a bit like just doing
this over here, see? And then it will kind of just merge in here. But we
don't want to do that. We are going to go
for high quality, since this feels a bit
like a hero asset. So with those connected, we should be able to now select the border select
and cap the ply. Now we definitely need
to now go in and we need to make some proper connections. That one didn't work,
I guess, over here. That one's having a bit of
trouble connecting properly. There we go. Okay, cool. So we have this on the inside. On the inside, I don't really
need a bevel, most likely. Although, for the weight
normals that would work, like on the outside,
you do need a bevel. Yeah, let's create like a very
small bevel just in case, let's go in here, ham for it. And just create a
bevel over here. Down here, what
you want to do is just kind of like want to merge your stuff together so
that it like welds better. M but definitely
awkward position to be working on things. This one is also a
bit more tricky. Let's smooth this up. Well this, weld this, weld
this. And this one. Well, that gets rid of the
On no way, that's fine. Yeah, yeah, it does
get rid of the bevel. So those two, I need to keep. In that case, I'm just going
to place a cut over here. Excuse me, a cut over here. There we go. And flatten
this one out. There we go. That should do the
trick. For now, let's go ahead and
select everything and just also do a quick weld on a very low level to
make sure that we don't have any leftover vertices. So these are now
welded together. It might not seem
like it, but it is one solid piece
at this point, which means at that point that we also need to
attach it over here. However, later on we also need to add some bevels to this. For now, what I will
do I will go in here. I would like to Let's
see. I'm just checking. I would like to weld this probably here so that
we can get rid of this loop because that loop
will just be in the And now we can attach these two pieces over here and keep it that way. I'm going to go
in move this out. And probably somewhere along
this line is where we will actually attach the
tip later on also. Something that we
still need to create, but for now, just
something to keep in mind. So, okay, for these
pieces. Now, to weld it. Something that you need
to keep in mind is that sometimes we want to keep things a little
bit more flexible. In those instances, 1 second, if you want to weld
things, you can also use your snapping function. It means that we are not actually welding
things together, but on the very end, we would like weldings together. If you go up here
to snapping and right click, you have
a bunch of settings. You basically want
to snap to vertex, and then you can imagine
that if you already snap it like this, and, for example, this one like this,
it would technically already be the same as
when it would be welded. Now I can see over
here that that is actually not a good
point for snapping, but I hope that
you can understand here, the concept behind it. We would like place
another loop here. And that's why when
we are editing this on the other site and everything like that or
like adding bevels here, we might have a bit
more flexibility. I just wanted to show you that. I'm actually probably not
going to use the technique because I feel like I
just don't need it, but it's something that I just wanted to show
you. That's all. What I'm going to do instead, is I'm just going to
attach this piece. Turn off my snapping. I'm just trying to
use set to zoom in, but it's really annoying because it's a small piece at a
very large model now. It's actually really
annoying. Wow. It's completely broken. Let's reset our X for. See now. It's not perfect, but OL, we are just going to get
started with the welding. We are going to
collapse these pieces. I can see that on the inside, I need to get rid
of these faces over here. And now collapse. If you want to make sure
that something is welded, you can press seven to go over
here to your polygon view, if you press E plus and
configure view pots, statistics, and just turn on triangle count and
total plus selection. Now what it will
do is it will show you how many vertices
you have selected. You can see here I
have selected two, and if I press collapse,
it becomes one. That's just again a nice
thing to keep in mind. At these points, I most likely actually want
to bridge them. Like these two over here, I feel like if I bridge those and I probably want
to add one extra loop here. If I weld these together, and then over here, let's merge this down here. We can do like a Caple. So Caple just adds one
polygon, like that. So this is all bridge together
that goes down there. And then over here, we
would weld this one, this one, and this one. This one would be welded here, and then we can do
another Caple like this. Okay, so for the bare basics, that's now all welded together, so that's looking pretty good. It goes down here.
We will, of course, clean this up later on.
Don't get me wrong. We're still not done with it. I just want to
check if this side now is pretty much ready to go, and it feels like it is. So the next step would
be that now over here, we are going to create
one additional weld we basically push this
until the center, and then later on we
will symmetry it. So that means that basically what I want to do, and again, a cool trick is that often selecting stuff by
angle is really easy. Max, you go over here. In Blendel you have the same
function and in Maya also. But if you just press
Select by angle, ignore back facing and
set the angle to five, it will just select
flat angles like this. We can then move this. Oh, wait, sorry, I'm doing
something wrong. We need to move it first of all, here to where we want to
start the welding and then extrude this and just extrude this beyond
the center point. Then when we do asymmetry, it will just kind connect. Now the next stop is going
to be that first of all, we need to select turn
off select by angle. The awkward point is that I need to select this inside Edge. Select delete. There we go. And then I want to have a
connection here and here. I guess if I just
go to Edge select, select one connect and then
use my bottom slider to move this connect around
until it is here, that will most likely
be the easiest way. Let's do it 99
because it's small. And now, of course, we need to make sure that
we don't accidentally select that point also. And another one So
like long here. Then so this point
we'll go here. This point will go here. Next, we are going to loop
two loops around here. And then over here, it
becomes a little bit awkward. But what you can
do is you can use your cut tool to actually
connect these points. Oh, wow. There's a lot of
messiness going on here. Let me just quickly weld
this stuff together because I don't like it
when it looks this messy. Did not realize it was this bad. Again, cat two, and I'm just going to
merge it down there. We then end up with also
one phase on this side. And you probably guess
it at this point, we can go in and we can just, like, target belt
these two together. And these two. There we go. So now
this becomes a weld, at which point that we can go in and we can actually
give the bevel, which is very important because whenever you
want to do some welding, like you can see over here,
you want to bevel it. If you don't bevel it, it
will still look harsh, and then you can just as well not have it all
connected as one point. The whole point of connecting it is to place a
bevel in between, which will look really nice when we start actually
painting stuff on. Like it will flow
over really well. And then over here, it becomes
like a little bit awkward, but just do some
merging together. Yeah, that's why I
don't like working with in these type of welds, but I feel like there isn't
really a different way. So definitely it's something
that we need to clean up on a low ply a
lot more later on. But first of all, we are still focusing on the main shape. So for now, this should be fine. So we now have our main
shape over here done. We still have this
little thing at the top, but I'm just having a
Did I forget something? Oh, yeah, we need to now add a connect here's
flatten out to connect. Now we need to push this out and then Ara Chamfer. Like this. Oh, 1 second because I'm not pushing it
out the correct way. And the reason I'm not
doing that is because these pieces would
need to be merged all the way down
here. It collapses. There we go. And now that works a little bit better
not perfect, but better. Double checking that
I have everything selected. There we go. See. Now we af this out. Looks like that setting it on triangle works
a little bit better. Is this not too bent? No, I think that looks
actually quite fine. Okay, cool. So we now
have the bend done, and then the next thing
that we need to do, it does feel like this
one feels a bit thinner, but I don't know
if it's just like, here, see it
actually feels fine. I think it's just because
we've been looking at it from Wy upclose. The next thing that
we need to do is we need to bevel all of this stuff to make
sure that it's like properly flowing over. It's probably also the
most annoying one, but let's start
by just selecting this and holding Shift
and converting it to our edges And then if we just go ahead and start
by doing a simple chamfer. Over here. Now, in here, I do really want to bevel this
because if we don't bevel this, like I said before, the
welding will not look good. The only thing that is
a bit tricky is I don't know if I can just do this. I feel like doing this
might look better, and also it will save some polygon count
and all that stuff. Not that's w of my concern. But if I bevel this over here, I feel like that should
work a bit better. But then what I do want to
do is I want to grab these and I want to probably
make these bevels a little bit larger so
that when we actually, add the welding and stuff, this will all have enough space. Let's flow this one in normally. Like that. So we'll, like, weld this together. Yeah, that should work,
and then over here, it will just transition. Might look really weird
and awkward right now. Honestly, don't worry about it. I will be resolved later on. I am going to add one
extra bevel here. And then for those, we want to connect this to make
it a bit softer. But even now, as you
can see over here, when we actually smooth this, here, if we set smooth into one, you can see that it already merges together and flows over quite a bit better. It might not look nice, but when we actually have our
normal map on top of this, that's when things will
start to look a lot better. Over here, I just need to
do some general cleanup. Merge this one, merge this one. Okay. And these. Because before we start, let's do this one over here. Because before we start doing
all the mirroring later on, we want to make sure that
all of this stuff is already done and that we don't have to go in and do even more stuff. On the back, we will
most likely just have some very simple panels because you can see that there's nothing
really on the back. So that is fine. We need to still do this side. I'm just double checking
if we missed anything. No, I want to do that
after the symmetry. Is the inside still correct? Yes. Okay. Wow, we already
spent 30 minutes on this. I do apologize for that. Sometimes things just
go by really fast. Here we go, I'll do it like
this that you guys can kind read the model
a bit better. So we have done that
stuff right now. This means that in
the next chapter, what we'll do is we
will probably work on actually having these bars. Once that is done,
we are going to do a cleaner pass and then we are going to
finally symmetry it. And at that point,
the actual lopoli of this body should be done. All of these other panels will be in our actual normal map. So for now, let's go ahead and focus on that in
the next chapter.
12. 11 Creating Our Final Container Part4: Okay, so let's go
ahead and continue. Off camera, I, of course, just quickly review the model and see where we are right now. It is something that's quite
difficult to do when I'm also need to talk in the tutorial and all
that kind of stuff. So we will be creating this bar. And then what I want
to do is I want to just go ahead and I want to add weight normal support because I feel like we've been
lacking on that front, and I want to really push
the quality of this model, and adding weight normals
will not only fix all of our smoothing problems and also make the bake look better, but it will also add
some additional quality to the model even when it
doesn't have a normal map. So knowing that,
first things first, create this art weight,
normal support, symmetry, add the centre dot,
and at that point, add some general variation like over here to see some
bumps and stuff like that. And then this model should be pretty much ready to
go for the lowly. For the hypoly we
still need to do a lot of stuff,
but for the lowly. So that's the general idea. Now, let's go ahead
and go in and start by going probably to our site view and just like draw this stuff
out over here. If I have a look at my blockout, so my blockout, it's
something like this. What I can do is I should
I use my blockout mesh? Now let's do it. Let's
just do it manually again. So we are going to get started, and our start will probably
be somewhere along here. And then what I'd like to do is, I like to just often move it down a tiny bit over here, and this will, of course,
later on become a bend. Now, sorry, it's a bit awkward. I was not looking at
the right reference. So once again, start
somewhere here, move it down. And it looks like that
it is about halfway, which yeah we were pretty close. In terms of the angle, Yeah, see, we were really close
with, like, the final. Let's start with
something like this. Oh, I didn't mean to isolate. I meant to get rid
of my blockout. Now, in terms of the distance, you can stick your fingers
in there, but not your hand. That's kind of like what
it looks like to me. So in terms of distance, and also it feels like it
goes along with the shape. It doesn't go straight down. So I'm going to, of course, start with the top where our distance will start. Let's say something like this. Okay, push it down, and then push this one
in so that it follows the shape maybe push it
out a tiny bit more. Then we have this one,
and for this one, we're just going to
use a nice fillet. And I'm just moving over to my other reference because we are going to make this a
little bit special later on. So for now, it looks like
it's not that large of a circle, maybe like this. And then over here, this
one is going to Mm. I feel like this one needs to
be moved down a little bit more for it to look
good and then fill it. Yeah, this one, like, it's
quite a large circle. Okay, so we have this one. We have it moving
down and to the side. We can then go in and we can
do a sweep modifier with a cylinder which kind of places like somewhere in
the center with a pivot. Now, the tricky one thickness, because I have no reference
for the thickness, which is a little bit annoying. Well, there's a little bit
of reference of a hand, but none of it is really
like a point where I can clearly see
the thickness of it. So I guess I need to just
eyeball it a little bit. Say 1 centimeter to start with. Let's turn off Etch faces
that didn't mean to do that, so that we can have better look. 1.2. 1.2 feels a
bit too tick, 1.1. Yeah, I guess 1.1 feels
actually quite good. Now, actually, no, no, it's too tick. Maybe one. Back to, like, the original. Now, another thing that I
want to do is I want to go in and I'm just going to go and make this like push
it out a little bit more. Yeah, that looks fine. Okay, so we got that one done. And then it will
symmetry later on. So now what I wanted
to do is I want to get this effect over here where it's kind
of like squashed down. It's quite an easy
effect to get. We just basically
go to a side view. Add and added poly.
At this point, also make sure that you
have enough segments for the roundness. If you feel like you need
more, you can go into your sweep and here
or see more or less, I mean, and you can
add more or less. I feel like actually
tree is enough. And now what I'm going to
do is in this added poly, I'm just going to
select pretty much half up until let's say this point. I just want to push this down. Sorry. Also this one. Should I push it down
or should I push it down probably up until here. The reason I want to
do that is because here you can see that we
have a connection point, so we can use that point as an excuse to have our shape go back into
a cylinder again. Knowing that, it will be I up until here. And then I can also
push it down like this. And we actually want to have it quite a strong
transition. Yeah, here. See, that looks nice. It's funny because
all of these shapes, it looks like we are just making errors, but that's not the case. Like they are
actually like that. I think I'm going to push this back in a little
bit more like this. Okay. And then over here, we want to sort of
do the same stuff. But it will probably be T one is a bit trickier because
it's like rotated a bit. With this one, it might be
easier for me to just go in. And just do it by hand. Mm. Oh, I missed one, I think. I missed a few. There we go. It's a bit of a really
awkward position, but if we push this in, and this one looks like it has a bit of a
smoother fall off, so I can select these two sides. And if I just go
ahead and chem for those Maybe I'll search
for these ones, actually. Here, see? That adds some
thinness to both sides. Now I just move this so that we have enough space over here. I then grab the side over here and I'm
going to flatten it. Push it back a little bit
because what we're going to do is we are going to merge
this later on together. So we have this one, and now
I'm going to go ahead and do a symmetry modifier on
the x axis, press flip. And then I'm just going to
eyeball it. There we go. Okay, so we have our base
shape now ready to go. Now what we need to do
is we need to merge our base shape to
this part over here. Multiple ways that
you can do it. Very quick way is to
basically just go in, although you still need to
do some cleanup and just add a very quick cylinder like
roughly the location where you have your shape and make sure
that cylinder is somewhat the same amount of
segments or somewhat, make sure that cylinder is
the same amount of segments. And then we're basically
going to use Booleans to, like, merge this together. So I have this one I
can place it over here. And then if you just
go ahead and select your main shape,
save sin actually, go to compound
objects, pro Boolean, and you just want to use Boolean functions like for example, subtraction is
actually already fine. If you just press start
picking, and subtract those. Now we can see that
it goes inwards. Now, if we isolate this, you can see that basically
we just created some holes. I want to make sure
that here, see, this is what I wanted
to make sure of that the geometry doesn't
break, which it did break. If the geometry breaks,
which can sometimes happen because booleans do not like phases that are
completely open, then what you can do
is you can try union. That's too bad. I guess because this is an open
face, it's just unable. One thing that you can try to do is you can try to select the
top and just press Cap bowl. This is just because it doesn't understand when it's an
open face what to do. Let's try one more time.
Boolean subtraction, go to advanced
options and turn off, remove only visible
or sorry, turn. Here see? Now it works. So Booleans are wily Buggy. It's just something
that you will get used to on how to use it. But at this point, we
can convert this back to an dipol select these
insights over here, plus grow selection to select the ring around it
and just delete. And now at this point,
you probably guessed it, we are just going to simply
merge this together. We can go in here, move
these out a little bit. Select the base, press attach. So yeah, this really
is like a salt model. Sometimes what you can do
is you can go in and you can use a bridge, but for that, we
would first need to, like, weld things together. For now, what I'm going to do is I'm just going to
do this by hand. It's not going to take that long because it's only
like two cylinders. But like I said, there are so many ways to
do the same thing. That's why I'm not
really forcing you to use a specific way. I'm just saying like,
Hey, this is what we do. Use whatever way
you want as long as you get kind of
like the end result. For some reason, this one
doesn't want to welt. There we go. I think the reason it's
breaking is because it's expecting us to
place connections. What I'm going to
do is first of all, this one can stay, but some of these, they are
not really needed. As you can see over here,
if I merge this together, this entire edge is not needed. And can go away. Over here. Again, when I weld
this together, this entire edge is
also not needed, and it will just cause problems. So of course, these are the biggest end
guns you've ever seen, so we need to make sure that all of this is
correctly welded. We will clean it up later
on, as I said before. Just before we do a symmetry, we will start cleaning
everything up. But for now, let's do this. Now, ideally, what I
would want to do is I would want to merge
this one here like that and then place a cut going from one
cylinder to the other. But the cut tool sometimes has trouble understanding
what I want. Sometimes you want to
place a cut in between, and that's the only way to
kind of get to that point. And then you just basically
press Contra backspace, and now we manage
to place a cut. The other cuts should be
easier to get through. But maybe at this point, let's first of all, try to
do some more welding here. Here you see? The top
still cannot weld. It is just because
it's a bit messy. See, I will say most
assets that you make for production are
not this difficult. This is really just like one
of those assets where sadly, we chose a quite difficult one, but it will just also
teach you a lot. And we will have at the end of this tutorial bonus chapters on how to do different
type of assets also. 1 second. I'm just going
to connect these ones. And the end goal is basically
that we can bevel this. That's the whole goal
for all of this, that we can add a nice bevel so that later on, we can
add some welding. I'm going again,
clean this one up. Actually, this entire one, don't know where it ends.
Okay, it ends here. I'm just going to control back space because this
will be symmetry anyway, so we can just kind of
leave it like that. Connect this one to the base. These ones over here. I guess the only place where I can connect
those is over there. It might also look
really drastic right now in terms of the smoothening
problems and everything, but don't worry about that. That will be fixed later. What you can also, but
this is specific to trees, Max is you can try to select these two edges
and press connect. Often, as long as there's
a phase in between, it is able to connect, which might be easier
in this instance compared to trying
to use the CAD tool. Here we connect them. This
one is already selected here. You can even move
it a little bit. This one is selected here. If you once we can
do a quick smooth. It's like a quick outer
smooth just to kind of, like, clean it up. And now what we can
do is we can just end with There we go. Welding this. Let's press contra
A, and just in case, let's weld everything at
a very low level, see? Here we saved four vertices, which means that four vertices
were somewhat overlapping. I cannot see that over here, I forgot to connect one point. Hm. I guess I can connect it. Well, that's the only way
that I can connect it. And now we can select
the side here. And here, wait. Look, that's where
the problem is. Let's see. This one and this
one needs to be connected. Here, I want this one and
this one to be connected. There we go. That looks a
bit clear. Where were we? We were selecting all around. Same over here. Ham for it. H. And give it quite a large bevel because
these are really large welds, so we want to just
make sure that's extra large, like 0.25. Look at that. Nice. That
will work really well. Okay. Awesome. So those are
now all connected to there. This is just like
a separate model, so we don't really have to worry about that. Same like the screw. So at this point, we have
this one now all weld done. We have these pieces
done, these pieces done. All these pieces over here will end up in our actual height map, so we don't have to
worry about that. So I would say that
at this point, in our next chapter, we are
going to do a cleanup stage. That's a pretty boring chapter, but it is really needed. And in this stage, we will clean up
our mesh, we will add our weight to
normal support, and just in the end,
we will symmetry it, and then the body
should be done, and then we can move on
to most likely the top. So let's go ahead and continue with this in our next chapter.
13. 12 Creating Our Final Container Part5: Okay, so in this chapter, we are going to do general
cleanup of our mesh. This means that
we will be adding bevels so that we can
add weight normal. So for example, in these areas, we will add some
bevels and here, and we will also get
rid of any guns and any type of geometry that
we just really do not need. Now, because this is bit of like a time zooming and also
quite boring chapter, I will go ahead and
time lapse this because your geometry is highly unlikely
to be identical to mine, so you would not be able
to follow along anyway. Let's go ahead and
kick in a quick Taps. I will just have
some relaxing music. We will do some cleanup,
and once that is done, I will go ahead and come back
and in the next chapter, we will do it like
a proper symmetry so that you don't miss anything. So let's go ahead and kick in the time laps. M
14. 13 Creating Our Final Container Part6: Okay, so with our
optimization pass done, we can now go ahead
and do asymmetry. Now, as you can see, the
optimization is not perfect yet. I'm mostly focused on just
adding my weight normals, and you can see over here that I added a weight norms modifier. This fixed most of our
smoothing problems. We do have some issues
here and there, but these will be fixed
during the norm map. Normally, you would fix
these issues by just pressing snap the largest phase
and that would fix those. However, you cannot do
that when your model has both cylinders and flat faces combined into one. But
don't worry about it. Like, trust me, it will
be fixed later on. And also, later on, just before we do the
baking or sorry, the UVN map, would, of course, go in here and optimize
any additional edges. The reason I don't
like to optimize those right now is because
I might still need to make changes to this model when everything is
merged together, it just makes it a little
bit more difficult. In any case, we can
go ahead and we can just center our
object over here. Let's temporarily just get rid of our weight normals and add asymmetry modifier on the Y axis and let's flip it around. Now, a pretty nice
thing is that we can simply check by
looking at our base over here and move a symmetry modifier
until that is correct. Which is roughly around here. There we go. And now you
can art was in almos again. So that already fixes most of those issues.
So let's see. Oh. Oh, there we are. Okay. So, yeah, we
got that fixed. Now, we still need to fix
the center over here, but these bits are done,
these bits are done. This stuff is done,
this one is done. That's all looking pretty good. All of the other
stuff will be in our hypol which means that, yeah, so let's
focus on this one. Let's also focus on adding
this little detail over here. And once that's done, we
can go ahead so we can move over to the inside and
then over to the top. So for that centre
detail that we have, if we just go ahead
and go in here, it should be quite
easy, to be honest. Let's see. So let's go ahead and temporarily just get rid of our weighted normals. Let's go ahead and just
convert to add a poly, and we can actually
select this edge over here. And use this. So if we add a HEM f to this, make roughly the size that we want this
little thing to be. And like I said,
it's a little thing, so we don't want
to go too crazy. Maybe 1.8. I'm going to
go a little bit wider. The reason for that is
because we are going to bevel it down into,
like, a smaller area. So 32.5 maybe. Let's do 2.5. Then let's go ahead
and select the center, do a simple inset. And this inset will basically be the outline that
you can see over here, and then we are going to use our Bevo modifier
to extrude this in. So probably something like this. Now, let's go ahead and
grab a Bevo modifier. Let's make it a bit wider. And then what I like
to do is I like to move it up a bit because it looks like that's
it looks well, what it is, and it looks like that's also
a little bit in center. And then this one needs
to be moved down a bit. It looks something a little
bit more in this direction. Maybe push it in a
little bit more. But at this point, you
can just go ahead and we can pretty much
selex every edge. And then when we baffle that, it should work well
in looking nice and smooth. There we go. And once this would
be a hypol here, I can add my weight normals, that should work really well. Okay. Awesome. So we
have that one done. Now what we're going to
do is we are just going to work on this shape over here, which should not
be too difficult. It looks like it's
mostly just a cylinder. So if we go to our side view, in 1 second, I'm just
lining things up. Grab a simple cylinder, and we want to have
this probably on the tick version over here. So it looks like we want
to make it about as big as our cylindrical shape,
something like this. Let's move this in here. Right now it's at at 16 sites. I'm going to make this
like 24 sides just because I want to push the
quality a little bit more. Convert to an addi pool. Let's first of all,
push this in until it is pushed in on all sides. Actually, you know what, though.
I don't want to do that. I want to go in here and
actually rotate it until it is sitting right in front of it like this
so that we can later on, we can simply just add
a nice bevel to it. Or jumper. Let's go ahead
and just push this in. And the next thing I'm going
to do is I'm going to go ahead and let's see. Let's inset this. You can also inset by just going to your skeleton
and holding Shift, and then you can
basically push this in. Inset this like this.
No, that's too much. Let's go somewhere along here. Yeah, something like
that should work. And next, what we can do
is we can go ahead and we can art this in here and
over here at this side, it's totally fine to have
it a little bit floating like this because we would
have a screw go in here. Like, it makes sense that it is not actually conforming to the actual shape
because the screw will kind of be there
to do that for us. So I'm just going to make
this a flat face over here. Now the next thing I want
to do is I want to go in, and it looks like this one
is a little bit different. So let's art edge and select
this and extrude this out on our local normal and
basically make it like the same width as the
exterior on this side. Now, let's see. It looks like that we want to
kind of go in here. And then if we just ring this round to select
all of these edges, we can start with
two edges like this, ring around again, do
another connect like this. And then for this connect,
I'm just going to go ahead and I'm going
to push this in. And then I'm going to do one
more inset And this time, I'm just going to extrude
this in on the local normal. And after that, we'll just add some weight and normals
to it, of course. Okay, so we have something like this that's
working quite well. Maybe push this
in. I don't know. It might be interesting for
us to actually make something where we kind of, like, push it in like this
and then just, like, assume that it's
actually really close together because you won't
really be able to see it, but it does feel a
bit more logical. Yeah, let's do something like
that. So we got this one. Now what we need to do is
we also need to create these little pieces over here
that are connected to it. For that, can I probably just go ahead and just
select let's see, one, two, three, four? I don't know how much I have. One, two, three,
four, five, click. One, two, three, four, five, click, one, two, three, four, five, click, one, two, three, four, five, click. Okay, so something like
this is pretty even. I'm just going to go
in isolation mode because else I cannot
really see what I'm doing. Now, if we go over here, here, here and here. I accidentally did this
the one way around, which makes it a
little bit annoying. It means that basically
I can bridge like this, but it also means
that I need to go on the inside and I
need to actually remove the bridge or the pace that we have over here because else we cannot
merge it together. So normally I would
remove those faces, but I wasn't thinking about
it, so that's just my fault. Also, actually, yeah, one thing I made a
mistake in is over here, you can see that it doesn't actually go all the
way to the end. So let me just quickly Uo this. And let's go in here and
select both these sites, ring them, and then add a single connect and
push this connect out. That's too bad. It's flipped around. That sometimes happens. Sometimes it just flips around. In that case, what
we need to do is we just need to keep
the value in mind. So if we go, for
example, to -50 here, then over here we
want to go to plus 50 and then it will flip around. So here you can see -50,
we now go ahead and just delete a minus here see. Now it's exactly the
same positions again. So we got something like that. Since we are doing this again, I can just well now do it or correcta, one, two, three, four, five, click, one, two, three, four, five, click. One, two, three,
four, five, click. One, two, three, four, five. Okay. So now you can see
that I just delete that. Select these sides.
And these ones. And when we would bridge this, it would still create
a phase on the bottom. However, if you would
go ahead and you would scale this completely
flat like this, so we basically extrude and then scale it flat
and then delete it, and now just select these
edges and then go to weld and do like a low weld now they will actually all be
connected totally fine. If you want, you can
even grab these edges. And simply get rid of them. See? One last thing that we
need to do is we need to go ahead and go into
our local over here. And local basically
means that it will scale based upon
the local normal, and we want to
basically scale this in a little bit because
in real life, this doesn't look like it's
expanding out, but rather in. It doesn't have
to be so precise. It's like a super small model. But I still want to
give it like something. I would say that this
shape, at this point, it's probably small
enough that we actually don't have the
art weighted normals. So I probably already
spoke about this before, but your weight normals
have sort of like a threshold in where it
is important or not. Of course, with a large
body, it is important, but for something this small, as I showed before,
like, the bolt, I believe it was for the in chapter number
Chapter number five. Yes, I Chapter number
five, I went over this. You might have noticed that
when a model is really small, your normps can basically
cover most of it. So all I'm going to do
is I'm going to add, like a quick bevel
here because it felt a little bit
too sharp, see? And I'm just going to
leave it like this. Like this is totally fine to me. I'm going to push this in here. Maybe do like an outer smooth
on it, but that's about it. Let's nicely center pivot
to make it easier to move. And then also just move it
over here. There we go. That does the trick.
Now, all that we need is we need to create like a little bolt that is sitting on here. And with this bolt,
the actual tip will be done inside of
probably substance. I need to check how
Yes, yeah, yeah. Let's do that in
substance signer. It looks like it's just
a very simple bolt. So let's go ahead and
just focus on that. And with a very simple bolt, it's often just like a sphere. I'm going to actually use
the center pivot point of our Silma that we
created to also be able to create a decent
sized sphere over here. So that's just like win win that you can use those
at the same time. And with these
spheres, what you can often do is you can
often just go in here. Let's go to our top
view, delete half of it. So over here, what
is happening is that actually the metal is supposed
to go a little bit flat, and that's why we are able
to have the bolt in here. So just like when over here, we have this shape, we should make this a
little bit more flat. So what I will do
is I will create a bolt and then base it on that. Let's start by just
scaling this in. I'm going to scale
this in by around 80. Once that is done, I'm going to just select
this side and just grow to select the
inner side over here. I probably want to go ahead
and grow it once more. But let's do twice more
and make this straight. Like this. We can also go ahead and get
rid of these shapes. Oops. Now we can go ahead and
select this, push this in. And also push this in over here. And I'm just doing this just in case we can somehow see it. While doing that, I realized that over here I made a mistake. I was supposed to
art the bevel here. So let's just art a quick Jam. There we go, see so that you
can actually see the bevel from the outside. That's better. Okay, so we have this one. We can do smooth and just do an outer smooth
on it if we want to. Sometimes it is nice if
you also want to, like, bevel this part over here
just to make it a bit softer. I don't know if we actually want to spend the
geometry on that, but let's just see
what it looks like. Yeah, that does look nice. I'm also going to see
if I just select one of these and I do over
here a dot ring. What it will do is it will
basically ring around, but it will only ring
around every other edge. And I just want to check. It doesn't do that the center. If I remove these edges, if it will make a big
difference. It does not. In that case, I'm going to save some polygons by
removing these etches. I am going to make it a
little bit smaller over here. And now at this point, I can
push this in roughly here. I can go to this shape. It's converts at a pool we
can have one edge over here, yes, another edge over here, and then also have two on
the other side like this. For these ones,
you might want to just quickly flatten this. With the general idea
being that we grab, for example, these three and
we flatten them like this. Oops, doesn't have to
be perfectly flat, something like a
little bit more flat. Over here. Okay, let's
make it perfectly flat just because it doesn't
seem to work very well. Then for these etches,
we can actually move those out a little
bit more and see, it just makes the metal a
little bit more flat as if it is conformed around
our bolt over here. Seeing this, I changed my mind and I don't think we actually need this
etche around here. I think we are just
going to clip it in, and that should
do the trick. I can now go in and I can
go to the other side. Once again, place my bolt
roughly in the center. And for these ones, we
can also once again, just like art and
Edge here, one here, and then one that's
quite far away. These ones, I'm just
going to scale flat. Select this area, flatten
it, push it back. There we go. At some
weight normals here, but that is looking pretty good. And don't just ignore
the smoothening. That doesn't look
as good right now, but in general, this is
looking pretty nice. I'm going to add some weight enormals
to my bolts over here. And at that point, I can select both of these, hold Shift, turnal snap rotation,
rotate it exactly 180. Go in here. Move it. Oh, I can see that over here. I need to rotate this probably
180 direction this way. There we go, because LCD
is in the one direction, so 180 this way. Okay. And at this point, remember
that we do need now again, resymmetize this, which
is a little bit annoying, but should be fine because
now if we just center it, we no longer have to move it. So we should be able to just
do symmetry on the Y axis, and I need to flip it. Yeah, flip it around over here. And now you can see it's back. We can select these bolts and just place them roughly
in the same location. I do want to make sure
that this is pushed out. There we go, like that. Oh, turn off the local positioning. Okay. Let's double check over
here if it does the same. Oh, yeah, over here, I
need to do the same. I just need to go in and
just clip this in here. Okay, perfect. So those things are now all done you get out
the weight to normals again. Let's have a look what is next. So we've done these pieces,
we've done these pieces, we've done these, so now
it's going to be the inside, and after that, I will
most likely go ahead and just end this chapter.
And we'll take it from there. I'm just going to go in
my added pool. Oh, sorry. Actually, let's just get rid of asymmetry and convert
this to added pool. And I'm just for the
inside making it super simple because it's going to be something that
often has trash in it. It should be a very
simple container. So I'm just going to
move it somewhere here. I'm still in the local scaling, which I don't want to do,
so I'm just switching back. I think something like this
is already totally fine. If we now just go ahead and
do a cali on the end Caple. There we go. And then
if we just do a HNFOOh, accidentally deselected,
give it a bunch of segments. Maybe too much. Something like two because
it doesn't need a lot. And, just make it
nice and round. Let's start with five over here. And then later we can definitely optimize these areas
a little bit better. But in general, for now, just as like for the inside, I think that should
be totally fine. I don't feel like we need, actual stuff on the inside. I don't know if there is anywhere where
we can really see. Like most time the inside
is just bare metal. It's just fairly simple. Yeah, here, I don't
see anything. But this is going to be also for the inside
where you have a few trash bags and you just
like it's slightly open, all that stuff will look
very cool when we do that. But in general, I
think that marks our low ply body done for now, which means that in
our next chapter, we are going to go ahead
and we are going to work on the lid over here. And once that is done,
all that we need to do is we need to do over
here our wheels, and then we are ready to go to start by
creating our hiple. So let's go ahead and continue with this in our next chapter.
15. 14 Creating Our Final Container Part7: Okay, so what we're
going to do now is we are going to
work on our lid. So we just finished the
most difficult part, which was the body. Our lid should be
quite a bit easier. It's mostly just like
some smooth shapes. I can see here.
One strong bevel, do have some other images. I can see here that
there's just some lines, but those lines correspond
with these shapes. So if we just keep all
of that stuff in mind, and over here, it looks
like it kind of cuts in. I should have taken better
images of this. But okay. Let's get started by just
creating the edge and the edge, it basically goes from sharp. Down, and then it
kind of follows just the tip of our lid over here and it just
goes around there. So that is something
that we can also create. Probably going to just use a box for this to
get started with. So let's use a box. I'm just going to
create something. I cannot properly measure it until I've actually
placed it in place. So I'm going to place this
box just on top of the rest. Convert to an aipolen
let's have a look. So over here, it feels
like it goes just over it. And yes, we will need to also create the inside of
the lid later on. But we also need to
make all of this, that it's logical,
that it works also. I think that's what
is happening here. I think these pieces over here, they are connected with the baselt because there has to be some point where
it actually connects. So we can just make up some type of connection in those ends. For now, move this over here. Let's make it definitely
a bit thinner. Maybe I can have a
look at my blockout. That's funny that I'm
thinking the same as previous Amil with my blockout
and stuff about thickness. This one goes a little
bit in and over here, it should also go
a little bit in. Let's see. There it is
done. Over here also. Okay. Then next thing
that we need to do is we need to give it some
type of angling, and then we'll take
it from there. Let's just get started
by placing a swift loop. It looks like the angle
stops just behind here. So like a simple swift loop. Then push this in. However,
logically speaking, of course, there would not
be any empty space here. That's something that we do
need to have a think about, but maybe not now, maybe in a bit, let's
have a look around. Yeah, there just aren't a lot
of references off the back. Okay, here, so it's
connected by metal, and it looks like
that over here. I drops down, and then
where it drops down, that's where we want to
have the connection points. So knowing that, most likely
what will happen here. Let me just have an extra
look is that this is kind of like overlapping
on top of the side. So I would almost like place
it or align it over here, and then I'm going
to, like, extrude this in so that we
can move this out. So here, this one would be
roughly somewhere here, and then we basically
like grab these sides. Give me a second. Need to
do the same over here. This side, and then
this side will most likely be moved up a
little bit later on. So right now we are
having a perfectly flat, but then later on we
will just move it up. For now, however, do
something like this. I'm going to, first of all, already add some smoothening here because if I
wait with that, it will just make
things more difficult. I think we need like
five smoothening points. Checking my reference 1 second. Is five enough? Will that be smooth,
or do we want six? Let's go six over here.
Now we have the top. I'm going to make the top
a little bit thinner. And then my idea was
basically to grab the base, give it a little inset. Maybe 0.5. And then push it in until it's just above the lid,
something like this. Then general ideas that we want to make sure that
it moves over it. So I guess we need to do this. Let's also to our side view, move over here, and here on
the inside, there we go. That should do the
trick. So basically the lid is being moved over. Over here, there's a little
bit of spacing going on. Let's move that down a bit more. Yeah, I feel like
that should work. Now, if we have this one,
if we can just, like, give this a little chamfer over here just to
make it a little bit more smooth when it transitions. And let's go in here and let's move this one up a
little bit more. Oh, sorry, we, of course,
now need to do that here. Move this up a little bit more. Let's start with
something like this. Now what I want to do is I want to go ahead
and first of all, create these transitions
that go in here, and I think it's best if we
first create the large shape, and then we can start cutting stuff out of that large shape. So for that over here, see? So we'll make the large shape, clean it up, start adding some lines to here and start
cutting everything out. And that will be probably
the most important thing. So first of all, there is, like, trim around it. So let's start by just
doing like an inset. And the inset goes
around here on this. So he here. So I'm just looking
at my reference, trying to find over here, it's quite a lot, but you can see that over
here, it's thinner. So it's almost like
we go with three. Then if we just hold Shift
and convert this to edges, we can then deselect
everything but these edges, and we can move this down. There we go to give it a
little bit more space. Now, at this point, it should be a matter
of connecting this. However, it might be easier
actually for us to connect these pieces down here so that they are not
intersecting in our main shape. And then we will
grab this piece. It's quite an
extrudis over here. Again, convert this to edges, and then just deselect
the back rotate this. Let's see, a rotation of
five degrees should be fine. Now we will lose a lot of shape. I'm going to actually
go a little bit bigger because when
we are going to make all of this round and especially when it
merges in here, we will lose a lot of shape. Also, about the merging, that's a good question that
we need to ask ourselves. It will probably look better
if we actually merge this, but it will also create a lot of errors when
we actually want to turn this into
super soft shapes. So let's just see what it does. If we go ahead and select all
of these pieces except for maybe the back edge and
give it a large champer. Over here. It's quite
a set as do triangles. Oh, wow, let's not do
triangles. Then uniform. So right now, what I can see is that even though over
here it transitions, okay, this definitely is not looking the way that
we want it to look. I'm going to go in and
I'm going to move these down probably a bit.
G to move it down. Now, it, it has this
oval shape over here, but that should be enough
to be done just with chefs. Like if I just do some
testing over here. Yeah, the tricky thing is that we have too much
geometry down here. I think that's actually
one of the issues. So if we would go in and let's see if we just simply connect some of these
pieces together, I wonder this one needs
to be moved a bit, if that will work a
little bit better. Yeah, it's a tricky shape to
get right the first time, but we do need to
just stay patient and will try to get it
right because if we can get this with
fairly clean geometry, then adding all of
the other pieces will become quite easy. Okay, so we have this piece. First of all, just try HNF. So if I do a chenFo like this, it basically flows out. Which is again not exactly
what you get over here. It does transition out,
but in a different way, if I deselect this,
this is a tricky one. I think I'm going
to do something that I normally never do, and that is that
I'm going to just add an additional
model on top of this and see if we
can do it that way instead of not having any
intersections over here. Knowing that, let's go ahead
and actually select all of this and just delete
it. Like this. For now, let's
just do a cap boli so that we can know
where we need to be. Let's just go in the top view, isolate this, and draw
out a brand new box. Hopefully, because this box will also not have
any round edges yet, it will hopefully work
a little bit better. What I'm also going to
do is I'm also going to not merge these pieces
together down here. Mostly what will happen
is we will move this down but not merge it down. And if we then delete
the bottom side and just to already give
it like a twee see. There we go. That looks
a lot more logical. Let's see if I now
select this side also. No, I don't like that. So I guess we can just merge
it together like this. What if we do something
like this and then we basically grab it
and we push it in. I think that should do
the twig. Yeah, okay. So knowing that, of course, what we first want to
do is we first want to create this gap over here. Do we do? Yeah, I think we do. But we don't want
to smooth that gap. Oh, that's going to be annoying. One, I'm just using this
as my blockout for now. I just need to do
some prototyping. So, okay, yeah, I
know what we can do. We can literally just
remove the faces. So for now, you know this. Let's go ahead and also
turn on our blockout. Okay, so our blockout is
pretty much like aligned. So if I have both these
pieces, I think we are ready. So let's go ahead
and select this. It looks like what we need to do is we are
going to start with, like, a very large
champ champ, sorry. Over here. Let's do ten maybe. Yeah, so really nice and round. Then later on,
there's also going to be like some kind
of like an extrusion. I think I feel like
this it extrudes out, and it goes like
all the way around. It most likely uses that because of the molding
that we have over here. So if we say Okay to this,
we can then go in here, scale this until it
looks somewhat correct, which is at 25 scale, pushes back, and then later
on we will, of course, just go in and
make this correct. So this one also 25 26, 25, push back in here. Okay, so we got that stuff done. Now I want to go ahead
and first of all, make a quick extrusion all the way along here for these shapes, and that extrusion
will happen roughly halfway is a little bit above halfway,
something like that. And for that, what
we can do is we can just select
this entire piece, extrude on the local normal
and just move it in here, 0.6, for example,
let's also select this etche and just move it
down a little bit to give it a little bit of a bevel and not just have
it straight down. Let's not forget that
now here at the bottom, it will have created some
additional pass which we can just I guess we cannot
double click them, select one, go to
the outside contro double click and just delete it. I want to keep the face open just to make it a bit easier. So that is now also done. Now, let's go ahead and
just select the center, and now we are going to just
create this gap over here. So we'll basically
delete the gap, create one large bevel, and once that is done, we might want to
already just create these shapes before we actually start merging
everything together. So start with this one. Double connect. Let's move
that back in a little bit. Where is our blockout?
Our blockout is also around this point. I feel like we
should move it in a little bit more minus ten. Yeah, I think that should
work. Okay. Then we are basically going to just
delete this entire piece. Go ahead and extrude
this one edge down until it aligns
flat over here. Then for now, what I want to do is I'm just going to
select these two edges, bridge them, select these
two, and bridge them. Doesn't want that. I basically wanted to just create a phase. I'm just going to
extrude this, delete this again and just
combine these or collapse these I need to flip
around the face. There we go. Now we
can collapse them. And that means that now I can basically do like
a Cali over here. I really doesn't like me. Come on. You can do it. Just select only the site. Okay, that's unfortunate. If it's not able to do
a capoly what you can also do is you can also
just do a simple extrude. And then for now, just go
ahead and then do Hmm. That's weird. I still
doesn't do a caple. If it still doesn't
do a cap poly, let's first of all, before we do anything, just go in here. Do the same, like extrude
this 1 second out. I think it is just a
face being flipped. Like, it really doesn't like me doing that more
so than normal. So let's just delete that face. Okay. And let's also go ahead
and delete these pieces. I know that I've done
this way too difficult. There are so many
more easier ways of doing it. Just collapse it. Welt. Yeah, there are way
more easier ways of doing it. So just don't do it
the same way I did, but you get the point, end up with two pass over here. And at that point, we can
just go in, select these. And I first want to bevel these because these are like normal straight bevels, and then we want to
bevel the inside, which is going to
be nice and round. So start with like a
simple single chamfer over here. Two, maybe. Yeah, two looks nice.
Now, most likely it will start
complaining when we also add a round bevel here. We could avoid that complaining a little bit by removing one
of these edges over here, but I don't know if it will, here, I don't want to
sacrifice that edge. So let's just see what it does. Let's add the chamfer, give it a few segments. Yeah, here, see. So it definitely likes
to complain about stuff. Ah, can we fix that? Yeah, we should be
able to fix that. Well, of course, we can fix it, but it's more like, can
we fix it in an easy way? And I think if we just
merge down these in here and then basically
Oh, no, wait. We want to do it slightly
different because else we lose the roundness on the inside and we would not
want to do that. In that case, I'm
going to go in, and I'm just going to delete
these phases. There we go. So we basically have
a fresh start again. And having this fresh start, now what I wanted to do
is I wanted to just move this down or turn this into, like, one piece, which is a little bit more annoying
than you would think. Start by just deselecting everything except for
this round bit over here. The reason it's annoying is because if we just
move this down, we will have edges that are on top of each
other in this side. I don't normally
like doing that, but I don't really
know of a better way. If we just move this
down over here, what I will do is I will
probably make it just a problem for when we actually start merging
this together. For now, we can just go in here. And kind of, like,
collapse these etges and basically leave this problem to fix a little bit later on. So, okay, we have the
inside, that's totally fine. Right now, I'm going
to now start working on getting these shapes and these shapes will
also translate into, like, these pieces over here. So if we have a look,
it looks like that, it basically Add a
connection line over here, we already did an extrusion. It almost feels like
for the larger ones, it just continues on that
extrusion, which would be fine. That would actually
make things quite easy. Over here, these ones
just seem to be kind of like built into
the actual shape. To make it easier for us, we will have that shape just
in front of these details. I also want to just check and see if I make this even rounder, if it will look better or worse because we do need to do some kind of
like a transitional, like the very end And I'm just not sure
how that will work. Most likely, what
we'll end up doing at this point is we'll end
up doing asymmetry. So I'm not actually
going to bother with that site anymore. We are mostly just going
to work on asymmetry, and let's get started
by just placing our over here like
the longer piece. For that, I'm going to start
by a simple single connect. I'm going to just go ahead and make that connect
completely straight. And then I'm going to che for that connect to give us
the width that we want, probably like 4 centimeters. Yeah, that feels like
a pretty decent width. Actually, maybe let's try five. Five would still,
44 would be better. Okay, so we have one
stripe over here. Then it looks like there will be another stripe down here. But what we are going to do
is we're probably just going to match that with
these shapes down here. And the easiest way to do
that is probably to just create a double
connect like this, select one, and on
the YXs move this in. Like the other, again, have align on the
y axis that it's perfectly flat and
move it in over here. This one will become an edge, this one will become an edge, and then on the other side,
we would have the same stuff. Then over here we
have just the inside. Now the next thing would
also be that for these, these are actually
quite easy to create. These ones over here are a
little bit more of a pain. I'm going to make my life a bit easier and not have it
on the actual curve, but have it just in front of it. Now, knowing that,
I probably want to actually move one
of these edges. That's really far
away from the edge. Mmm. I need to think about that. While I'm having a
think about that, let's just go ahead
and actually start by just extruding out these pieces. Over here, do an easy extrude. Let's go to our side view
and just see if it aligns. Move it down bit. There we go. Delete these edges. Let's see how we handle
that other site over here? Let's go ahead and
go to our blockout. Okay, so it has like a mesh. If we go ahead and place that
mesh just in front of here, we probably want to make this just this back sit a little bit thinner if we can to kind of just
transition it into here. I'm going to go ahead and get started by creating a sphere, and that sphere is basically
going to be here so that we can properly align our
shapes a little bit. I'm going to go ahead
and use my blockout. Okay, my blockout is
useless at this point. I'm going to go ahead and
just place it by hand. So this is just a guidance. It's not actually in sphere,
it's just a guidance. However, for now,
we can, of course, use it to kind of give us the
right idea of the scaling. So scaling would come down. We would probably
want to actually go down here because we need to connect that stuff to
the ends over here. Remember? Sorry, I always
switch shifts my reference. Over here, you can
see that over here, it was connected down the back. So that's something that
we do definitely need to keep in mind that our cylinder wants to
end move it forward. Our cylinder wants
to end roughly here. At that point, we want
to places not too high. And if I just have a look
at it from a distance, may make a tiny bit
smaller, tiny bit smaller. Again, just like, move
it around a bit and have it floating
just above here. Okay, cool. So we have this. Now what we can do
is we can kind of decide how are we going
to create these shapes? We can just extrude
them out over here. However, then we would need
to do a lot of extruding. Or what we can do is
we can kind of just create the shapes new and
then merge them together. And I'm going to do that because it is a little
bit easier with a line. So I will go
somewhere over here, and I will basically,
smooth this out. And then make this
go around from here. And then over here, we will kind of go probably
just straight down. I feel like that
would make sense, and then it kind of
merges together. So now that we have done that, we just need
to go in here, do some Bassier corners
and just make sure that this is like all here, nice toward the side. You get perfect
sphere if you keep all of these edges quite round. And it's quite important
that we keep them around. Right click Basset corner and make this a little bit softer. Here you see? That's
now quite a nice shape. So we got something like this. Actually, I don't think it even needs a hole in it because it is so tightly packed over here
that we can probably just, like, fake it a little bit, except for on the end. But for the rest, let's say that we have this. I also want, of course, go in, and I want to kind of,
like, merge this together. I think for now just doing
an extrude should be fine. And then later on, what
we can do is we can go in and connect it and then
fill everything up. Okay, let's see. We got one of those, and then the other one will be all the way on
the other side, so I don't have to
worry about that. Now, this one, if this one is let's say 8 centimeters long, then the next one would
probably be only 4 centimeters. The first one would
start roughly here. Yeah, so we would
need to probably, like, No, wait, we
are not going to. We are going to merge
it all into each other. So this one would
be slightly edited. And I'm just having to think
how I'm going to edit it. If I'm going to literally,
move it all the way down here and just make
it one solid mass, or if I'm going to
make my life a bit easier and just
move it down here. But, I mean, having an
easy life it's boring. So maybe it would be cool
if we go ahead and, like, move this quite far down, right click Bezier Corner, rotate this and just make it
like a quite soft like that, and then basically just like
merge it together and then like a nice bevel to kind
of have everything working. I would then also need to
go into my interpolation, and I realized that this
is going to actually take quite a while to get this
to work really, will well. So we'll have this
one, and we will have the one sitting next to
it, roughly over here. And then over here, what
we are going to do, since we are going
to edit all of this, we are also going to,
like, add a cut in here. However, let's go
ahead and finish all of that stuff in
the next chapter. For now we have the
basis over here done. So let's go ahead and continue on to the next chapter first.
16. 15 Creating Our Final Container Part8: Okay, so let's go ahead and just continue over here with our lid. It's going pretty
well. We just need to fix these problems over here. Definitely, these ones are
the most annoying ones. It looks like that we also want to have it go inward,
but I need to check. There was one it's
really difficult to see. Yeah, so we will probably
push this in and then we would cut
it out most likely. I will do that after we have
done our merging together. I think that will probably be the easiest way to
do things. Sorry. So at this point, I feel like we can get started
with the merging. Let me just double
check everything. So we have these back
elements over here, which will be merged together. I almost feel like this
one could become 1 second, will be nicer if
it's a bit rounder, but I guess we should
just keep it similar. Let's see. Then we have
this extrusion here, this one here, this one here. Over here on the side, we
do have some side panels, but we can just create
those a little bit later and then we
need to back panels. Then for rest, of course,
we have asymmetry. Knowing that, let's
start by first of all, adding some specific edge loops. We have one edge loop
that goes over here, and then at that
point, These things over here and also the back,
they can be merged together. I think what's actually
good is, you know what? Let's first of all,
merge this to the base. I completely forgot that
we still need to do that. So let's start by merging
this to the base. I think that will work
a little bit better. If we just isolate that
and delete this one. Now we have the base over here. So most of this will just be basically moving it in
the correct locations. I also can see that we
have less segments. So because of that, I'm actually moving this not one by one, but I'm basically skipping one, and then we can just add
some additional edges. Kind of feels like
that we should have just kept them the way
that they are right now. If you want, you can do that, but you need to merge it
together, because if we do this, of course, we will lose all of that connections over there. So it's something that we'll
work on a little bit later. Also, we are going
to definitely add asymmetry to this later on too. So for now, we just kind
of want to merge it only up until this
point over here. And up here, we will have also some slightly
different merging later on. So what I'm going to do is else going to place like a cut, probably somewhere over here. Okay. Let's select this piece. Let's get rid of any of
these edges over here. That should do the trick.
Isolate these two, and then I need to
place one loop. Sorry, two loops here, one here, two loops here, two here, basically to the
connection points. At this point, we can go
at and we can pass attach. Now we just need to go in, do normal collapses
like we often do. Around these areas over here, it looks like we need to do one, two, and I can keep
this quite messy because I'm going to
symmetrize it and after that, we will actually go in and add additional
optimizations, I should say. Also for the bottom side, we can also keep that
quite messy, right now, let's just focus
on getting the top ready to go. I'm
going to go in here. I'm going to play some
additional loops. Let's see, this one, this one, this one, this one, this
one, this one, this one. And we need one more over here, here, and over here. Let's go ahead and
connect all of these. And, of course, later on we will nicely bevel everything
and stuff like that. But I first want to get all of the rough work out of the way. Now, I'm to be honest starting to get also side
the point where I was like, maybe I should have
just done this all inside of sea brush and
then just do a retopo. But I was stubborn and I
will stick with my decision. But definitely you can
also go that route. You can go the route of
just going into sea brush, doing a re topo and
all that stuff. I'm just going to go
ahead and merge these up until before the bend over
here, probably also here. And same over here,
clean this up. Oh, no, wait, sorry. I don't need to do that
because at that point, we will already have the mirror. I'm going to go in, and now the tricky thing is in order to we can merge this one, but then over here, I
want to do a Capoli. So for that, we need
to do the mirror. So if we are about ready, we are not, we need
to do this side. Let's just go dX. Let's
merge this side together. Okay. And now what we can do is we can just do a
quick center to object, and we should be able to already do like a quick symmetry. He looks kind of funny, but
not the one that we need. We need this one and we
need to flip it around. There we go. Should double check that it's in
the same position. Yeah, that looks
fine. Okay, cool. So now that we have done that,
we can cover it at a pol. We can select this inside. And for now we can encapPol and I'm going
to place a connection over here and also
if I can do it, a connection from here to here. And for now, that
should be fine. Like, we are going to optimize it a little bit more later on. So those pieces are
now all connected. Now what we're going to do
is we are going to start by cutting out the chunks
that we don't need. This is going to be over here, there's going to be
chunk and this one here. So for this one, if we just
move this around like this. Basically, the general idea, and we might want to move
this back a little bit, is that this becomes one piece over here and we will
kind of merge it in. Now, for these pieces,
that's not going to be as easy because of the way
that they are placed. Like, we need to kind
of cut it around, and then we need to
bevel it around. What I can do for
these pieces is, let's get started by
just moving this no, wait, sorry, we
cannot move that. Let's start by cutting this, I should say, let's
start over here. And what I want to do is
I basically just want to place these cuts to follow roughly the curve
of our object like this. Now at this point, we would
need to have a swift loop. So let's place a swift
loop here and here. You can see that the swift loop does
not properly connect. That's just because we broke our connections, so
we just need to go in. And again, it doesn't
have to be super precise, but we want to go and make sure that there are loops
existing in these areas. Same over here. Like this. Now at this point, we can
go ahead and just continue our cut all the way along here. So for this one,
it is quite easy. This one, we just need to
go ahead and delete these, and then also we need to grab this actual piece and we need to delete from 1 second, we need to dd and add a pole
from here, all the way down. So basically, this needs
to just be deleted. And then what we can
do is we can just do a very simple merging later on. Over here, what we
need to do is we have this shape and we just
want to add and add a poly. Start by just moving
this edge just above it. Now what I'm going to do
is I'm going to place a cut probably not everywhere, but I'm just going to place
a few cuts which allows us to flip it around like this. I guess we will end it. Let's go to isolation mode.
Let's end it over here. Now what we can do is we can simply select this
side over here, delete, and then over here, we can do the same
thing where we basically just select all the way around. And also delete it. So really old school way of just quickly starting to connect
some pieces together. At that point, you just want
to kind of do a target weld, and we will most likely be welding this piece
towards this piece, which means that we just want to kind of select this piece. And also, we definitely also need to later
on merges down, but that's not worry about that right now. We have this piece. We can just press
attach. I'm going to place some
additional segments. 1 second. This one will go here. Then I will place a cut here. This one can be cut over here. Let's add one extra loop here. This one can go here,
this one can go here, add another cut
from here to here. You probably get
it by this point. Place another loop here,
here, and also here. There we go. So now
it looks quite clean. It's just one piece.
Now the next thing that we need to do
is also over here, we need to turn it
into one piece. It's probably easier
if we just quickly do a target belt and start by also getting
rid of these etches, because they will just add a lot more complicated
geometry, two things. I'm also going to go ahead and actually, over
here, can I do this? Ah, that's perfect.
Nice. That works well. That will save me a bit of
time that I don't need to, like, merge everything together. So we got this stuff. Let's go in and
place a loop here, but I feel like
something went wrong. Okay, I guess it works
fine. Another loop here. And at this point,
oh, no, wait, sorry, let's not do that
because we need to turn it into a bridge. So we do need to
place a cut roughly here and then go down here so that we can delete this and now we
can basically go in here, we can collapse this
one, collapse this one. Quickly do a target
belt over here. And at this point, we can also select a
second one over here, collapse this one and this one and do a target belt I'm going
to move this a bit. I'm trying not to waste too
much time at this point because we've been spending quite a bit of time
already on just low pool. Making the high pool will go quite a bit faster, so
do keep that in mind. But just in general,
I don't want to spend too much
time just modeling, modding, moddling even though that's sometimes just
what it is about. I'm going to now cap these and I should cap quite
nicely like this. And then it's a matter of
placing the right cuts. I'm going to place one cut
that goes nicely around here. Over here, the cuts are going to be a little
bit different. But it's just about getting
some base cuts in here. In a time laps, I will go in
and actually change this, but we still need to cut holes in this and all
that kind of stuff. So I don't want to already start doing a lot of weird
merging together. As you can see over here, this would now be all connected. And at that point, you can
kind of choose how that you want to connect these points
and all that kind of stuff. So okay, those pieces
are now connected. We still need to bevel it,
but that will also be done in a time lapse just because
it makes it easy. Now the next one that we need to add is this one over here. So let's go in and
attach this one. Merge that together. I guess we don't need this side because we can just
fill it all in. I will move this back here
and I need to go in and select this edge over here and move it up a little
bit. There we go. Merge this edge. Also
merge it over here. Get rid of this furs
and cap CaplOce again, plays a nice cut. Oh, cut. If you have that,
just click something and just press Z to zoom in. If you have really weird
movements in your cameras. And I'm just trying
to basically, get rid of some of
the really drastic smoothing that you can see over here already as a precaution. So we have these three
pieces over here. So those are now kind
of, like, filtered in. Now what we need to do is
we need to go ahead and get rid of a little chunk over here. And once that is done, I believe for the rest, it's just a matter of
pushing a hole in here, which I guess we can
just do everywhere. Like, it's not that big a deal. She's going to be a
boolean. And then what we need to do is we need to do a bunch of optimizations and adding some
additional bevels. But for that, I can just do that during a time
lapse, as I said before. So first of all, over here to cut a
hole in this piece. I want to hole
basically end up here. So if I just zoom in. Yeah, it would just be a little
piece over here missing. Let's go ahead and just
collapse this on the Y axis. Move one over here. I'm trying to keep this
really straight this time. Y axis. Another one over here. Et's go ahead and just scale
this flat and move this in again because this one
you want to of course, make sure that it aligns. And now for these pieces, we can start by deleting them. This one is a little bit more
tricky because, of course, we don't know where it
is on the other side. So what I like to do is I
like to just simply extrude this down and place
a quick swift loop here and then kind
of move this around. And once that is done, we can go in and we
can literally just delete this entire piece. And then it's mostly just
a matter of going in here and keeping this fairly clean. I know that the geometry looks really ugly now, but again, I'm one of those people that works with quite messy
geometry at first, but then I will go in
and I will, of course, just clean everything up, fix it, all that kind of stuff. But Intutorals I do try to do it a little
bit less because it can sometimes become a little bit overwhelming if
you're not used to it. So I'm trying to keep that
in mind. Is connecting that. Oh, here we have a stray V C. Let's just go
ahead and collapse that. And now we can Caple this one. Over here, we need to
also merge this one down. And this one, let's go in and start by placing cut
here and a cut here. There we go. Okay, so we have
made the cut if you want, you can just be
sure select angle and set it to like
an angle of five, select this, flatten it. Just to be extra sure that
it's nice or flatten. You can see that we had some
movement already going on. I don't know if over here,
we should also flatten it. Yeah, we can do it, but
it doesn't do too much. Now the next thing
is that in here, we also had a chunk that's
kind of like sticking out. But it is sticking out, but not completely, if
that makes sense. The annoying thing with that
is that we need to again, keep this super straight. So if we just add
a swift loop where we roughly want to have
to be sticking out and just move this in I can hopefully something like that, I can hopefully just go in and I can extrude this in up
until probably this point, delete these backfaces and
then just merge this down. That would probably be the
easiest way to quickly create. Then we will just add
a bunch of bevels around here, especially
around here, we would go in add a nice chamfer and maybe
make it nice round. Something like that. Okay, so we have that shape now done, and this is where
we will also have the metal structures going
on and stuff like that. We go inside, and over here, we do need to do some cleanup. But in general, we need to have a think
about if we are going to, like, actually push this the bottom to actually push it in. Like, it might be
something that you want to do if you want
to open this up, or you might want to
just kind of, like, fake it, but that's something that we can have a
think about later on. You can even try to, like,
boolean it by just moving this inside and moving it
around a bit and then, adding a boolean on it. But for now, let's
not actually worry about that because it's
just not priority, especially not for this version because it will not
be opened that much. Before I'm going to go in
and change anything else, I'm just doing a double check. So we need to add some panels
over here and over here. We also need to like a
little lip around here. And for the rest, we
just need to go ahead and cut a hole in here, and I think that's it. Yeah, we will need to
do another symmetry, but let's start with the hole. So we can just go in here. We can add a cylinder. And try to somewhat have
this cylinder in, like, the center. Now, have a look. This cylinder should
also be around as big as the metal rod that will be
like sitting inside of here. And then make it slightly
bigger, something like this. Now, just go ahead and
just place it roughly in the center and just
make sure that it's sticking out from one
side to the other side. At that point, we can
select this piece. We can go ahead and go
to our compound objects. And we can go to Pro Boolean, click on Advanced Options, remove only visible,
and then extract oh, sorry, start picking
and just pick. And now you can see
that all that we need we need a bunch
of optimization. Annoying thing is that
P Boolean sometimes also leave messy vertzs. It looks like that this
time it's not the case. Okay, nice. Sometimes you have a bunch of messy here, see. You have a bunch of
these random two vertzs, so just keep an eye
out on those also. It doesn't always happen,
but just sometimes. So we will clean that up a little bit later and then
also add the bev there. I think what I want to do to end this chapter is I'm going to art over here another piece and over here another piece,
and that's about it. Once that is done, I
will go ahead and I will kick in a time lapse where
I will clean up this mesh, and just in general, I will, art not this piece over here because it's
a separate model, but just like art this tiny extra detail
and for the rest, just like, optimize it just
to save a little bit of time. So first of all, we
need to go over here, and this one, let's see, looks like that if we want
to have a swift loop, probably roughly here,
it seems quite easy. It seems like it can just
be one of these pieces. Yeah, yeah, it's pretty
much just like even here. I was thinking, like, maybe
we need to make it straight, but actually, it
is not straight. So it's a lazy way, but also a good way of doing it. So we have this one,
and then I also wanted to extrude let's see. So if we have this around
here, we should probably, this one needs to go here,
but we want to move this down so that it's on one line. So this one can also be
extruded roughly the same way. Just want to double check. If it does not, like, look
strange or anything like that? I think that is square enough. The reason, even if it's
like a tiny bit not square, what we can do is if we actually extrude this down on
the local normal, something like Um, because we're going to,
like, bevel all of it. So if we're going to bevel it, maybe we even want
to go for -0.5, because we will bevel
the sides and that will make things stand
out a little bit less. But what I was talking about is that we want to select all of these corners and
make them round. All of these round
pieces, of course, like, a lot of willy
messy geometry. This is why also in the hypol we are actually going
to do some very different time saves so that we don't have to actually mess
with all of that stuff. But when we have a mesh
that is actually existing, we kind of just have to
accept that we have to work with a lot of these
really round corners. I don't think they need
to be rounded like this. I don't think we need more
geometry. Yeah, yeah. I feel like that more geometry does not actually art a lot. So we got something
like this, and now we can also bevel those. So we have these
pieces, these pieces. We have the ends over here. Let's just have a
general look if we just quickly center up pivot and just add already a
quick symmetry over here. We can just have a general
look at what things look like. I can see that over here,
this one is now being pushed beyond this
point, however, what I will most
likely do later on because there will be a
metal structure in here, you won't see it, and I will most likely later on place my pivot
point, for example, somewhere over here, and I would end up doing
something like this. I would move it up a
bit and then push it in a bit because that's
how it often looks, and that will also, of course, make everything just feel
a little bit better, see. Now it looks more
like the reference. I don't want to do that
right now because working on a angled model will just make our lives quite a
bit more difficult. I would say that it's now done. Let's go ahead and
in the next chapter, we will just have a simple
time laps, once again, doing some cleanup,
adding a bunch of bevels and all
that kind of stuff just to make it
work a bit better. I might also go in here
and just like address the issues that we
have in here and just see if we can make some kind
of interesting pattern. But in general, it
shouldn't be anything that we have not
went over before, but we're starting to get
into a pretty decent shape. So let's go ahead and continue with this in the next chapter.
17. 16 Creating Our Final Container Part9 Timelapse: A and a D. D. D. D the
18. 17 Creating Our Final Container Part9: Okay, so we finished optimizing the lid that took quite a while I
took almost an hour to just optimize this
and get it ready just because they tricky
and annoying shapes, but it's nice that we did something a little
bit more complicated, like you can see over here, and that we didn't go for
something really basic. This is actually
looking quite good. Now, of course, it's not
fully optimized yet. As I said before, we can
do that at the very end. But what I wanted to do now is I want to get started by
just creating the inside, which is going to be probably quite simple. Well, yes and no. This is just going to be a
metal cylinder, that's simple. The only thing that
is a little bit more tricky is that
we need to figure out a close up of what
the back side looks. What I'm going to do is I'm
going to go ahead and start with the cylinder and
then we will just also maybe look for some
additional reference. For the cylinder, we still
had the Boolean cylinder, as you can see over here. So if we're smart, we can simply go to a
font view and use that. On a weight. It was not
a Boolean cylinder. It was just like
cylinder that we used to measure something. And it's good that it has the exact same segments as the whole that we have over here so that you can
kind of see like, Hey, it goes inside of
it, but that's about it. Now, for this one, we can pretty much just like
if we look at the reference, it ends roughly halfway in
here, which makes sense. That's just where
it is being held. And it's the same over
here on this side. Sorry if my voice sounds a
bit rough, I just woke up. So okay, that's
looking really good. And just like that one
cylinder, actually, adds like a big difference to
everything. So that's nice. Now the next thing
that we're going to do is we need to
create the mechanism. And the mechanism, basically, it sits here and it is attached to the
actual plastic bin. So let me just go
ahead and try to find some type of
reference for this. Okay, so honestly, I
looked quite a bit, and I just cannot find
reference off the back of a container with this
specific lid. It really sucks. I should have definitely
when I was here because I took these pictures
when I was in Manchester, I should have definitely
taken a picture of the back, so that's just
honestly my fault. So instead, what we're
going to do is improvise. So let's see what's
like the closest look. So it looks like there's
like a ring around here, and most likely that ring has, like, a specific lock. And I can see that the
lock is kind of like in here. I'm just
going to improvise. So Give me a second. Let's make this as a sep model. Turn on at faces over here. Now, this, of course, we want to make this quite
a bit smaller, this is going to be the ring,
and I'm going to make it. Let's see, let's make it quite a bit bigger,
something like this. We probably want to
have this attached a little bit closer to this site over here
so that we do not hit the curve too much. Okay. Let's see. So we're going to have
this ring inside. Now, this ring, it needs
to be able to rotate. What I'm going to do just
to indicate that there's something going on there is I'm going to give it an insert here and then press the plus sign to add an
additional insert here. Now let's go ahead and
set my good scaling, set this to my
connection and just make it go inside,
something like that. That should already cover most of those
things if you want. What we can do is we can do one more thing where we
just basically extrude this on the local normal
and just extrude it inside. And we'll just use it as logic that this stuff
over here can rotate. However, this stuff over here, it will be static or
something like that. Now, it looks like there's
just something that kind of is connected to this, and it goes down and
then it disconnected to the actual like metal over here. I think I can make something
up like a couple of bolts and stuff like that that should look somewhat logical. Yeah. Too bad that this one is sideways and not on the back. So okay, something with a couple of bolts
that looks logical. Um, the poem that I have is
that it is quite far from, like, this distance over here. That is a little bit,
like, more tricky. Now, what I will also
do at this point is, I probably want to move
this down because it's not actually sitting on top. So let me just here we go. If we move this down, and
then later we can, of course, move this up a little bit to
properly get the lid size. Now, if we would go
in here and let's say that probably up until
something like this point, extrude this and just
flatten it on the x axis, we're going to make that
really smooth using bevels. If we do something
like this, Let's see. So I also want to do something
where, like, it has, like, something going in like a
little gap inside of it, that there's, like,
little trims around it. For that, I need to
have a think about it. So let's see if we go if
I push this over here, it looks really silly right now, but I'm still working on it, so please bear with me. And if I done, go
ahead and do a ring. And let's see if we just do, like, a double connect, something like this, ones
need to be rotated a bit. Then my idea was with
the double connect to basically straighten
out these edges. I need to go from here to
here and from here to here. If I can straighten out these
edges, something like this, then maybe in the
back, I'm going to, like, connect them,
push this back. Go to the side view and
also in the side view, just kind push it in. There will be some
bolts over here. I should actually delete this. I should have probably also made the
connection like this. Oh, it needs to
be a bit thinner. Okay. Now the next thing
that I was going to do is I was going to go ahead
and grab these corners. Give them a little
chance for maybe on the triangle setting. That will just make it feel
a little bit straight. I don't like how
long this piece is. Now that is a little bit
trickier to think of a way that we can
make that less. Maybe we can just push
it down like this and then we can do some
another round bevel. Let's have a look if I
just move this down here, Mm, select this and see
if we now the hanfa here. Yeah, I feel like
in these cases, making it around,
it will make it feel less awkward
and less weird. So something like
this is pretty good. Now, we would need
to also, of course, have two bolts or
something over here. However, those bolts, we can later on just to grab
them from our wheels. So for now, it's kind of
like fine to use this. So next thing would be that
we would need to baffle it. I'm just going to I'm not a
big fan of the top right now. I almost want to give it like a little cut around the top. What I just need to figure
out is exactly where I can give that cut while also
keeping this side over here. There is a good
question. Let's see. If we just move this, let's say, go to give it some space because else we get out to make a cut. Yeah, something like that
would already be enough. Oh, I can see over here
that something went wrong. We need to push
this in. Okay, is there anything else
that we can do in this metal bit over here? I'm not sure. Maybe not. Maybe this is just like
what it's going to be. And then we can have some kind of maybe trim detail
or something in here. But I think it actually
would be overkill if I go in here and do some
kind of like an inset. Oh. The inset is broken. In that case, just go down to your utility tools and
reset your X form. Sometimes we move things around too much and then
it gets confused. And then when we
reset the X form, now you can see that the
inset is better again. But I'm just wondering, I know that in the top, it breaks. Yeah, this might actually work. Let's go ahead and Target belt these things down. These up. And now let's just go
ahead and do a battle. So for these pieces, what you can sometimes also
do is you can try to use a Jam for note to automatically
add the bevel everywhere. Now, it kind of depends how
this looks so over here, because, of course, it
means that the bevel will be the same everywhere. So I'm just double
checking to make sure that the Jefa note is not
doing something strange. Like, for example, you
would not want to have a chef over here unlike
the actual cylinder, but it looks like
that this is working, and it can save us some time. So here you can see that
now if we outweigh normals, it instantly kind of works. The only thing that
I want to do is after my Jefa. I want to go in. First of all, press
contra A and just weld everything at a very
low level like this, you can see that we already
saved a couple of polygons. And for the rest, there is still some optimization
that we need to do, but we can do that in our
final optimization pass. So for now, this should
already work fine like this. See, from the side, we can
see something like this. From the back, we can
see something like this. And then if we would go in and let's select both of these, so it would rotate
around the side. So if you select both
of these things, go at an effect pivot
only and then just move your pivot to the center. Oh, it moves in the wrong way. You can merge it
together, but actually, this one doesn't have to move, so I don't know what
I was thinking about. I can literally just
select only the lid. And at this point, it can basically be moved
open and close. I just want to make
sure that if I do this, you'll see that a
little bit of a problem that here in the back it kind of clips into when we open it. And that would not
make a lot of sense. So over here like this is fine, it's going around the clip. What I would do is it looks
like that I can basically just select the if we add a ply, select the base, and have that
one a little bit floating. In front of it. There we go.
That should be an easy fix. Like, yeah, it still
clips a little bit, so maybe move it up
a little bit more. But we also don't
have to go crazy. Unless you are planning to
make it absolutely perfect, because you are animating it or something like
that, then of course. But for our use case, the only thing that I
want to do is when I open it because there
will be static meshes, I don't want any weird
clipping going on. So like over here, there's
a little bit of clipping, but you probably
won't ever notice it, so it should be fine. And if you want to really
open it up like this, over here, it will probably hang somewhere
along this side, but it looks like
everything else still is working totally fine. Yeah, we have the
connections here. Yeah. That's looking good. So then we can see the inside. Let me just undo
that. Here we go. Another thing is
that I might want to add one additional
just because else it feels a little bit weak
with such a thin because our bracket is
probably a little bit thinner than most other ones. So I want to add
an additional one here. Now, I just need to check. So if I rotate
this, that's fine. It's just that now over here, it is kind of like clipping. So I would want to
go in here and say, let's isolate these two pieces. Mm. It's clipping over there. So if I just go in,
let's see, this point? No, I cannot I cannot move
it like that J second. Let me just turn off
my weight at normals. I think I only want to
move it Oh, that's tricky. Look, I don't want to just
move this entire piece, but if I cannot really
go without moving it, if that makes sense, or I can just push the
entire thing forward. I could do that. I could literally grab all
of this stuff over here. And then, kind of, like, just
push it forward like this. Yeah. Easy does it? That should do the trick. And then there will
also be one here. Of course, with these ones, what we will most
likely do is we will only texture like
one or maybe two of them, and then we will just
go ahead and copy them. We will do this
to save UV space. But anyway, so the
lid is now done. Feel like I'm
forgetting something. So let me just double check.
So yeah, we have the lid. We have the metal
around it. We have the metal bracket sitting on it. We fix the rotation stuff. We got the general look of it. I guess one of the things
that we do need to have is we need to have this
weird little knob, but we can make it a little
bit more simplistic. So let's go in here
to our top view, and let's grab just
like a cylinder. We grab a cylinder.
We can move it. Move this back up. Make it a bit smaller. Okay converts at a pool. So let's start by just
making it a bit bigger. And then the top, it
looks like at the top, needs to be am ford. That's a bit much.
Maybe two. Yeah, 23. I think two should do the trick. I mean. So we go here. Then we go ahead
and go move this inside, bat another one. At a Bevo push this in add a tiny chamfer at the bottom over here. And what I will do with
this one is I will go ahead and I will just
place it on top. I know that it's like kind
of floating in real life, but for us, we are just going to have
this one sitting on top. And then on the very top, we again need to
have a little bolt, so you can see it kind
of like over here. So what we will do is we
will go ahead and do that again when we have created
the bolts for our wheels. I will go ahead and do
that in the next chapter. I will start with the bolts and then we can do
everything else later. However, for now,
this should be fine. So we got all of
this stuff done. And if you look at
it from the top, yeah, it feels like
a solid container. So let's go ahead and continue
on to our next chapter where we will start
working on our wheels. So let's continue with that.
19. 18 Creating Our Final Container Part10: Okay, so we have arrived at
the last part of our model, which is going to be
the wheels over here. So for our wheels,
I first wanted to create the actual wheel and then we're going to
create this bracket. This is something that's
really low to the ground. I know that this bracket has
a lot of information on it. We will not go as insane with the
information, so it's big. So we are not going to create the internals and
all that kind of stuff. Just because for an
asset like this, it's just often not needed. And let's see, because we did move away from the
blockout a little bit, as you can see over
here with making this quite a bit lower. Let's have a look
at my front view. Yeah, so we probably
need to make our wheels a little
bit smaller also. Let's turn off for a blockout. I cannot even see where it is. Oh, it's on this side.
Can I go from left to, like, right? There we go. That's easier for me
because I'm right handed. So this is the part, and then there will
be like a bracket, but the brackets also
going over the wheel, so we don't have to make
it go that much smaller. Let's see bracket wheel, maybe a diameter
of 8 centimeters. Move it to the ground. Yeah, I feel like
that should work. And else we can always
scale it down a little bit once we have created
the actual shape. So for the shape, the
height, well, in this case, the thickness, something like and we'll like add a patron
to this inside of substance. We don't really have
to do that in here. So yeah, something
like that should work. Looks like a fairly
simple shape, not super round, like
a little bit flat. So let's just go for
something like this. Let's move it in
center. Yeah, that should work. Okay, cool. Let's go ahead and
furthest to add a poly, select the outsides
and the start by just a simple chenvo which will take care of the
roundness of our wheels. So we don't want
to make the wheels too round because it feels like it has quite a large
flat area over here still. Probably also want to go
ahead and not give it too many segments, maybe 1.2. Yeah, let's try 1.2 for now. Now, it also feels actually
a little bit too thin, so I'm going to push this
out a little bit more. And you know what?
I'm just going to go ahead and create one side, and then I will just
do like a symmetry. That's probably a bit
easier. So we have this. We are going to go ahead
and inset it until it has, like, a fairly large
flat area over here. Now, this flat area, it kind
of goes inside a little bit. Then probably what we want
to do is we want to go ahead and extrude this out. I'm just having to think about the best way to go in here and maybe if we like
scale this down a bit, to make it feel like. But we don't actually want to have it feeling like
it's floating on top. Yeah, you know what? I'm
not going to do that. I'm just going to go ahead
and leave it like this. And then we'll just, like,
place no bevel here, but we'll place like
a bevel on the end. So let's go for
something like this. Then we need to scale this in. Let's see, something like I'm just following this pattern
over here, basically. So something like this. Go inside. Then we'll
go inside quite a bit. Push this down. This one
is going to be a round. So let's then go and
push this in again. And for now, let's just go
ahead and already have a look. So this side is going
to be quite round. So I'm just going to go ahead
and give it some segments. But then over here, this
one was a bit tricky. I wanted to make this like
a really small bevel. And then these ones should
become a little bit larger to kind of make
the flow correct. Maybe even like some
extra segments here. Two might be too much, maybe
one segment over here. But I'm still not
super happy with, like, this part over here. There's a little non
map trim around it. So I'm just trying let's
see if I just get rid of this segment so
that we end over here. Maybe if I do like
the tiniest trim that once we actually do this, but when we convert this to
a hipoly it might look nice. So for now, let's do
something like this, select the outside
and then do want to scale the outside up
a bit because else, it feels a bit too sharp. Let's have a look
without Edge and faces. Yeah, so that feels
a little bit better. Um, I'm not I don't like that I can see
the polygons this well, but I need to keep in mind that it will be like Willy Small. So probably for now, it's fine. We should not need
to worry about it. Absolute worst case is you would go ahead and you
would select everything, and you would just
cheat a bit by adding a single chamfer, but adding it like evenly until everything is like evenly around, like you
can see over here. That's not really a
technique that I like to do, but it's just like to tell you. Let's see. We now want to go in quite a bit so that
there's enough space for, like, bolts and all
that kind of stuff. Then it would go see up here. Yeah, you know what? That should actually
already be it, because the rest kind
of gets handled by the actual bolt and all that
stuff in this structure. So let's see. We have this one. So let's go in and select these two edges and
also champ for those to make it here to make it like a soft flow and then select this one and make this
one a bit smaller. I think something like
that should work. I'm just going to go ahead
and collapse this over here. Starting quick out or smooth. Hey, I think for a wheel,
that should work well. Let's just go ahead
and see if we do not on the side,
hit the center. We do not, so that's really good because that means that now we can just go ahead
and do a center pivot, add a symmetry modifier. I think I'm going to make it actually a little bit thicker. Something like this.
Yeah, there we go. That should work. Then you got to add a weight
normals on top. But in general, that
should do the trick. Okay, awesome. So
we have this one. It's already correctly located. So now what we're going
to do is we're going to work on that thing. So let's have a look. So pretty
much like it goes around, then it straightens out, goes around it, and then
straighten out again. And that's one
piece. Like this one over here is going
to be another piece. So knowing that we'll probably
start with a cylinder. And we'll have that cylinder
go kind of like down, and then we'll extrude
the cylinder out, so that should work well. Let's see. I'm going to k
just these pieces for now. Oh, I note here that's not in the center. Something like this. So let's get started by
just creating a cylinder, and the cylinder needs
to be quite a bit bigger than the actual wheel, maybe something like this. Let's set this 24-18. No, wait, we probably
want actually a bit more. Let's stay with 24. The big gas, we need to do a
lot of sweetening. So then it's good to actually have a little bit
of extra polygon count. Mm. Sorry, guys, I'm
just having a look, making sure that I
have enough space. So this one would come
near the near the front, but then it would, like,
flatten out the front. So let's start with
something like this. Covered Ai pool. One,
two, maybe one more. Now, let's not do one more.
Let's start with this. Push it in. Okay. So
that's that shape. And the shape is
not extending over. I'm just looking at this
reference over here. The shape is not extending
over to the edge. So it would be like here. And then the shape
basically goes around it would need
to keep the curve, but there's a point
where the curve leaves that's somewhere
here, I think. No wait it's one less. Like this. The reason I think it's one less because
here you can see that the curve kind goes in
and then it extrudes out. If we just go for
something like this, and then we extrude things out. Now, the shape is
quite a bit too large, but that should still be fine. 1 second. Let me just Oh, Okay, so it's because we
have a top and the bottom. For now, we can leave
the top and the bottom because we need to do
a boolean later on. So first of all, let's just focus on getting
this to a point where I want, and I want to angle
it a little bit. I'm not happy that over here, it doesn't actually go inside. So it would almost be
like, actually, yes, we want to angle
it, but we want to, like, push it inside
more like this. And then maybe what I
can do is I can add, like an extra segment here. Mm or I can extrude this
out and then angle. Yeah, that looks better. If I extrude this out
and then angle it. That does feel better. I also feel like the entire thing can be a little bit smaller because it should
be just in front of the wheels on both sides. Something like that. Yeah,
so that feels a bit better. Say, please bear with me. I'm just trying to get
this to work well, the first time instead of, like, needing to mess
around with it later on. Push this one down, so
this will become around. So what's going
to happen is that we have this is like a shell. So although it is a shell, but it is a shell
that has a top. So what I want to do is I want to actually turn
it into a shell, and then I'm going
to boolean it, and I'm basically just going to cut along this side
for the boolean. Now, doing that, I first of all, need to do a few more things. So first of all, I feel like that over
here on the top. I don't have enough space.
See how what's happening. See how much space there is. Whoa, Purevs being
a bit strange. Hopefully, that
will not go worse. Nels I will just
like restart it. But Baski I want to go
ahead and push it out, but I cannot push it out too far because then we
have, again problems. However, because we scale this, we can push this in
a little bit more, which allows us to push
it out a little bit more again. A bit like this. Now, over here, it should
probably be best if we already give it some roundness in here. There we go. We will cut this one going all the
way from here to here, which means that
we will for now, not add any roundness there that will come
a little bit later. And we also have
something at the top. But let's say that for
now, this is fine. We can then go ahead and just
select by angle over here, Inset this now comes the tricky part is that I
want to make it into a shell. You know what? I
know a better way. So this is a technique that's
specific to threes MX, so you can use the inset
and then bridge everything. But what you can
also do in three Max is you can often
just delete all of the *** until you have this and then use a shell modifier. And a shell modifier, if we set this to inner amount, here, see, it will basically
just like extrude this out as if it is a shell. Which makes things a little
bit fast for us to kind of, like, handle with things. Yeah, that's correct thickness. So now that we have this, I'm going to just go ahead
and isolate these two pieces, and I'm going to go up
here and I'm going to use a line to create a boolean. This line will basically
look like this. So it will just have that flow that you can see, actually,
this is the flow. Like, it's really annoying because you don't notice
that the flow is like this, so that's why it's good to have multiple reference images. But basically, it kind of
looks like it goes straight. A bit higher. Go
straight a bit here. Up until somewhere here, click and drag.
Make it nice round. And you want to make sure
that you close the spine. So we are closing the
spine, moving it here. And then for this
one, because I don't like to have this
really messy shape, I'm just going to
do a Basier corner. And just kind of like making somewhat straight. Doesn't
have to be perfect. But Oh, looks like that the Base
corner did some weirdness. Let me just double check.
That's still correct. Yeah, okay, so that's fine. The end goal is that we
have a if we press extrude, a shape like this,
which we can just push on top of this over here. Then we grab our original, go to our primitive
objects, compound objects, and problean Set is to remove only visible
and just press start. So we've done this before, and
you just start picking it. See? And now it will
basically cut out that shape. It's often still
quite a bit messy, but it's good enough for now. So we have something like this. I'm going to go ahead
and I'm going to add something called
an FFD modifier. Inside of blender
or inside of Maya. It's called lettuce,
Lettuce ate? No, not late. I cannot pronounce it, but
something in that direction, and it basically just
allows you to edit your entire model based upon
like four points over here. And I'm just doing
that because I wanted to move it
down a little bit. And at this point, we probably
need to do some cleanup. So we now have this
piece sitting over here. I'm going to make the top solid. And I'm just going to extend
this out to stay solid, and then we have
the brake system. But for now, what we
need to do is clean up. So the first one, easy one,
we need to go down here. Oh, I can see over
here that it's broken. You can't shy to
reset your phones, but sometimes it's broken
because of the bull. Yeah, here. So it's broken because
of the bollon. That's no problem.
That just means that we need to go
ahead and clean it up. If you go into your vertex mode and targets belt, first of all, start by merging down all of these really weird vertss that are just kind of
like floating in here. This is because we are cutting out a sharp shape
from a round shape, it becomes really
messy really quickly. Make sure that you don't go too crazy because you don't want to, like, alter the actual
shape too much. If you feel like you need
to alter it too much, then just use your cut
tool to add new segments. Like, over here, I can kind of still live with
this kind of stuff. But yeah, you just need to
be a little bit careful. Like, Oh, there's more. O here, one here. Those were probably
the ones that broke our Boolean effect. Okay, now let's go to Akatu. First of all, we can
connect these ones. But yeah, you just want to
basically connect all of your wordss these ones are always a little bit
tricky over here because you don't want to alter the shape, so what I like to do is
I like to make it almost as if it's like a new
segment over here, just like an additional segment, instead of trying to merge it diagonally to another vertice
because when you do that, what will happen is
that you can really see the flow too good,
we don't want that. Over here at this point,
it's pretty much flat, so we can kind of just, like, you know, clean this up a bit. And we needed to connect these
pieces over here anyway. So it's win win. Let's see. Let's go
something like this. Yeah, that should be fine. And over here, nicely go around and do the same stuff. And I'm just going to
follow the example that I did over there and just
also have one around here. But that should pretty
much do the trick. So that will fix that shape. Okay, so now we wanted to make the top of this shape
actually solid. Easiest thing
probably to do is to actually move it down a little bit like this and then
just select the top faces. Move them up a little
bit until they hit the inside somewhere over here. And now over here,
what you can do is you can select this in
this phase and just bridge it because we can have an inside this
time the bridge will work. Now I'm just going to
go ahead and I'm going to select all of Oh, no,
wait, not all of these. I'm going to delete those and just do
like a simple Capli. It's probably better
in this scenario. If you want to be lazy, what you can do is you
can just select this. Scroll down, pass collapse. And then maybe we can like
art an extra segment here. So if we would do
the same over here, scroll down or
scroll down, inset, collapse, move it here, and then just to
make our geometry extra solid, we just do this. There we go. Okay, so
that is this shape. I don't know if we need to
do anything else with it. There's some little
normal details, but we can alter those later on. And over here, yes,
there is a hole in here, but you cannot see because
of the bolt on top. So we also don't
really have to do anything in that instance. So I think for now, this
should be pretty much fine. Maybe go in and move this
down a little bit more. So what I can do
is, I can actually use probably a HNF note on this. Let's go JEFR instead of, like, needing to do it manually so you want to make
sure that over here, it doesn't mess up like
this might seem strange, but that's just the metal being deformed over here going
into this transition. So that should actually be fine. I probably want to make
my envas a little bit less strong,
something like 0.035. It's at the weight and
normals just to check. Yeah, that totally
works from a distance. Okay. Awesome. So let's now go ahead and start
with the brake mechanism, which is going to be quite easy. Like I said, we
are just going to probably create like
an inset in here, but for the rest, we're not
going to do anything special. So let's go in and select both of these and isolate.
Go to our side view. Let's see. Let's go. This needs to be moved
down and it goes up until probably like this point. Convert this to add a pool. Let's add an edge here, and then this one goes a
little bit higher like this. Let's move this into place. So it goes around here. There
will be the inside here, and then we will
have a little lit. And for the lit, I will make it look a little bit
more interesting, like this shape,
just to kind of, like, break it and
stuff like that. But first of all, I need
to just make sure that the general ratio and the scale and everything
looks correct. I'm going to move it
a little bit more forward. Yeah, I
think that works. Now, let's select this edge, and we're going to go ahead
and give it some roundness. Now, for this one,
what I'm going to do because we actually
have a solid area in here, mostly we just want to
go ahead and go from this side to probably
like this side. Well, this side you
can barely even see, but we're just going to
basically cut it in. So let's say from here to here, we are going to then go in
and actually, no what, no. Let's just add a
connect tool first. I wanted to inset it, but we can probably just do
better with a connect. Here, so we give
it some thickness. Let's also place a
connect somewhere here. Move it in, scale
it on the Y axis. Up until this point. And then at this point,
we can isolate it, and we can just
select these edges, collapse. These ones, collapse. And then over here,
you can see that it automatically push
these faces up also. I'm not a big fan of how it is kind of like
floating here. Like, it is only connected with two edges, and
I never like that. So I might want to just go in and quickly do
something like this, just because I like it when all my vertices are
connected and stuff like that. And then over here on this side, it's mostly a matter of
just running an inset. That's quite thin. And just pushing this
into a point where we will later on not really
be able to see much. So we got this stuff.
Now, the corners. We probably want to
make those round like this. And I
think at that point, it's mostly just a
matter of adding some bevels around here. To see how it reads
from a distance. Yeah, that reads totally
fine from a distance. So, okay, adding our bevels. I'm just checking
where I can save some space or
something like that. I wanted to do a Jenva but we
most likely cannot do that. So what I will do is I will add two bevels here because they
are supposed to be like wee wee small bevels. Something like this. And
then from that point on, it's mostly just going to be doing a little bit of,
like, manual selecting. I should have started selecting this site
first because this site does not have any loops
that I can loop around, so I need to do it by hand. But it doesn't take that long. Let's see. We go around here. I will also place a baffle
here just for support. But that should
already do the trick. If we now go and
make this bevel, like, a little bit
larger just to make it read a bit better. Let's double check
for some cleanup. L over here, you can
see that we need to do a little bit of cleanup just by merging these two vertices
together and well, okay, this is
technically, you know, angon so you want to go
in and fix that stuff. But we will not export
everything to Zebush. So we will only export, like the parts to Zebra that
really need like sculpting, which is just going to be
the main body, pretty much. All of the other stuff, we are
just going to go ahead and we are going to Well, maybe this one we will turn Nah, we will need to turn these
hypols inside of trees Max, because anything with curves, it's harder to turn
into a hipoly. But in any case, most of
this stuff is looking fine. Most of this stuff, I'm not even sure if we need a
high poly for it, to be honest, because it's
already weight normals. So I'll go over that
a little bit later. For now, however, we have that. So let's finish
this chapter off by creating the little
lid over here. And yeah, we also need
to create the bolts. So first of all, this one. I think if we just
go to the top, we can pretty much just create a spline or a line,
I should call it. Let's see. So if
this is the center, let's start probably
somewhere here. So it goes out in out Oh, I'm already messing I'm
already messing up. Sorry about that. Let's see. Out in, O, in. Then it goes like
round the sides. So let's say that
we go somewhere here because we are
going to later on, make these pieces round. Yeah, let's just
do this. And then this one over here needs to have a fillet to make it
a bit more round. Then we will have a extrude Since 0.1
needs to be quite thin. So we have an extrude like this. This one is going to be here. The thing I'm also
worried about, it needs to be able
to on the weight, it does not need
to be able to hit. For some reason, I
had in mind that, this will actually break
the wheel, but it doesn't. There is a system inside
that will break the wheel, and this basically
just activates the brake by stepping on it. So yeah, often do
definitely have a think about how things are constructed and
everything like that. I'm going to push this out.
At asymmetry on the x axis. Over here. And now what we
can do is we can just do some manual movement and
stuff like that just to make it a little
bit more logical. So we have something like this, and then I want to probably
push this one out also. Now, this will be at an angle. So if we just center the object, turn on a snap rotate, because often in case I need
to change the angles back, I like to always do snap rotate because then I can just easily
change the angles again. Move it somewhere here.
So I look at it from a distance. Nice. That works. And then we just need like
a little something like a cylinder or something that's on the inside
that kind of, like, connects to it. It Honestly, you
don't have to make it super detailed because
at this point, the chances that you will
see it are so small. So it's more like it's one of those things where
we are making it, but honestly, here, we can
just go nice and low poly. Honestly, it's up to you. If you know that your camera will get really close to this, then of course, spend more time. But I know that our cameras
will not because this is literally just like part of absolutely
massive environment. So I'm going to push
this in a little bit. Move this in, maybe
scale a bit more. There we go. Something
as simple as that. Can I already do the twig? And then, of course, for this
one, what we need to do? We don't need weighted
normals for this, most likely. Yeah,
I don't think so. So what I'm going to do
is I'm going to go ahead and just like
connect some stuff. Oh, we have some loose vertices here. Just get rid of those. There we go. Maybe I should have done the connecting
before I did a mirror, but for now, just go to
keep it super simple. And we'll get back to that in our Ti laps
optimization chapter, which will be easy for
you guys to watch, but not fun for me because
I need to actually do the optimizations.
There we go. Yeah. I feel like that gives
a good impression Of course, this one you would not
be able to push down, but you would move the wheels around and the wheels would
basically rotate on an axis. And that axis is kind
of like in here. So knowing, actually, while I'm saying that that axis will be in here, I might want to actually add a little we probably need
to add a buffer in between, because if we don't
do that, there isn't so much logic in why it would
be able to rotate around. Now, this buffer
can be very simple. It can just be like
a simple cylinder. It's just that we need to
create some space for it. Here, if I go for
something like this, just move this down. Yeah, I think that works, even though it doesn't do much, it's just here to indicate, like, Hey, there
will be some kind of merging around and paneling and all
that kind of stuff. So we have that. Now what we need to do is we
need to create a bolt. We have these bolts over here, which are going to
be quite simple, and then we also have the
backside of the bolt. Let's just go ahead
the create boat and then we can use
those everywhere. It's a bit of a pain
because normally, what I would do is I would
literally just go in and create all of these sorry, we already have these created. Also, one thing I just
realized is that over here, I want this to be round.
I totally forgot. Let's go ahead and give
it some roundness. And then the chenvo should
still work over here. Now, maybe before we do
a Janv we want to do a quick, we need to isolate this. A quick cut. Here, here, here and here. There we go. Oh. This is something that
we do also need to fix. I will probably fix it just like after Jefa to make
it a bit easier. And that sometimes the Jefa
doesn't realize that this is a bends and it adds like
actual loops around it. But you can imagine
that we don't want that because it will look less round. There we go. But still faster than adding
all of our loops manually. So we got that one done. Now, what I also realize
is that over here, I realize that X it is the wheel that is being
pushed out will far. So I want to go ahead and
I want to do that, too. And I just want to do
that before asymmetry. So if we just go in and so like a select biangle
and a five, there we go. So we want to go
in and push this, but I want to make this
a little bit less. You need to fill in
between the metal. And maybe what we can
also do is we can also just scale down like this. Push this in here. At this point, I can probably delete that part because
you cannot see it. So I just deleted that
phase and then over here, Make it smooth. Okay. So now what we need to do is we need to create our bolts. But while I'm going through
this, I'm going to be a bit lazy because if you have
seen the previous chapters, you saw that we already
have a bunch of bolts, so I'm just going to use
those just because there isn't any additional
information in creating bolts. However, one thing that
we also have is we have these little rings here,
and I just need to check. So it's one. I guess it's only one. Yeah, I guess what we want to
do is we just want to create some type of cylindrical
detail on here for that. So let me just go ahead
and create a cylinder. I don't know, somewhere here.
And it looks like it's just like a soft round
cylinder type thing. So let's go ahead and 18. Let's go for 16 probably. We don't need to go as high. Let's place it somewhere here. It needs to be a bit smaller. And it has, like, a
bevel on both sides. So if we just place it
just in front of this, convert to added popli Do this, select both sides,
convert the edge, and add a quick hava and make it to a point that
you can see it on both sides,
something like this. And then if you
want to over here, you can just scale this
down and press collapse. And on the back side,
you can kind of just delete that face because the
face is just not needed. And maybe I'll the weight
to normals. There we go. Super simple. So for the bolts, I already went ahead
and I imported them. Now, something that we
should keep in mind when it comes to bolts is that we
will probably just, like, bake down one of them, and then use that one everywhere unless there are bolts that
have different colors, but all of them seem to be pretty much like the
exact same color. So knowing that maybe
we will do like two but it basically
means that for now, I will place the
bolts, but I will place them more here just to, like, showcase what it will look like and
make sure that everything just looks correctly. So we have our bolt
hypol over here, as you can see, just like a
simple hypole I will go over on how to create a hypole later on, and we
have a low poly. Now I'm just going
to copy my low poli, and I'm going to create
a new layer that I'll call Temp, because, of course, I want to be able to see our final low poly container
and all that kind of stuff. But first of all, we
just need to go in and we need to
create this stuff. I'm going to get started
by duplicating this bolt, and I only need the actual
bolt, nothing else. And that one is
going to be up here. If you want, you can also
temporarily just add like a different smooth modifier, because we will go ahead and replace these bolts
later on anyway. Here to kind of give us a correct impression of what
it will end up looking like. And what's annoying is that they have a different material, but that's something I can
work on a little bit later. Okay, so we have both
here. And then over here, what you can see we have pretty much the entire
structure, but smaller. So let's also just go
ahead and duplicate this. I'm going to go ahead and
also center this to pivot. Snap rotate this 90, make it quite a bit smaller. Bit more. There we go. And then over here, you
can just go in and you can select these bits. I think I'm going
to delete this one and just only have the bolt. And now we can also see that we run into like a few pumps, so we need to move
this around a bit. And it looks like I can
also just delete this ring, which will save us
a bit of space. Maybe scale everything
down a little bit more. Here we go. It's going to add to
temporary smooth. So these ones would go
like one here, one here. And then there would also
be like, let's two oops. Select this. Let's
do two over here. On the way, this side, yeah, yeah, this side
does need a bolt. It's just a little bit more annoying to actually
have the bolt here. Um, I think that
should be doable. Having it at this point. Yeah, I think we
can live with that. And then over here, it's up to you if you want to keep
it on one line or kind of, like, move it back a little bit, just to make it feel a
little bit more logical. Okay, so we have those
small bolts over there, and then we would also
need to have a bolt on, like the back end. But for now, I'm just
not going to do that. I just wanted to be able to grab this one and see
what it looks like. And then I was hoping that
we can also just, like, quickly, and we'll just,
like, remove this later on, grab another one of
these pieces here, kind of throw it there,
grab another one here. I hope that the
rotation works fine. Yeah, it works fine
because sometimes it messes up the rotation when we have so many separate
models selected. Grab one here. And then, of course, later on, it would look a little bit
more in the direction of, if we rotate this stuff, it
would do something like this. It's just for us to, like, now, see what things look like. I don't want to move that one, so I'm just going to go ahead
and say move this one over here. There we go. Just to give us an indication
of a final low poly model. Studley this one. And I think that that's
looking really solid. Yeah. See, we have our wheels. Everything reads nice. Oops. Everything reads nice. We have a nice
silhouette In general, even without having
any norm maps, it looks like a decent model. So if you would not want
to have any texts on it or something like that,
and just use it like this. That also looks quite good. Everything is nicely
welded together. It's double checking if there's nothing else that we forgot. So we got all of the body, this stuff, the metal,
the metal here. I know that over here,
there's like a little detail, but we can probably do that in painter if we really want to. Over here, we have these pieces, we have the locking mechanism, and down here, we have the
wheels and everything. I think at this point,
we are pretty much ready finally with
our low poly version. Definitely took the longest. So what we'll do is
in the next chapter, is we are going to start by creating our high poly version. Is still that will still require some work inside of three is
Max, most work, actually. But for our main body
specifically, because it's metal, this main body will actually
also be sent to Zbrush where we will add some
additional details to this. So for now, let's go ahead and finish the
chapter of here, and let's continue
to the next chapter. We'll start by creating
our hypole variations.
20. 19 Turning Our Final Container Into High Poly Part1: Okay, so we are now going to get started by creating a hypolymsh. Now, for that, what we'll
first do is we will first go ahead and we will turn the pieces that don't
have to go to Zbrush into hypol and mostly only the
body has to go to ZBrush, because we need to
sorry, we need to, like, merge all of this together
and do all of the welding, but we only need to do
that on the metal parts, which is the body. The base part over
here also doesn't will need to go to ZBrush. It just doesn't have any
really specific details as far as I can see. Just
something to keep in mind. Also, something to keep
in mind is I did not forget the imperfections
on our surface over here. Like, you can see, there are some imperfections
where there's, like, dents and all
that kind of stuff. I always do that after
we even done all of the baking because
else we would need to add all of these panels
on the imperfections, which just makes things
a lot more difficult. So let's start by
turning everything over here into, like, our hypol. Now, most of this we
can just time maps because it will
just take a while, but I want to start by going in here and so we can
turn off our temp. Oh, all of this stuff is
supposed to be in temp. Actually, sorry, all of
this stuff, by this point, we can probably just
remove. Here we go. Let's just remove all
of that because we only need one wheel to
turn into hypole. Okay, so this stuff is
everything that we need to turn into a hypole Also, we only really need to do
one of these, to be honest. So what I'm going to do is
I'm also going to go ahead and remove this one.
This one and this one. So I'm basically
just saving UV space by only baking the things
that are necessary. And also, I'm saving
time by only turning the pieces that need to
become high poly necessary. So for example, over
here, we have once again, we have a couple
of these pieces. However, with these pieces, we can pretty much only
have one of them that is textures or maybe two
if we have UV space, and then we can just
copy those pieces over. So for now, I can
simply delete them. And this is our bare bones
low poly ready to go. So at this point, we can go ahead and we can
grab this piece, press Contrave so that we copy it and throw this
into a new layer that we'll call
container underscore HP, so for our hi ply, and then
we can turn off the low poly. So low poly will be
definitely also our backup. Later on, we still need to
turn this even lower pool, but for now, we have
the hypole container. So the way that this
is going to work is that we need to add
some supporting loops. Now we can do this
in multiple ways, and it kind of
depends on our model. What I will do is I
will, for example, grab this piece over here to show you the
general concept, and then we will go ahead and do this, like
in a time laps. So what you can do
is you can go ahead and turn off your
weighted normals. With these pieces, we need to add a lot of geometry to
basically make them hipole. We will do this by adding a turbo smooth over here,
but what you can see, and turn on isolate
display to make it easier, is that turbosmoot it
breaks the model sometimes. This is because we do not have added something that's
called supporting loops. Spotting loops are basically edges that go around our model, which will allow for
our model to here, let me show you better example, which will make sure
that the smoothening of your model doesn't extend
beyond those edges. As a quick example,
I can go over here, and you can see that when you have a turn off edge phases, when I smooth this,
this one has a bevel, so you can see that it
is quite decent already. But you can see that over here, it breaks the smoothing
because there's nothing here that is
supporting this edge. So in those cases, what
you can do is you can, for example, if you
add another added pol, if you would place in
this specific case, a cut over here, what will happen is
that the smoothing will not go beyond this edge. Now if we turbo smooth, you can see that it's
already a bit better. And at that point, you
just want to kind of go in and we want to try and find more connection points
until this looks good enough. Now, over here, you
can see that we will need to go in
and we need to also, for example, like a
swift loop over here. Although this one,
I want to make it move down a bit more. Adding a swift loop over here, what will happen is it
will basically clean up this edge over here to
make it feel a bit sharper. You want to make sure that
when you add these loops, so here you can see
the difference between before or after and before. One thing that you want to
make sure is that these loops, they depend on how close
they are to the edges. Because we have a lot of bevels, it's actually quite beneficial that we don't need to add
as many supporting loops. But these loops, if I
place a loop, for example, over here, and then show you the tb so you can
see that it's nice and soft. However, if you place
this loop very, very close like this, it
becomes a sharper edge. This is something
to keep in mind because when you are
baking something, you want to try and keep
it fairly soft because baking also loses some
of that softness. So it will look
what you see here, it will look a
little bit sharper when you are actually baking it. So in general, I
do expect that you kind know the basics
of just in general, what height the loplyi is when you are watching
the citoyo cours. But we will still go over
all of this beforehand. So at this point, what I will do is I will just go
ahead and show you, let's say, this one,
this one, this one. Oh, sorry, this one, this one, and this one, how
to turn it into a hypol. And after that, I
will kick in Tilaps and I will basically
turn everything into hypole except for the
body because the body, we need to add some
additional panels. So for this one,
what I often like to do is when I turn
it into high pool, I like to always add
an additional added poly just to keep
things non destructive. Now, after that, I like
to art the turbo smooth, turn on isolate display, and I often like to set my
smoothing to two or three. Here you can see that
we have some problems. These problems are here
because these edges are only connected from one side, or sorry, these verses. This is something
that you might have noticed me already saying to you multiple times that it's something that I also
don't really like. I like to often make sure that
these edges are connected. Can keep turning on and off your model over here
just to double check. I can also see over here
that for some reason, it's really cutting in here. Let's go ahead and
press contra A. Do a quick weld at
a very low level, just to make sure that
everything is welded together. And then over here we want
to work on this edge. As you can see
right now, it just completely cuts away this edge. What we can do is we
can try to just place a quick loop you can see
over here around this edge. Doing that will kind of like you see it will cover the
smoothening a little bit better. If you want to
improve it even more, you can also place another
cut going from here to here. Again, the high ply will
not be your final geometry, so you can just throw in as
many polygons as you want, at least, well, still
keep it manageable, but you can do that to
make things work better. So knowing this technique, it's quite an old
school technique, but it definitely
works where you just basically add some
extra supporting loops, and it will just smooth
things out a little bit more. That's our general goal.
We just want to make sure that nothing
smooths out too much. Luckily, because we
have so much geometry already in these areas, the smoothening already
works totally fine. So we don't really have
to do anything with that. Just want to go in here, place a little loop around
and an additional cut, and just double check by turning on and off
your turbo smooth. Same over here. And over here, I'm just going to
connect it to two sides. There we go, see. Now over here, because we already had
a bevel, once again, we don't have to do
any type of smoothing, and because there
is no face here, there's also no smoothing here. At the end, when
I think I'm done, I like to go ahead and turn on the dev shading and
just double check, and I can see that
over here and here, I still have smoothening issues. So I think I simply
forgot, yeah, here, see, I just forgot those.
That is my bed. Oops. Let's go also. There we go. See, and now it's a fairly
smooth looking model. Of course, over here,
it goes a little bit into a point, but that's no bom. That's simply the
way that this looks because of how we made
our geometry flow. If we want, we can
even go in zebras, and we can smooth this
out at this point. But that's up to you.
So that's something that we can do later on, like it will not take
a lot of extra work. So we have this one now done. Let's go ahead and
hide selection, and now let's go on
to the next one, which is this one over here. So for this one, again, we
can turn on the turbo smooth, and we basically just
want to make sure that the mesh stays intact. Now, that's quite
easy because we already have a lot
of these Janvas. What I sometimes like to do is I like to just
double check, like, what did I do with my added pol? I think nothing. So I can go in my
chenfa and I can try to add an additional
segment in between my chenfa. Doing that, now
when I smooth this, you can see that the edges, they work a little bit better. If I just turn it off, see, they stay intact a
little bit more, so that can again
save us some time. And at that point, it's
just a matter of fixing these small arrows which
often happen around the base. So here you can see that
it happens because there's probably no connection
here or here. And just in case I'm also going to place
a connection like this to give it a little bit more room
for the smoothening. And most of this it's
about experience. I highly recommend if you don't know a lot
about hipolymdeling, that you just watch a simple like introduction tutoil because a lot of
these techniques, they are really specific
depending on the situation, and there are quite a
bit of techniques to basically repair a
mesh that it works with hi pool that it's
hard for me to really in a quick tutorial show you because it's just not the
focus of this tutorial. That's the problem mostly. So I can go in here. Yeah, let's go this all the way around here. Same over here, connect this. And that's also why Toba
Smooth doesn't like engons. And that's why I've
been also trying to, like, fix many of them. We can see that over here,
we still have an issue, and it looks like the issue is that it just like over here. I kind of like just um
completely collapses. It's actually quite rare
for that to happen where it collapses a bit. Ooh, like that. It's actually quite rare
for that to happen, which is kind of ironic that white when I'm trying
to teach it to toil, it happens while I almost
never have this issue. Let's try to create a cut here. And let's try to
also create a cut here that goes all the way to the side here, see? And now it flows a
little bit better. We can do the same over here. So we wanted to create a
cut going all the way to the side. And another cut here. Here see? Now that flows better. Over here around these areas, you can see that over
here, it accidentally added some additional chevas. And because of that now
when we tb smooth it, it doesn't look like
a nice smooth edge. So what we want to do is
we just want to simply merge those chefs together. Like this. And now, see, it will look nice and smooth. And of course, because
we have this on both sides, we also
need to do that here. You can see that
this is also quite a time consuming process just to add edges and
cleanup problems, and that is why I decided
to time naps it after I've done a few of these just because this can easily
take me like one half, 2 hours on a larger
model like this. But I will make sure not the
time naps actually turning the body into hi poly
because that will involve a bunch of seabh
and a bunch of other stuff. In general, do a final check
and that's looking good. So it should just look like
a mesh that belongs and that doesn't have any type of strange errors or
something like that. Now, I'll just finish off with doing the wheel
and after that, we can go ahead and we can
continue with the rest. So over here with the wheel, we have a symmetry,
as you can remember. So what I like to
do is I like to add the added poly before
we do our symmetry. This way, I can just go in here and I can add
my supporting loop. So I want to add
probably one loop here and here because I want to keep that
bevel a bit intact. But most of these are
really soft shapes, as you can see over here. I want to have a spot
loop probably here. And these spot loops are
just here once again, we just add a turbo smooth after these spots
loops are just here to support the
smoothening so that it doesn't blow out too much. Now, most of this stuff is already totally fine
because it's a wheel. It was already going
to be really smooth. So here you can see
how we can very quickly turn this
into our hiplymshes. These type of meshes, which already have a bevel like this, we can often literally
just add a turbo smooth. And most time that works fine. If you feel like you
need a little bit extra, you can quickly, just add
a loop here and here. And if you want, you can
also select by angle. Select one of these angles
and just do a little inset. It just depends if
you want to keep that bevel or if you want
to make it extra smooth. Just make sure that the shape stays fairly similar
to the low pool. We don't want to divert too
much from the lowply shape. So at this point, I think
I've shown you enough. So let's go ahead and kick in the Taps in the next chapter, where we will just go ahead
and turn everything into a high ply except for
our main body over here. So let's go ahead and continue with that
in the next chapter.
21. 20 Turning Our Final Container Into High Poly Part2 Timelapse: And
22. 21 Turning Our Final Container Into High Poly Part3: Okay, so we have now
created our hypol. Now, something I
should mention is in the time laps,
at the very end, I lost a little bit of footage, but it was literally just me placing a bunch of
supporting loops in, like, these areas over here. So I end up not like redoing
it because it would mean just like redoing
quite a large part that actually doesn't
really have any value. So in any case, we now have most of our hypole
the last one that we need, which is going to be our most complicated and detailed one is, of course, our body. So for our body, as
you can see over here, there's a few things
that we want to do. We want to these panels. Now, we are going
to use Z brush, not just the art welding, but also merge all of
these panels together. It's just so much easier
to use brush for this than to tie and make this all
inside of our actual mesh. One thing I should
mention is that these round bits over here, it is actually so much easier to simply do that inside of
substance painter than to try and do it over here
because you can imagine having round pieces dented in is a little bit
more complicated. Now, normally, there are multiple ways that
you can do this. So one of the ways that we can do this is we could
make it as a geometry, and we would have then the
geometry floating just above our hypol and then bake it down because when
you are baking, it simply looks at a
front facing image, which means that
we can fake it and make it seem like it is
actually inside of this mesh, even though it's not what we can do is we can go
in substance paint, and we can simply grab brush and just paint
in the height. So those are like a
few of our options. However, for all of
these other panels, I wanted to go ahead
and I wanted to actually make those
as geometry and just kind of stick them on here just because I think it will
look a little bit nicer. So let's just go ahead
and get started. And we want to get started
by probably just grabbing a very simple panel and
take it from there. So if we go and grab a box,
let's go at your faces. At this point, actually,
let's just isolate this one. So let's go ahead and grab a
box and go to our side view. The first one that we are
going to do is we are just going to go ahead and create
a very simple base panel, and then we can create all of the other panels based on that. So if we go in here, what I want to do for the
base panel is I just want to make sure that sec this. I want to make sure that it is the same size as
our other panels. In terms of, like,
the width over here. And at that point, what we can do is we can kind of, like, roughly take a guess in
how we want things to be. So what I'm going to do is I'm
just going to go ahead and I'm just going to almost,
like, create a blockout. So, for example, we have one of these that's
sitting over here. And later on, we
will, of course, just like art a really
strong bevel to this. For now, however, just
move this down here. So let's see, we
have a large one, small one, large one,
bit of space left. I can see over here
that this is actually already pretty good size
probably because remember, there will be a little
bit of space left, so we have this panel over here, this large panel over here, and then we will
have a small panel. Sitting let me just check
from here to roughly here. Yeah, that seems like
pretty good spacing. So okay, for the first one, what we're going to do
is we are basically just going to bevel it, round it, and then push
part of this inside. So let's start by its easier if we just
start by beveling it. So let's go ahead and just
sect all of these pieces. JEF you'll see like this, we can kind of just like, push it towards a point we want. And this side will just be
kind of, like, inserted. So go to do this. Also, have a look
at your thickness. The thickness is pretty good. Yeah, I'm quite happy with
the thickness, I would say. Just going to go to my side
view and double check. Yeah, that should be fine.
Okay. Now I'm just going to go ahead and weld all of
the closed vertss together. You can see that we have
some overlapping stuff. And these meshes
can be quite messy. The reason they can
be quite messy is because they are just
going to be merged down and we are going to
use dynamesh inside of sebush which will
re mesh everything. So we don't actually need to, like, bother too much with that. Gonna grab this one,
and then this I'm going to just push it in like this. Now also need to make
sure that the other end, we don't accidentally have
pieces sticking out of it. I think in general, just
having this inside, what I will most likely want
to try and do is actually not include the inside when
we go sent this to Zbrush. Because if we need to
include the inside, then we will get a lot of
problems where we want to, like, edit this mesh and, like, very quickly, alter things
and everything like that. So I will go over
that in a little bit. First of all, we
have this one.'s make sure it's like touching
the side over here. Just go ahead and just
add the hav There we go. Weld. Weld or vertss like these. So, we're mostly just
focusing on panels that are sticking out and not so much the ones that
are sticking in, but there aren't too
many that stick in. Else, I would have spent
a lot more focus on it, but for now, this
should be fine. And also, remember what we're
going to do in a brush, we are going to
smooth all of this. So it can look a little bit
harsh right now. That's fine. We're just going to
go ahead and smooth that a little bit later on. Now we have this one over here. I want to probably move
this a little bit up. I'm going to go ahead and add
a double connect let's see. Let's start to connect somewhere here and then have
another double connect. For this one, just go
in and of push this in. It looks like this one
is supposed to be see, a little bit more like this. Yeah, that works quite well. So like this side, shift,
convert the edges. Let's cham for
these quite a bit. Like this to the weld function. The nice thing also is
that we can later on itty just apply this also
to the other side. So we can just do a symmetry. So it's mostly this side, and the front side and the
rest will just kind of be done using symmetry modifiers. Oh, that's a weird connection. Don't know why it does
that, but it should be fine. Yeah, something like that. Of course, like I said, it will look really ugly right now, but it will become better. Don't worry. So let's
see. We have this one. This will just be like an additional detail
that we throw inside. This detail over
here already exists. Now, we have the
front over here. Um this is
interesting, actually. So this detail over here, it looks like it's
just dented in. But then over here,
it kind of I guess it fades out towards the edges,
and then it just comes in. So I guess this is just like
a panel that's like this. This is like a small panel. And then over here, we kind of have what if we
just do the same panel? Like, we have one panel here, this piece, and then
another panel here, and then we'll just
like, add some of those details because it's
a bit of a weird one. So knowing that, I'm
going to get started. By doing probably,
let's see, a box. So I'm double checking. It goes somewhere like here. We can symmetry this, so I'm just going to move
it just over the side. Going to push this in,
move this out. Let's see. So roughly at this point, it will kind of like merge in. So if we just move this down so that we have enough space. And then over here, we want to go ahead and we want to make this nice round. Mm. I'm going to do this already. I feel like that makes more
sense if it's already, like, a little bit merging
merged in, sorry. So we got something like this. Let's move this up. Let's angle this that it kind of
follows our shape. And then if we just go in
and select these edges here. We can then chant for
those. I do want a chaff, but I see that over here, I will need to move
it all a bit in. I feel like a chaff something
like this should be fine. And then we will, of course,
smooth it inside of seabush. But let's push this in here. Then over here, maybe
see if we can make it follow the shape a little bit
better. I'm just careful. As you can see, I'm quite
a bit more relaxed with just a general shape because I know that inside
of sebush I can, like, add some small
adjustments to things. You see? So we have something
like this, and then we would want to go in and symmetry it like that. So that's one panel,
and it's like a slightly higher
panel because it is sitting just under here. Then we have the next
panel, next panel is pretty much like this panel, but merged in
around the corners. I have a feeling I would not be able to actually
grab this panel. So instead, what might be
easier in these instances is that we select, let's say, from oh, God, let's not do that from
here, from our base body. I just want to see if I
can add a double connect. Just use that for the
first panel. That sucks. So we cannot really
do that because of the way that the sites work. In that case, we're going to go in a slightly different route, which is that we will go in and we will basically just add a line and the line will start. It will be really
difficult to even see. I'm just going to
follow one here. I'm just going to follow
one of the curves, and then I might
need to, of course, alter this because I have no idea which one this is since we have so many
overlapping geometry. But the general idea is that we basically create a line here. We then place this piece. Let's see. Somewhere here. And then what we can do is we can just go ahead
and start with like a simple extrude and
we'll take it from there. So first of all,
piece like this. I was checking the scaling. So it'll blend in over
here at this point. Let's see. Then we have like see if we would have
one here and one here. Then we still have some
space left for a small one. Yeah, so this should be
roughly the right size. So we now have this
extrude modifier. I can then go in. And the
first thing I want to do is let's go in and let's
push this in here. So these ones are kind
of like clipping here. These ones kind of
like clipping here. And then here we want
to do the same where we have these pieces, and this one, we
want to, of course, have it sticking out a
little bit more like this. And then we will add a bevel. So have it sticking
out, and then if we then merge this down in here, maybe have it sticking
out a little bit less. The general idea is that we
get something like this. This one can be
pushed out over here, and it's Also merge
all of this together. Give me 1 second. I need to, like, twine even
this stuff out a little bit better just by moving
it one by one. Okay. So we have these pieces. Then I'm also going to
go ahead and I'm also going to flow this a
little bit softer. Then later on I will
just use the smooth tool to smooth this out. Let's say something
like this. Let's go ahead and add another
symmetry modifier, flip it have a look up here and just have it in
the roughly same position. Okay, so we got that one. Now, this one has
this little dent in between, which
we do want to do. So I'm just going to go ahead and I'm going
to temporarily get rid of that symmetry
modifier in the center. I'm going to do a
double connect. Here. Not a double connect. Here, push this in. Select it and give
it a nice soft Jena. There we go. Let should
do the trick. Yeah. Nice. So we have this one, and what I'm going to do
is I'm just going to go ahead and also have
this one at the bottom, and then all oops, all that we need is also one of these that's kind
of like shifting in. But we can literally
just steal this one, have it on the side, and
then symmetry that also. So yeah, we are going to alter
the design a little bit, but we're just doing it to make our lives a
little bit more easy. So I can go down here and I
can push it into the bottom, I forgot that it
also slopes down. So first of all, let's
just decide roughly where. Let's see, roughly
around this point. And now let's go
ahead and select this entire piece. Push it in. I feel like that over
here on this side, we need to kind of
push it out again. Oh, no, not as bad. Let's go here. And also have
it over here like this. And finally, I just
want to give it like a tiny push in here. Oh, okay. So we have these two pieces
which are going to, like, nicely or smoothly blend in, and then they will have
this shape sitting on side. And then what we want
to do is we also want to go ahead and want to
duplicate this again. But this time, all that we
need is we convert at a ply. We need this up until
roughly this point. Scale this. Do I want
scale this flat? Mm. Yeah. I can even see, like, in real life oops in real life, that has a little
bit of an angle. Of course, we can
also double check. Yeah, so that should be fine. Maybe push it out
a little bit more, and let's not forget that we
are also going to later on, give it another bevel. Yeah, actually, we are going
to give it another bevel. So that means that we need to bevel this
one all the way around. So this one can go
roughly to this point. And then it still
needs to fade in here. But what we can do is
we can kind of make it go this direction. I also want to make it
a little bit shorter. And at that point, let's center our pivot and just do
a symmetry modifier. Now, you can see that
symmetry modifier. It's not perfect because
of our rotation. However, we can actually
rotate this a bit to give it a better rotation and, like, kind of go with
the angle that we are looking for. See? So that's a nice thing
about symmetry modifiers inside of trees Max that
we can kind of do this. Convert that a ply,
get rid of this one, and now just go in and see, so it flows in here. Let's select these two bevels, bridge them, select
this one, push it back. And you guess it
now we just need to alter the position
a little bit more so that everything later on just nicely
and smoothly push in. I know this looks really,
really ugly right now, but trust me, trust the process. It will be resolved later on. So we now have a mesh like this, and we
just want to kind of, like, put it in, like,
a correct position, and then we can just
symmetry it also on this side where we
basically just try to get it to do roughly
the same stuff over here. Okay. Awesome. So we
have these pieces. Now, just to check if there is no other new pieces
that we need to create. So we got this one,
this one, this one, and then we have
the two over here. Over here like, Yeah, with this, I'm going to see if I
can maybe do something interesting later on inside
of substance painter, with this, maybe have two
lines or something like that. But in general, this is
looking okay for what we need. Now, before I start duplicating these ones
to the other side, one thing that we
need to do is sebush requires mostly closed meshes that also do not
have any engons. Now, because we are
going to use dynamesh, which is basically a form
of remshing your mesh, meaning that the geometry that you see here, it will not stay. Nice thing about it is that
I can literally do this. Control A on our verte
selection and press connect. Theoretically, now it is
everything connected. So once we then also smooth everything down,
it should be fine. What I just think of is
just in case I'm going to do this on an added
poly because that way, I can turn on and off
this triangulation. You can go here, select
everything, connect, make my own mistake again, select everything, connect here. Add a pole, select
everything connect. So this way, it makes
it a little bit easier for us than quickly go in and do a whole
symmetry and stu. Let's flip this around and
needs to be at a point where the top is merging
in roughly here. Now, for these pieces,
as you might remember, these are open at the back, which is pretty big no, no for this kind of stuff. Easy way that we can often solve this is we can simply add a shell modifier and just have it only on the
inner amount like this. See? The goal is just as
long as the font looks fine, and as long as you don't see any drastic clipping on the
inside, that's already it. That's already fine enough. So we can copy this, go here, paste this, go here,
paste this also. It's all about just
having the mesh closed so that the systems inside the Sebush know
what to do with it. Now, over here, there was one
thing that I forgot to do, and that is that I want to
go in here on the sides, give these a quick chamfer
and make them nice and round. So now we do a shell, then we do an added poly,
select everything connect. Here, also add the pulley, select everything
connect, and once again, add the Polley, select
everything connect. Now, these pieces we can pretty much also have at the back. However, what I'm
going to do for the back just to
make it a little bit different is I'm going to grab just one of these
pieces over here. I'm going to rotate this like 90 degrees and I'm
just going to have two large panels on
the back that have the same patterns as
we have over here. And they're just going to
be like at this point. So it will literally just be this let's go somewhere
like halfway or something. Here and push this in. And then we should
be able to just also move this down. You know what? I'm going to move this
one up, actually. Like this. And over here, I want to I want to
keep the same scaling. So we are just on the edge of
it being on the round bits, but that should be fine. Let's just push it in over here. And also, what I
wanted to do is I wanted to move this
one up a little bit. And again, place ski
and then go here, move it down a little bit, and I'm just eyeballing
it a little. I'm not going to go
too strict to this. But there we go.
Just two panels, and then what we can do is
inside the paint or we can add some additional details on there also. But yeah, it
will just be the back. It's not going to be so intense, most likely. You know what? I'm going to have
one more detail. Let's go ahead and just add a double connect here like this. Delete this section.
At a bridge here? Move this down. And
the bridge here? This down, and then
just also around this, just to kind of split up this
one into two. There we go. And maybe I'm really picky. Sorry. Maybe move it down
a bit more. There we go. Yeah, I think that looks a
little bit more logical, especially where we like
turn off the edge of faces. You can see that
here, it just feels. I know, does it feel good? I'm just playing
around with things. So like I said, we don't have reference
for the back, so that's why I'm kind of messing around
with things until I get something that I
think will work well. Yeah, you know what? I think having separate
panels instead of large panels looks just
a little bit better. I do feel like we
should probably just, like, stop here and not
have it at the top. Yeah, I see? Yeah, that
looks a little bit better. If we don't have some
interesting painter details in there, that should work. Okay, awesome. So we
now have this piece. Now the next thing that
we're going to do is we are going to decide
which pieces will we actually export to Zbrush. Now one thing to keep in mind
is that with this piece, technically, it is
still low poly. So what will happen is
that when we actually add a bunch of polygons
inside of brush, it might mess things up a little bit, as
you can see over here. However, we should be able
to resolve those problems. Thanks to dynamis. It just means that
on the corners, we need to do some additional smoothing and stuff like that, and we need to just be
careful that we don't go too far away from
the low ply shape. But in general,
what I want to do is all of these pieces
over here on the top. They do not really need any
type of sea brush work. Like, I know that there's some small damages on the edges, but we can easily
do that kind of stuff inside of
substance painter. So it looks like that we
will only have this metal. And yeah, I don't know. Like, you can do the
bottom metal if you want. If you don't like, for example, this edge over here, you could go in and you could, like, soften that out. Or what you can do is
you can just be lazy like me and just add some
dirt or something on top. So for now, I'm just going
to focus on this piece. This piece, just like
with everything else, we will need to
well, first of all, we will need to probably
get rid of the inside. So I'm just having
a think about that. Well, we should not
get rid of the inside, but we want to
separate the inside. So what I'm going to do
is Act, you know what? Let's just select
the center here. Grow, grow, grow, grow, grow because we still need to make this stuff,
how you say it? We need to make this
stuff one solid piece. And also, I can see over here, Act before I do that. I can see over here that
we have a small issue. With our shape. So what I will do is I will probably just select this shape, delete it, and then just copy the shell
modifier from one of those. Copy, select, paste. There we go to make it solid, and then just add an added ply select everything
and just connect. There we go. Okay, so
anyway, the inside. I was going to grow it, but because I still want
to make it a solid mesh, I'm just going to grow it up
until probably this point. Ideally, Well, ideally, I want to grow it up until
this point and then just, like, merge it down, but I'm a little bit worried that it might cause some issues, but this would be the easiest
place to, like, have it. So let's go ahead and
press detach over here. So this is going to
be a separate model. Then we have this model. And for this model,
just to prepare it, let's art and add a pool. Let's start by just can I select where am I can
I select the border? There we go start by selecting the border and just do
a cap boli like this. I know it will look
super, super ugly, but we will later on
cut that out again. So it's just for now because
when we do a dynamesh, it will need to
fill something up. And if we don't
place a mesh here, Zbrush will try to
fill it itself, and it is really bad
with that often. So, okay, we have that stuff
ready to go over here. Most likely also
need to do Cali. Then select everything
and connect. Now, we might need to go
back and forth between Z brush and the rest if we notice that
there are some issues. One of the issues that
I can see arise is that maybe our cylinders are
too low resolution, which means that in Z brush, when you dynamise it, it
doesn't see smoothening. So you will be able to see the segments a lot better
off your cylinders. Now, normally, we will
go in and smooth it, but there might be
some issues with that. So for now, let's just
see what this looks like. So we have this is going
to be our two Z brush. So let's just go
ahead and copy this. Sent this to a new
layer to underscore Z. Looks like that it still has
some flipped faces, I think. Yeah, those look flipped. If I just flip them
around, can that work? So down here, you
have, like flip. Okay, I think they
are not flipped. I think they are
just a bit broken. But let you see what
it does in ZBrush. You would be surprised like when you input something in ZBrush, how it can kind of
recover in a way. So we have this. The only thing I need to do is I
need to go in here, select everything and
connect also these ones. That should be it. So at this point,
let's just go ahead and just throw it
inside of C brush, see if it works, yes or no, and then we'll
take it from there. So we can go in our
folder, source files, container exports to Z, Go ahead and export this, and I like to export it always as an OBJ. So here we go OBJ. Body underscore two Z, save, and then set
the preset to Zbrush. Press okay. And now let's go
ahead and open up ZBrush. Okay. So here we are
inside of sea brush. I'm not going to go
over too much in brush, just the things
that we need to do because all we need
to do is dynamesh, smooth and art welds. So first of all,
I like to always go to my document and zoom it in a bit and lower down that intense gradient.
I don't like that. Then we can go ahead and we
can go into our Import tool, grab our body and import, and then see if it
creates any errors. Looks like it did
not create an error. That is good because
that means that our edges and everything are working correctly,
our triangulation. Now, here, Case not
looking very good. So the general idea is to
hopefully go in and use well, let's get rid of the
red material over here and use over
here in our geometry, our dynamesh to
kind of solve this. Now, I'm not super confident that it
will work first time, but let's go ahead
and press dynamesh, and now you can see that
it is too low resolution. So we need to set the
resolution up quite a bit, let's say, 1,600, and
try dynamesh again. Now when you dye in the mesh, at one point, the
resolution will work, but then we have
the second problem, which is that we
can still see all of these phases over here. Now, there's multiple
ways that you can fix it. So here you can see that
it sells the phases. And then, generally, the idea was that we would go in and we would like smooth this out and you can see that when
we smooth this out, it will kind of like,
and I'm doing this, just as an example very quickly. But you can see that it will make a part of
the actual mesh. See? I just kind of
depends on how good this. Now, in general,
the back is fine. Like you can see how easily
we can smooth that out, and it just looks
like one part of the mesh. Let's have a look. So over here, yeah, we are able to also smooth out the clders without
too many issues. So I'm not too
worried about that. I am quite worried about
these edges over here. Here, see, it's just not able to really
reach those etges. I can try to set my
dynamesh higher. The problem is mostly that
the higher your dynamesh, the more difficult it's going to be to also smooth things again. So like over here, you can already see that
we are having some issues. Now, you can at this
point, set your draw size lower and you can go in here and just do some more
careful smoothing. But over here, see, that
smoothing is really good. That we can do this
kind of stuff. So I want to find
the balance between still being able to get rid
of all of these segments, but also not
destroying my edges. Let's go ahead and have a look. If I go down, I need to go down until just
before we did the dynamesh, and I just can go up
here into my history. There we go. Okay, so we
have these edges over here. I'm going to go ahead
and it was like 1,600. Let's go for like 2000 and see. It just needs to somewhat
resemble the edges still. I'm not too super
picky about it, but it still needs something. Okay. If I would, like,
smooth this out, maybe I can go in and I can so I don't have my
drawing tablets right now, but just, like, see. Uh, I forgot how to. Yeah, I don't have
my draw habit. I'm just having to
think if I can, like, deal with
this kind of issue. Yeah, we should be
able to clean up. If that is the only
issue, it should be fine. Just checking if
there's no other issue, because especially
like from a distance, you won't really
notice it as much. I think that should be fine. So what I'm going
to do is we are now at 2000 resolution Yeah, let's leave it here for now and we can go ahead and clean up that line in the next chapter. So in next chapter,
what we're going to do is we are actually
going to, first of all, do an entire smoothening
pass on our model so that everything just kind of merges together and it
looks all nice and smooth. And once that is
done, what we can do is we can start with
the actual welding. So let's go ahead and continue with this in the next chapter.
23. 22 Turning Our Final Container Into High Poly Part4: Okay, so now what
we were going to do is we were going to go ahead and soften all of this
out to make these panels. However, as I mentioned
in the last chapter, I'm just not happy with
the level of softness. I think also over
here, like, yes, we can soften this
out as you can see, but it's just not working as
well as I was hoping for. So I wouldn't say
it's a quick fix, like it takes longer,
but it's the right fix, which would be that we would,
for example, go over here, and we would select the container
that we have over here, temporarily get rid
of the added pony. And just for this container, we want to go ahead and actually apply our turbo smooth
modifiers to this. So we would go in, apply
our turbomoot modifiers. And then, of course, as you might have guessed,
at that point, we would need to go in and
we would need to, like, add some supporting loops wherever needed. So
we would go in here. And for example, I can
see that over here, there was like a supporting
loop that it needs. And for example, like
over here, another one. And like that, you can see that and it doesn't have
to be perfect. It just has to give the
general smoothening. This will also work well when we have like over here
these cylinders. So that's mostly what we
are going to be doing. I'm going to very
quickly kick in the Tinbs because I don't know
how time consuming it is. Most of these are
just going to be like these little spot loops. But as you can see over
here, the spot loops don't always work very well. Now, like this. So I might need to
go in and just do some more manual work just
to get this working well. But it's basically
going to be the exact same as we've done
with the other pieces, and then we're just
going to re export it. So let me just quickly go
ahead and do that right now. I I I Okay, so we are back. Now what we have is we have a high pole model over here that you can see that
doesn't have dynamesh, and I just separate it out with our low poly models and I already added, why
can I not select it? 1 second, for some reason,
doesn't want to select. Here we have a low
poly moodel and I already led a dynamesh, and I just did that to up
the polygon count a bit. Now, next thing that we need
to do is we need to get these two models merged
together so that we can actually do the whole point
of this part of the toil. I'm just going to
go ahead and grab my top one and I'm just going to press merge down over here
so that it becomes one part. Now the reason why
we did it this way is so that now
in our dynamesh, we can set our dynamesh
really high without having any issues over here like our smoothing when we actually go over it and
smooth everything. And in turn, we also
don't have to spend as much time smoothing
out some of these areas. Here, there's a few areas
that we need to smoothen out. That's why I did it
really quick inside of trees Max to
showcase it to you. But in general, we don't
have to do too much. So now if we just
go to dynamesh, let's start with the resolution. Basically, we need the
resolution high enough to keep these lines over here. Then we are like a
good resolution. First of all, I'm just
going to do a saves. And I already made a save, so I'm just going to
save it over here. Let's see. Let's go for 1,700
to get started with and just see if it gets into
the right direction. This is quite slow,
so I will actually probably pass the video
until this is done. Okay, so that's not
quite there yet. So let's undo that, and
let's go for something like quite high 2,500. Getting close, sir,
let's have a look. Yeah, we are really close. I feel like these edges is really giving
us quite a bit of problems, which is quite sad. Let's go for something like 3,000 and see if
that seems to work. Sometimes we just have these
issues that the edges, they are just too small to really be able to
handle with this. Now, there are some ways
that you can, like, solve this by basically splitting off the
edges from the rest, but I rather keep it as one math because it will just make
everything a bit more simpler when we start adding our welds and smoothing and
all that kind of stuff. Yeah, here, that is
quite sad that it just doesn't understand what
to do in those areas. Yeah, you can even see that Oh, if I try to smooth it out. Yeah, we pretty much lose our edge if we try
to smooth this. Mm tricky, tricky, tricky. In that case, let's
try a different trick. So what you can do
is if you indo this. Now, dynamesh is actually based on the scale
of your model. This means that if we
would scale up our model, our resolution has to be lower to achieve
the same resolution. So right now we are managing to get up to
9 million polygons, but for something
like this, we can actually go quite a bit higher. What I tend to do for this
quite easy is I tend to just go down to my deformation. And then in my size, you can see that my size
is set to the X, Y, and Z. I can just go in here
and set the size not one. You know that, set
the size to 100. So now it is double. Yeah, now it's double
the resolution, and that means that
now if we would go back into our dynamesh, set our resolution really high, it should be able to handle much higher resolutions and
much higher polygon counts. Looks like we're still
not quite high enough, so let's go back
into our defamation. One, two, 300. Let's just keep that in
mind that we did 300. Oh, damn. Make sure to do that before. You add your resolution. You know what,
let's just go 400. So we are now four times
bigger. Let's go now. Once again, I'm just going to
set this all the way high. I'm also going to set my
blurring probably a little bit down to zero just
to avoid any type of, like, weird blurring, since we will just do that
by hand anyway. And let's see if something
like this hopefully works. Okay, not what I expected. So the Polon count
is actually lower. However, it does manage to keep the line intact
a little bit better. If I then subdivide this. Yeah, so it does manage to
keep the line intact better. I think that's
actually good enough to keep the line
intact like this. So I'm just going to go
ahead and we did 400, so we need to go
back to defamation. So lucky accident, not
exactly what I meant, but okay, one, two, three, four, and if we
then just press F, and I'm going to go ahead and go back into my drawing tablet. So now what we can
do, basically, is we can go mostly
to these areas, and you can see that
we can just hold shift and we can
smooth this out. You can make the brush a bit
stronger or a bit larger if you want to make the
smoothening even stronger. But, we want to be
careful because if we don't want to
do that, for example. So basically,
that's now going to be the general goal for this is we are going to go
past all these points. And just smooth this all out, which basically we'll just
merge it all nicely together. Especially on like
here on the corners, just go over it a
bunch of times. Now, I'm using my drawing tab. If I would use my pencil, my mouse, you can see
that the smoothing is even stronger because
then the smoothing automatically becomes 100. So that's just something
that you can keep in mind that if you will need to make the smoothing
really strong, really fast, just use
your mouse and heres. Now you can see that
with your mouse, you can kind of go over it. So once again, this is a
little bit time consuming. On these larger parts,
it's quite easy. You just want to make this
a little bit larger and just kind of like keep smoothing it until it nicely merges together like this. So
that's looking really nice. On the smaller parts
like we have over here, you want to be a little bit
more careful with making your brush a little
bit lower in size. You can see that
also there isn't that much resolution in
these smaller parts. However, when we
actually start welding, we will, of course,
up the resolution. But like over here, what
you can do is you can definitely smooth
out these areas. And then over here,
you also want to, of course, smooth out
all of this stuff. So I know that I've been
doing it a lot lately, but I'm just going to
go ahead and kick in another time lapse where we
will just go in and we will, nicely smooth all of
these areas out until everything just feels like it
is part of one solid mesh. So let's go ahead and continue
with that in our time lap.
24. 23 Turning Our Final Container Into High Poly Part5: Okay, so the smoothing
is now done, and as you can see,
everything now kind of feels like it's part
of one solid mesh. Now, what we're
going to do next is we are going to work
on our welding. So for welding, first of all, I need to when we go up close, you can see that the polygon count is
actually not that high. So I need to go into
my geometry and I need to subdivide it once, just like even more
polygons to this. So we are now 34
million polygons, but should still be manageable. Next thing is that
we want to go ahead and we want to get
some welding brushes. Now, this is something that you will often have to pay for, but you get pretty good quality. So if you go, for example, to the Unreal marketplace
and just type in welding, you can see over
here that we have a bunch of welding brushes. I will be using this one,
the welding brush is 2.0 from Potter Brit. I hope I probably don't
say that correctly. But you can see here
that there's a couple of welding brushes
that you can use, and funny enough,
there's also tutorials of here. Not sure why. Here's another welding brush, another util vase,
another welding brush. So yeah, there's like a bunch of stuff in here that you can use. And they are just
basically Z brush brushes. Often they only cost
like a few dollars. And I will show
you why because we can spend a lot of time making our own brush or what we can do. So we just go file and
load in the brush. These will not be
included in the tutorial, unfortunately, and
the reason for that is because I don't own
the rights to them. But if I go ahead
and open them up, and what I then also
like to do is I like to go down here to my layers, where are you layers, and I like to press
the new layer and it will then record a layer. What will happen with that is that when I paint
something like over here, you can see I paint
in some welding, it will stay linked
to this layer. I can make this welding less strong, as you can
see over here. Or what I can do is
I can just literally delete just the welding
so that we don't have any type of overlapping and we still work
quite non destructive. I basically create a layer. Now, next stop is going to
be that I want to sadly, it does not import the
brushes all. It's weird. You can multi select
brushes in Z brush, but it does not
import the brushes. So I'm just going to go ahead
them one by one because I'm not sure yet which
one I want to use. But basically,
once that is done, I will show you just how
to do some basic welding, and then we will mostly place
the welding around here, around these spots,
a bit over here. And just like in general, if we find any other spots
that it might look cool, we will add some nice welding. Doing it all in this geometry instead of doing it in painter will actually enhance
the quality quite a bit. So it is definitely
something that I find is often
worth the effort. Here. It looks like
quite messy welding. So if you go over here,
and, for example, paint, you can see that we have like a bunch of different
welding brushes. We have this one, welding four, which has some
little specs around, but I don't think I want
that. Welding five. Welding five is a
bit too perfect. Welding two, of course, you can just pick whichever
one you want and welding one. I think actually the welding, was it welding
four that I liked? No, was it welding three. Feel like welding three would be quite
well, three or one. Now let's go for three. So we basically
grab welding three, and then all we need to do is just where we want
to have the welding. We can go in and we can paste
in our welding over here. You can go in and you can also just make it go all
the way around. We are probably going to make
it go all the way around. Of course, in real life, it looks a little bit different, but we are just working
within our means. So I would, for
example, go over here, and I would like weld
this all the way around over here because that is also a little bit more readable and go on the inside. And also weld it over here. Same stuff can be
done over here. We can go in here and
just on the corner. And the harder you press, the more your welds
will be visible. And you can see that
now from a distance, we have some pretty
nice looking welds. Then what we can
do later on is we can also go in and
we can, for example, soften the welds in some spots to make them a
little bit more broken up. But that's something that I
want to not do right now. So I already regret
doing that because undoing is a little bit slow when we work with such
a high resolution mesh. But over here, you can go over here and you can also
add welding here. And this is also why we added
all of these bevels here, because if we would do welding on like a
really sharp edge, it just doesn't look as
good compared to when we go and just place it nicely
down like a soft edge. This edge is not the best. Maybe for this one,
we want to try something that's a little
bit more different. That one is too perfect.
Maybe number one. Look at it from this
and I'm just looking at my reference over here. So it looks like we
want to have one, make sure that your
brush is a bit smaller. One here, one here. So we can have multiple and then just shift to soften
out the welds near the end. You can also try to hold alt. Oh, wa, that is really
cutting it in. Never mind. I'm just a little
bit conflicted about how strong the weld needs to be. I think what I will do is I will go over it once more to
make the weld extra strong. And then I'm just going to,
like, hold Shift and kind of like soften it
out a tiny bit. There we go. See? Yeah, that looks a lot better how
it is now connected. So just like that,
just wherever we want to have these
connection points. We can go in here. Over here, I'm just holding shift
to kind of soften this out and we can start
adding our welds. Now, as you might have seen in our smoothening part is that
I have symmetry turned on. So that will just save
me a little bit of time because this model was already having perfect
symmetry anyway. So it just allows me to go and save some time by
going around here. And then over here,
it should pretty much be in the exact same
location as you can see. So just nice time save. But in general,
let's go in here. And for these ones, I'm just
going to in some places, just like kind of a whole shift. Se to soften it out. I know, you might think, like so much effort
for those few welds, but we also did it for
these panels, of course. So it was like a win win. So let's have a look. We got this welding done, this one done, and we got
this over here welded. I quite like that
here on the site. It's actually also welded, so we might Oops do that. We might want to go
in here and just add some more messy welds
like maybe here, see, I'm like, bulging
it out a little bit and not placing
it everywhere, but just to kind of give
the impression, like, Hey, there was, like, welding and everything going on. And then, of course,
in our texture, we will go ahead
and we will work to enhance this a little bit more like some small welds here. Also, just like on the corner. There we go. Some welding there. I think that's already it. I don't think there's much
more that we need to do. We got the welding
on both sides. Awesome. Okay, cool. So in the end, I didn't have to time naps it, so it was not as much
work as expected. At this point, I'm going to go ahead and I'm
going to save my son. And I would say
that now the body hi poly is pretty much done. Let me just move my
tablet out of the way. The next thing that
we're going to do is because right now we have
34 million polygons, that's not really manageable. So what we want to do
is we want to just, like, optimize it a little bit, and then we can bring it
back inside of threes Max. So first of all, over here, I like to go ahead
and press bake once I'm done to just bake
this layer down. And basically to optimize it, we are just going to
go to our plug ins. You can click and
drag it over here. And then in our
decimation master, you want to press
preprocess current. It's going to take a while
with a 34 million polygon. Well, it's not really polygons, but 34 million mesh. So I will press that, and then what we can do
is we can just optimize our mesh until it becomes
a couple million. So we'll go over this. Once I press this,
I'm going to pass the video because it's
going to take a while. Okay, so the pre
processing is now done. Because this is
so high polyality just going to set the
decimation to one, and that will basically
mean that it will only leave 1% left of this amount. And then what we can do is we can just press
decimate G. So once again, go to pass the video
because once again, this can take 10
minutes, 15 minutes. I don't know how
long, so we'll see. Okay, it took a few seconds. I think Se Brush improved
a little bit on that. Now, what I can see
over here is that, believe it or not,
we got too low. So I'm just going to go
ahead and undo this, and I'm going to go for 10%, so 3.4 million and
then decimate. And now it takes
longer than before. There we go. 3.4 million. I think that should
do the trick. So finally, because yeah, this was definitely one of those pieces where we
had or just in general, like this model has turned out a little bit more
complicated than expected. But I still wanted to
just make a good model. You can definitely note
that I'm no longer Well, I am a prop artist, but, like, I no longer make that many props because I'm
now in a lead position. So you definitely notice that I'm a little bit out of touch. So I do apologize for that. But the end result
should still be pretty decent, if I know myself. Not amazing but decent. M. Body underscore two
M, and press Okay. And what I also like to do is, I like to make sure that
I don't close C brush just yet until I've actually
done all the testing. So over here we have the Z part. Now what I can do is I can
just go ahead and go to my container hypol so here we had our old hypol and this is all saved
inside of that other layer. For now, we can
just get rid of it, and then we only have
this center here left. Now if we just make sure that
this layer is turned on, we can go ahead and we can
import. Where are you? Import the new hypol let's import it as an
tipple and just press Okay. Let's hope that goes
well. Like Trees Mac should be able to handle
this amount of polygon, so I'm not too
worried about that. I just want to see the
whole picture, pretty much. Well, with only one wheel, but I just kind of like need
to get a sense for things. So 67 million faces and 3.4 million vertss in the
end. Give it the second. Like loading in the actual model is what takes the longest. And there we go. Okay, so we have
our actual model. Now you can see that now
we can move around again. If I'm just going to go
ahead and unhide, oh, wait. Cancel. Now one of the tricky
things is that, of course, we have over here, See, the one in the base I'm not too worried about because you
cannot even see that one. Like, I made it that way. However, this one, of course,
we need to get rid of. Now, ideally, what I wanted
to do is I wanted to just go ahead and do a phase select and basically select the flat faces. If I select by angle, set the angle to five, I hope that I can click and
that I can just press delete. Am I lucky enough that it
will just register correctly? Give the second, deleting out of such a mesh takes quite
a while. I think I am. So now, Almost. Here, as you can see over here, like, I didn't make it perfect. What I'm going to
do is I'm going to Undo D this a little bit. I guess what happened is
when we did our dynamesh, it's kind of like here see
where we did our dynamesh, how you say it just
need to grow this. I added this little smoothening. But if I just grow this
by tree, now over here, we also have a few messy areas, but I believe that that
should not really matter. We should not be able
to really see that when we actually bake
it down from high to low poli and stuff like that because there will
be no data there. So if I just go ahead
and do this and else I can always go in and clean it up a
little bit later. So for now, if I just go
ahead the right click on IDL we now have our
mesh over here. We have our nice welding and
everything also ready to go. So I would say that this is a pretty decent point
to end this chapter. Now, what we're going
to do next chapter is we are going to get
started by turning our basically
optimizing our low poly a little bit more so that it
is a little bit more clean, and after that, we
will do our UVs. For our low pol, that's just going to be time
laps to actually make it more low poli again because we've
already gone over this. However, if you just want to
have a proper presentation, what you can do is you
can just go ahead and you can open up your
material editor, select all of your
hi poly materials, and give it one single material. And now you can see here
that reads Wally nice, it just looks like a
high quality container, even though, of course, it's way too high poly, but
it's a really decent start. So at this point,
we can go back to our low poly, and in
our next chapter, we will just do some
final optimizations, just to get rid of some of the more messy geometry and in general, make
everything work well. So let's go ahead and continue with this
in our next chapter.
25. 24 Preparing Our Final Low Poly Timelapse: Oh.
26. 25 Creating Our Uv's Part1: Okay, so we now
have a low poly and our high pool over
here prepared. So the next thing that
I want to do is I, of course, want to go
ahead and create my UVs. Now, for this, I will be using Rhythm UV just
because I prefer it. It's a bit easier
to use Rhythm UV, and it also packs things
a little bit better. So for that, of course, you can use whatever
UV program you want. You can use Trees
Max in which case, I recommend that you use
text tools over here, which is an additional plugin that will make your life
a whole lot easier, or you can use Blender or
Maya, whatever you want. I will show you just a
general overview as always, and then I will kick in the
Taps because once again, UVs are super time
consuming to create. So in any case, here we have just a low poly just all the essential pieces, let's go ahead and
just export those. I will go ahead and make
a folder that I will call UV called container
as normal FBX file, and let's press Okay. Awesome. Now let's go ahead and load
up rhythm UV. Here we go. File load. We don't need to load
with UVs because we don't have any UVs yet. The nice thing also about
rhythm is that first of all, it will show you if there's any really obvious
problems with your mesh. It will show you green lines or blue lines, you
can see over here. Although this one is not
actually problem because this is just because there's
nothing behind here. But in general, if you
have some messy topology, it will tell you,
over here, see. Over here, it shows that these vertices are
a little bit messy, but I don't think they should
actually cause a problem. It's also been a
while since I've actually used RSM V
because like I said, I don't do that large
amount of molding anymore, so I need to have a
little bit of a warm up. But just to give you
a general overview. So with RSM V, what we can
do is we can, for example, go down here to Element
Select and select an object. Then we can go ahead
and press isolate. Now, you can just press I if
you want, just the hot key. Now, the cool thing about
RsmUV is that it is often quite fast to
just iterate with it. Let's say that I want to
place a quick seam over here, I can just double click and
press C to place a seam. Also, one of the things that
I really love about RsmVe is that it's amazing when it
comes to packing your UVs. You can pretty much do
like an automatic pack. I can just press C here, C here, and then this will
basically become one piece. And then I can go, for example, over here on the bottom, C again because it's a cylinder,
so we need to break it up. And now we have these
three pieces over here. At that point, you can just
go up here and press unfold. And if you want, you can already go and set some settings. I like to often set my margin
and my padding to two. And then when you have this, you can go ahead and
press here scale. What it will do is it Well, often it doesn't do much because Rhythm V does automatically, but what it will do is it will properly scale your UV islands, and then you can press
back and you can see how it nicely just
packs everything. Over here, you can
also see the warping. When something is
red, you can see down here in distortion
and you have a few other modes like you
have textildnsity mode, topology mode over here. Size mode, for example,
there's a bunch of them, I just tend to go
with distortion, and you can see that it was not able to smooth this out enough. So in those cases,
what would we do? See, here, and then of course, you always want to
place your seams in a place where they are
the least visible. Now, with these cases, 1 second, check here. In these cases, of course, the bottom will be
the least visible, so that when we look
at it like this, you can see that we
have almost no seams. At that point, you can
just go ahead and you can select these pieces,
do another unfold. And of course, the packing
you would do later on, but now you can see
that now we have instantly our mesh packed. There's a tiny bit of red here, but I'm actually
fine with that. I do not want to
have as many seams, so that just makes it
a little bit easier. Now, another cool trick,
if we, for example, go to this one is if sometimes you have that you cannot
really double click. Let's say that I want
to go let's see. Let's say that I want to
make a seam from the inside. I can actually go here. I can hold Shift and what it will do. Oh, I kind of forgot to add or to merge these
pieces over here together, but that's something
I can do later on. In any case, if I have
a loop selected here, I can hold Shift, and it will basically find the best part. In which case, you can just keep holding shift and you can just keep looping around like this, and I like to do it in,
like, little steps. Oh. You see, just like
nice little steps. Oh, over here, we can see
that we have a little bug. So that's a little
bit unfortunate. When you have these
bugs, it's up to you if it's not as bad yet because I don't
like to go back and forth between rhythm
UV too often. Normally I spot these
bugs, but this case, I was just I didn't what you
can do is you can just like, kind of leave them here,
and then later on, you can just go in
TSMx and kind of, like, just clean things
up a little bit. But in any case,
just to show you. So of course, when
it's a time lapse, later on, I can
just take my time. But I can go, for
example, around here, press C. And now you can see that because there is a seam all the way around here, this insight will
become one piece, this over here will
become one piece. And now if I also just go in and do the same over
here at the top, then all that we have to do is we just have to
unwrap and it will automatically turn everything
into a nice quick unwrap. So we have this one. Now this insight will
become one piece. So if I now go and just go ahead and select everything and
just press Unfold. I like to often just press the Back button just
so that I can see it. You can see that now
it has unfolded. Now, over here, we
have a small problem, but I can just fix that
by pressing C here. Let's try to do another unfold. See? That's quite a
different unfold. This one, I'm surprised how, like, it's a weird shape, but it does always unfold in the best possible way in order
for you to work with this. So here, just like
pack it like that. There we go. So this one
is now also unfolded. If you want to see
your checker box, you can always go up here
and just press checker, by the way, just to,
like, double check. But often you don't really
need that too much. So we can show and
that's pretty much it. So we will pretty
much just keep doing this for the entire flow. And once everything is done, what we'll do is then we will just simply
pack it together. But we are using
automatic packing, using the settings that
I already showed you, margin two, bedding two, press scale, and press pack. The only cool thing
is that over here, you have your iterations. If you set this higher, it
will basically recalculate your packing more
times in order to make sure that it's the
absolute best possible packing. Accuracy over here, you can
also go for higher and ultra, we might play around
with that a little bit. So let's go ahead
and at this point, kick in the time laps
in the next chapter, and we'll start with the
UVNmpping of our entire model.
27. 26 Creating Our Uv's Part2 Timelapse: Oh.
28. 27 Preparing Our Asset For Baking: Okay, so we have now
finished our UV, our low poly, and our high pool, which means that the next
step is going to be baking. So as you can see over here, I just re imported my
UV inside of trees Max. Now, remember how in a document, I set the balance between automatic packing and that you sacrifice a little bit of
resolution. That's what I mean. Like, over here, you
can see that we have still quite a bit of space left, but I did an automatic packing, and it did a really good job. And for me, this
is good enough for this asset to just quickly push it through to
the next stage, because in production, you often don't have time to, like, manually pack
everything together. The only thing that
I did to help it out a little bit is for
the insights over here, I made them a little bit smaller and I made some of
these little bolts, a little bit bigger just so that we can actually have
some detail on it. For the rest, I then just did an automatic packing
and told it not to change those scalings,
and this is what we have. Also, if you're
interested to see, this is the packing for sum V. I I would go ahead and
do this in three years max, most of the time the packing
is a little bit worse. If I go pack here, see. So this is the
packing in three is Max with all of the padding. You can see that we have a lot more space left here and there, and everything is just less optimized. You have a Uo, see? Everything is just
better packed in Rsm v. And that's one
of the reasons, again, why I like to use rhythm. But anyway, in any case,
sorry, that's what I mean. What we're going to do now is we are going
to do our baking. Now, I am someone that's
a little bit old school, and I like to use the exploding technique when it
comes to baking. This basically means that I move the assets temporarily
out away from each other. Oh, sorry, this one tix. I temporarily move the
assets away from each other so that we can do the baking, and then later on, I just
place them back into position. I know that you have
things like for example, we use marmoset. You have things
like baking groups, even in painter, you have it. But in order for those to work, you have to name all of your assets exactly the same and do specific
naming structures, and I'm someone that likes to keep all of their
assets just separate. So for me, just literally faster to do it with the
exploding technique. Just to keep in mind that you can bake however
which way you want. I'm going to go here,
and first of all, I need to just fix some stuff. Over here, we have once we
import this piece over here. I think what we need to
do is reset the X form. And it's try smooth. Sometimes
the smoothing groups for some reason, they break. Often doing a
weighted normals on it can seem to fix things. And then if you press U
smoothing groups over here, it often does fix the problem. Over here, if we just do another weighted
normals on this one, but this all looks fine. This one also needs
weighted normals. Oh, sorry, and then
use smoothing groups. I guess the problem is
with the pieces that are not using weighted normals. So they are just using
default smoothening. I actually don't have
this very often, so I just need to check. So this one, RC, for some reason, they're
completely broken. So I then tend to just throw
on the weighted normals. And that often just fixes
the broken smoothening. Same over here,
weighted normals. So this one is a little
bit trickier because this one it's broken even more. So what you can
also do is you can also just press bi angle, and then it will
smooth by the angle. Set the angle a bit lower
to like, no, sorry, probably want to stick with
30 over here. There we go. It's just one of those things
where weighted normals does a hard override
on your normals, which basically makes it which fixes it compared to using reset X form
and stuff like that. There are some other ways
that you can really force it, but often this is just
more than enough. Okay. I think that is done. So the next thing
that I want to do is I want to apply one material to my entire low poly model so that we don't have any
type of mismatches. So let's open up our
material browser, and let's just go ahead and call this's go to call the container. There we go. So that's
low poly container. So at this point, I assume that the low poly
is pretty much done. What I then want to do is I want to go ahead and
I want to select it, copy it and throw this
into a new layer, which I will call container underscore final, for example. So doing that this way, we always have our
final container, which we will later on set up. But first, we want to make sure that the baking is correct. And now we have our low poly
and we have a high pool. As I said, like the
exploding technique, I would, for example, grab my opolan hi pole.
Give the second to load. Here we go. And then
for the pieces that I, for example, do not want to
have clipping with the rest. So let's say that we have
here, all of these pieces. I would not want to
have this clipping with the base because we
are going to place this one all over the place. So then I just simply just move it out of the way like this. I think one thing I probably also want to do is I also want to grab this
and I want to move it up. The reason for
that is because we are going to rotate this wheel, so I don't want to
have ambient occlusion on these part because we
might be able to see them. So just like that, you can think about all of the ways that you
want to place this. I'm totally fine with
having these pieces here. I'm also fine having the bolts. I'm not fine having
this one over here. The reason for that
is because we are going to also have them
here and on the other side, and else we would
have nice occlusion here, but nowhere else. So we will just like fix the occlusion in
some other part. So this one we can also
move out of the way. Now, next, of course, what we have is we have our lid. In this case, it might be
easier if I literally just grab the entire container and
move that. There we go. Because if we would
have the lid on top, then this would just
be black occlusion. That's also not something
that I would want. So we have our lid over here, which is now fine. We have our metal is fine. I'm just going to go ahead
and grab this piece. And move it like this.
And everything else should pretty much be fine
in terms of the baking. So of course, at this point, we still have our
final mesh over here, which uses the same UV, so nothing will really
change in that aspect. Now at this point, I can grab my low poly file export
export selection. And we're going to
go ahead and make a faller called bakes. Container on the scopoli
and set it as an FBX. And let's press Okay. Now, sometimes with some meshes, I also like to
actually triangulate them before I export
it. It kind of depends. If you know that
you have endgns, I recommend that before baking, you triangulate your model. The reason I recommend
doing that is because when you import
a model in marmoset, compared to wheel engine, compared to painter, they all have their own
triangulation systems. If you have an end gun
or just in general, they will triangulate
your model. And sometimes what can happen
is if they triangulate different in marmoset
compared to painter, you get different
smoothening problems. So when you actually
use your non map, you would get a smoothing
errors in that. But that's just a
quick little tip. In our case, because I want to make probably just some Y frame renders
or something like that, I'm going to keep it
like this and just see if it goes wrong
or if it goes white. If it goes wrong,
I triangulate it. If it goes white, I leave it. Now over here we
have our hypol Wi your hypol something that's very important is in three years, Max, you cannot export with
isolate display turned on. It will basically mess
up your geometry. So you would need to go in here. Oh, and this one, yeah, you would need to go in here and basically turn off
isolate display. Now there is a plug in
which you can download, which is called zop
Modifiers, ZR B, basically. And what this allows us
to do is it allows us to multi select and turn off our Turbo smooth
because right now, if we would try to do that, if we would try to
multi select something, you can see that it doesn't actually show the
same turbo smooth. So that's why we are
doing this one by one. But we are doing it one by
one mostly because it is not a very like there aren't
that many meshes in here. So basically, just
going to go through the list just
quickly turn it off. But definitely, if
you have 100 meshes, which I've had before, then use the orb
modifier script, which you can just
download and that one, once this out saving. That's one will allow you
to basically turn off isolate display on
all turbo modifiers in your entire
scene, so to speak. But this is now done.
So we got this one. Wanted to double check
the insight over here. I feel like adding
a turbo smooth in here would make sense. Maybe we do need to go
then in here and just collapse this one.
Collapse this one. Like I remember doing
the same for the low polylyT one and this one. There we go. Now, tail smooth. Yeah, just make it a bit better. Awesome. So we now have this file export
export selection. I'm going to make this
HP, safe and okay. Awesome. So now our model is
hopefully ready for baking. So what we're going to do next chapter is we are
going to bake it, fix any baking arrows
that we might have, but I don't expect
too many arrows. And once that is done, we can finally get started with
the texturing process.
29. 28 Baking Our Asset: Okay. So in this chapter, we are going to get
started with the baking. Now, I use Mm set
for the baking, but you can totally do this in substance painter or whatever other tool
you might want to use. So let's get started by importing our low
pool and high pool. Now, my mom set se might
look a little bit different. This is because this is just my default scene when
I open things up. It just has a few extra lights. But that does nothing
for the baking. We are not actually going
for something visual. While that is loading
up, it's going textis. Oh, perfect. We already
have a Bakes folder. And at this point,
it's loaded up. So this is what we
have right now. Your miss might be, of course, a bit slow because we have
quite a high ply model. But what you want to do
is you want to press little bread icon up here. Go, first of all, to low and set the outer
baking to none, because if you accidentally
leave that on, it will already try to bake without us having even
set any settings. We can then go ahead
and drag low into low high into high. I'm just going to
turn off some of my lights over here. There we go. That's a bit better so that I can properly see everything. Now the next thing
that I'm going to do is I'm going to
set some settings. So first of all, up here, we want to set our bake output where we want to
save our images. I like to often
save them as PNG. It's just force of habit. You can do TGA. The
reason I do PNG is I very often need
to bake at 16 bits. But honestly, use
whatever you want. Um, container. Save samples. I like to go for 16 bits
to get started with. Oh, we can keep eight bits for
something like this because we don't
use a height map, but it's just such a
force of habit for me to set it to, like, 16. I do like to always
bake in eight K, and then I basically
just lower it down. But for now, this is fine. Let's go to configure,
and we want to have normals, normals object, position, curvature, thickness,
and ambient seclusion. And these mostly the ones that we are interested in is
normals and ambient seclusion. All the other ones
are just here so that when we import it inside
of substance painter, we have some additional
maps for our generators. But for the rest,
everything should be fine. Now, what I'd like
to also do is, I like to first of all, only turn on the normals over here. Now the next one, which
is the most important one is that we need to set our cage. Our cage is basically, as you can see a shell that goes from our low
poly to our high ple. The goal for you is
to have your cage cover your entire
hypol but only barely. So as you can see, when
you turn on a hypol, you can see that
over here, the cage is not covering the hypol. What happens is when
it's not covering it, it will not capture anything
that's outside of the cage. So we want to see if we can make this a little bit bigger. However, we can also
do manual painting. If we feel that when
we have made it like, for example, this large over
here, Wow, it's really slow. I'm not used to being so slow. We probably won't want to
make it too much larger because what happens when we
make it even larger, cages, as you can see over
here, they start to intersect with each
other too much, and I don't want to
do that, like a lot. So what I tend to do is
I tend to just, like, set it so that for the
majority of the model, it works totally
fine, like over here, you can see that it seems
to work totally fine. And we will, of course, check if there's any baking errors
or something like that. And then what you
can do is you can go over here into paint offset, and you can paint in your
offset a little bit. So if we go ahead and we
need to press control, I believe, Mm. I have a feeling
that we don't have enough geometry to really
paint, like, a proper offset. You can see that
if I paint it down here, it will push it out. But I guess what is
happening is that we have not enough jum tree to actually paint like
proper offsets here, which means that we just
need to add a few lines. Yeah, see? Because I do want to just cover
the entire cage. I do know that when
you paint the offset, even when it doesn't visually
show you in the cage, it sometimes does show
you like the actual bake. But it's probably better if you just like art a
few additional lines. So if you just go ahead
and go into Tres Max, scrab a lop Oli over here. And all I want to do is
I want to go ahead and probably select this stuff. And and just add four lines. And we only will need
to do this in low poly. It doesn't it UVs. It's only there
for our low poly. And now we, of course,
need to go ahead and do another weight normals and
then just export it again. And let's go here,
and as you can see, it will just
automatically update. Now if we go ahead and
paint the offsets again, I'm going to set the flow a
little bit sharp stronger. Oh, and here you can see that now we are able to
paint, not as much. Hmm. Et's have a look because it's not as strong
as I was hoping for. If it is not working exactly
the way that we want, then what we can do is we
can always go in and we can always just test
out our baking to make sure because sometimes it's just a visual thing that it doesn't actually visually show that the cage is baking out. Like here, it does
show quite well. If I don't go here,
see, over here, this is what I more expect
But you can also see that if, for example, zoom out, you
can see that when I zoom out, the cage kind of becomes a little bit wide or it
actually does cover it. So that's why it's a little bit like a tricky thing to know because it's not always
the most accurate. If I would zoom out like this. And then over here, I need to be a bit careful because
I don't want to, like, zoom out the
site too much. But we can literally
just bake and see. That's where the quick bake comes in and it's quite handy. What the quick
bake will do is it allows us to basically
very quickly, bake while we are painting so that we know this is correct. Although, to be honest,
I didn't expect it to be complaining this much. There is, of course, another
way that we can fix this, which is separating just
like the base from the rest, but that wouldn't really work because we have
such a large base, as you can see over here
that most likely it would just push out the cage too much that we can just as well have the cage everywhere. So anyway, I'm just
going to hide my hypol. It's okay to hide your hi poly. Like will still bake and
everything like that. And what I'm going to do is
I'm just going to go ahead and press bake at this point. And the first time baking
takes a little bit longer because it needs
to load in the hypol. Oh, fair enough. That's already quite quick. And then I can
press the P button to go ahead and
press the preview. Now, as you can see
over here in preview, see, it is cutting it off. So that's definitely
not what we want. We want to have it
a little bit more. Now, if we just go ahead
to go back to the height, another thing that we can try
is we can try to push this out until it gets to the point where it is overlapping
everything like this. And then what we can do
is we can basically bake. And if we see an error,
instead of pushing it out, we can simply push our cage in whenever we notice
any type of errors. So that's another way because just like we said before with the baking, we can
also push things in. Like over here, you can
see that over here. Yeah, we might have some
arrows, but let's just see. So let's go ahead and turn
off the height, press bake. And let's just
inspect our model. I think at this point,
I also want to bake our ambient occlusion because that often adds a
lot to your model, so we can see everything
a little bit better. So give it a second.
Now, in general, this is looking pretty decent. However, something that I
do like to do is I like to sometimes just also set the
cage a lot lower like this. Just make sure that it
is still intersecting. And I like to do that to make sure that if
I now bake again, that there is no visual
difference so that I know because sometimes
the cage might be intersecting in a way
that I don't notice it. Okay, so it looks like
no visual difference, which means that at this point, we can set our cage again higher until it hits
all of those points, but tries to go as
low as possible. Oh, on the back,
we need to, like, paint it in or paint
some offset a bit, although it might be fine. When I zoom out, it looks fine. And I don't know
why it's so slow. Like, my mom said she'd
be able to handle more. But I guess what happens is that because I'm also
recording and everything. So anyway, in this
case, let's press bake. And we just want to basically
inspect every single model, making sure that there are no errors or anything like that. So we bake, we preview the bolt, I forgot to bake
the stupid bolt, which we do need to include. But let's first of all, just
double check over here. Now, over here, you can
see that these etges are a little bit sharp.
Normally, it's fine. However, what you can try
to do to see if it will look a bit better is you can
rely more on smoothening. You basically do this by
adding a smooth modifier. Oh, I need to, like, do
weighted normals, by angle. And set the smoothing to 100%. No, that's not working. 1 second, I'm just
going to try and reset my model because the
smoothing over here. She can see it is a little
bit broken. Weighted normals. Sometimes what you can also do is there's a few
techniques for this. But it's a bit annoying is
we can press added normals. And I believe if we didn't do average convert,
give me 1 second. I just need to quickly check. Okay, I just did some
random tinkering and applying to normal. So what a normal modifier
does is it will flip it, and then I just apply
to to flip it back, and that also resets normals. There used to be
another modifier, but I think they removed it. But that one was a
really old school one. Anyway, after that's done, you can go ahead and a smooth and you can
set this to one. This is what I mean. Like, you have really, really
heavy smoothing. However, your norm map
will compensate with it. Now, I do often try to
avoid using this technique. Like I like weight normals more. However, what will happen is with this really
strong smoothening, if you go here and now bake, the edges will
look a bit softer. So now if I press bake
again, what you will notice, give the second
here see the edges, I don't know if you can still
remember the previous one, but the edges, they are
a little bit softer. The only problem
is that you might sometimes run into some
smoothening problems. So it's more
something over here, see the lighting, there is tiny smoothing
problems here and there. It's more like for small
objects, it's totally fine. For the bolt, I would do
it. You won't notice it. But for large objects, you might need to be
a bit more careful. This one looks fine.
This one looks fine. It does have quite a seam here, but I don't think we can avoid that because there is
just a seam there. Now, the big one, Yeah, all of the small non mepos have been cleared
up really nicely. Seems to have baked still fine, even with a large cage. So that's pretty
good. Over here, I can see that we still
have some missing data. How are the welds doing?
The welds are doing fine. We definitely would need eight K to get the most
out of the welds, but we are, of course, not going to render
at eight K. Well, we might make for the fun, like a final render, but the
welds are still good enough. At four k. Sorry. Sorry, my voice broke
up for a moment. At four k resolution. I was more worried
about this area over here because there was
quite a bit of intersecting. No, that seems fine. Um, but the nice thing is that when you bake at eight K and then lower it to four k, you actually get a
higher quality than when you bake at four k,
if that makes sense. So just like the compression already like arts quite a bit. So everything seems to
be pretty much fine. So what I would do at this
point is I would go ahead and fix my cage a
little bit more. Over here in the back, I
probably wanted to go in, paint offset because I didn't do any offset
painting here. So I'm just going to go
in paying the offset. And also to show
you, I can show you, let's say that we do the baking to out baking and then
start painting offset. What will happen is when we bake it will do a quick outbreak. You can see over here that
it changed a little bit, but I guess that the
paint offset it just isn't reaching the areas
I wanted to reach. Which is sad. Normally,
that works totally fine. But in any case, now
what we can also do is we can also
just done on hi pool. Set the cage a
little bit larger. And at one point it should sometimes we just need
to do like a fill bake. It should get rid of some of
these issues. There we go. So when I do a fill bake, the only one that's left is
we have a tiny bit here. Any chance I can do a
paint offset on that. That would be great
instead of needing to large make the entire cage
larger for such a small bit. And over here also,
let's see if I bake again, come
on, you can do it. Okay. I see a tiny, tiny problem here. Let's
go ahead and do that. And this one is
also solved, okay? So, see, even when you
don't see the cage move, it does sometimes actually move. Now, one thing I also don't
like is that over here, I'm actually going
to paint offset and I'm going to actually paint this back in a
little bit because, like, it's got and
pushed out too much. And I just don't trust when
it's, like, that much. So let's do this. I'm going to set my flow a little bit lower because I'm
feeling like it's a little bit too strong. Okay, Let's do one more bake and to double check that
everything is correct. Okay, so the tiny problem
over there is done. And now you can see
now we have all of our panels nicely baked in. I would say the last
thing that you can do is if you just go into low, sometimes there are
some skewing problems. So if you have that problem, you can always go to screw and you can paint in your skew. Your skew is basically the
direction of your normals. Now, over here, it looks fine. So I probably don't
want to edit it. But I can show you just like an example that
if I paint this in, you probably see like a
tiny change because okay, you cannot see the change now, but trust me, when you
have, for example, the directions of your
race are not exactly like the front view when
you want to bake really specific data
from high to low poly, you can use your
screw to basically make sure that it hits
the race from the front. But this is something you can
definitely just look into yourself and it's really
specific to Mamset baking. For now, I think we're
at a good point. So what I'm going to do is I'm going to go ahead and
off turn everything on. I'm going to go ahead and
start by saving my scene. Yeah, it's called bake scene. And I'm going to bake it
nicely at eight K resolution, and then later on we will
just compress it down inside of painter to
four K and press bake. Okay. With the power of editing, the baking is now done. Now, next thing that
I'm going to do is I'm going to go ahead and I'm
going to prepare my final. So even though we added
those edges in here, technically, in the final, that should not
matter, those edges. So if I go ahead and
go in the final, which still has the old one, it should just be totally fine. The bolt. I keep forgetting
this stupid bolt. Sorry, guys, I just need
to quickly add the bolt, which we have enough space for. It's one of those
things where yeah, I just keep forgetting
it for some reason. Here we have our bolt,
high and low poly. Super simple. Let's add it here. And what we're going to do is in our hypol just make
sure that, okay, so it's like a pure hypole
and in our low poly, all I'm going to do because
it should already have UVs is I'm going to
select all of this. I'm going to go ahead
and go to my UVNrep. A nice thing is
also the bolt will be copied over later on. So I can literally
just go in here, see? And here I have the bolt. Now if I just go down
and just do a 01, just press this button. Don't press these ones because then you
repack everything. But if you press this one, you
will repack only the bolt. At which point you can
just lower it down. And because it's a bolt, I do want to give it a little
bit higher resolution. So I'm breaking
textil density a bit, but that's because I
know that they will have little ridges and
everything like that. So it will have it will need some additional just
texture resolution. Now I can just go ahead
and collapse this. And once again, last time, we have our Oh, wait, sorry, I'm
actually going to, like, push this bolt into
our container low poly and this one into
our container high pool. And then let's go ahead
and delete those. There we go. So I will just very quickly export these and I will re bake them, and
that's about it. So just give me 1 second. Okay. So I ended up moving the bolt away from each other because we had
some baking problems. But the bolt is now also baked. Awesome. Just wanted
to quickly do that. So we left off with now
having, of course, this bolt. So the first thing I'm going to do is I'm going to grab it. Copy it and throw this into our container final so
that we have all of the elements that we need
into our final container. Nice. So at this point, what I'm going to do
is I first of all, I need to go in
and I need to just make sure that I select
only one material, and I'm now just going
to turn this into a proper final container by
placing all of our assets. So if we just go ahead
and start with the base, you can see over
here that we have these bolts and these ones. And for that, we can
basically just use this. So you can see over
here that um well, let's just do a copy. I like to always just
do a quick copy that we don't accidentally
mess anything up. And this version doesn't
need these rings. It just needs these two bits. The first bit is going to be a simple bolt that
will be placed here. And here you can see again,
the smoothing of the bolt, because these bolts
will be used a lot. I didn't want to give
it weight to normal, so I just give it some stronger smoothening which will still make it look really
nice and soft. But of course, it
will not look as good in just normal
lowlvu in any case, going to go ahead
and do this, place it somewhat in the center. Nice, rotate it around. And for these bolts, we can actually have
them in both sides. Both sides will be slightly different in terms
of, like, textures. So you can literally
just do this. You don't have to, like, rotate it around 180 or
something like that. Next, what we have
is we have this one. And for this one, we're
going to move it up, scale it down quite a bit. And let's see. So we
probably want to scale it down until it looks until it fits in all of these really small
areas. Move this one up. This one down. That
seems to work. Duplicate it, give it some rotation because
we want to give it a little bit of variation,
duplicate it again. Some rotation and this one
I'm going to actually move a little bit over
here should be fine. And again, give some rotation. Now over here, these
ones are floating, so just need to grab
them, move them down. I think that marks the
wheel at least done. Yes, as far as I can see. So at that point, what
I would want to do is I'm going to
duplicate this wheel. But because I want to make
easy rotations on it, I'm going to go ahead
and I'm just going to attach some of these pieces. This one, this one, this
one, this one and this one. Oh, it has some slight
smoothening problem. Does it also have that
problem here? It does. It is because we have
a Whoa, look at this. That is not good. That is really surprising that I
just never noticed that. Okay, with something
like that, I'm not comfortable actually
leaving that kind of stuff in. I need to go in here. What is surprising is
that most likely what happens is that the
triangulation here, heres, you can see the arrows. In those cases, what
you just want to do is you just want to go ahead
and actually connect them. So I can see that over here. I have no idea how this one
slipped through the cracks, but it's not connected on
both sides. Wow, okay. So we are going to make
a connection here. And over here, we
also need to make a Oh, it's out of saving. Give me a second. Let's isolate this.
Also connection here. And then we just
basically rebake and we just copy this one
to our low poly. That's all. So it's not like
difficult, just annoying. That's it. Here, see?
We can just do this. It's just triple check. This one can be merged. No, wait, I'm not
going to do that. I don't want to also mess around with my UVs or
anything like that. So let's say that this
now looks correct. Give the new weighted
normals just to fix those additional arrows. Then very quickly
just export it. Export, contain a low poly. Yes, export. And then all you want to do
is you just want to go ahead and this was the
piece that we needed, copy it, throw it into
your container final. Over here. And I'm just going to delete this piece because
we want to redo it. Now, with this piece, you
can twice use an Align tool. So over here we have an line tool where
if you click on it, it will just properly
align over it. In this case, it
works totally fine. If it doesn't work because
it doesn't always work, then you can, of course, just go ahead and
manually place it. I then like to just
press Hight selection, delete the old one, and unhide. So now everything is, again, totally fine, and we can
just go ahead and continue. While we're doing that,
I'm just going to go in here and it now reloaded, and I'm just going to go
ahead and press Bake. And hopefully my computer
doesn't go too slow. So for this mesh, I'm actually going to
do it with this one. I'm going to go ahead
and I'm going to attach, as I said before, a
few of these pieces. Let's say, probably
up until this point, so that this one
can rotate freely. For my bolts, yeah, it's probably easier because
we are going to duplicate this one a lot to also just
attach your bolts over here. So now that we basically
have two individual pieces. Next thing that we
want to do is we want to grab this piece, go to our top he
affect pivot only, and you want to set your
pivot point where we have the center of the
cylinder, which is here. And then we can also move it
up a little bit like this, which allows us to do this. Yay. So now we can just easily
place it wherever we want. And if you want, later on, you can also go in and you can even do animations or animations. Do some rigging if you want, but that's not
something that we'll go over in our chapter. So what I can do is I can go
in here and I can just like, give it a slight rotation. So if my PC is a
little bit slow, that's just because it's
baking in the background. Here, we can do
180. Same location. And it's up to you,
how you want this. I would assume if
I'm pushing this, then these two pieces, it's
fine to have them forward. And then these pieces you
kind of want to keep in the same orientation because you can imagine that it's, like, pushing this container one side, and that's why it would
have, that same orientation. So if I just go ahead and
rotate this Move it over here. Make sure that it's somewhat
in the same location. Yeah, this. Then for this one, I'm just going to go ahead
and rotate this back also. Give it maybe a slight angle like this to make it
more interesting. But there we go. We have our
wheels with our bolts done. Now we have this
piece and sometimes I just very quickly
send on my object. This piece, which can go here. And then we have
these ones which can go tin on this side. And I would want
to push this back. Okay. So that
covers those sites. I'm just checking if I
don't forget anything. We have this one, which
also needs some bolts, and I'm going to go
for t at this point, I can actually, yeah, I quite like having
one like the ring. Which type of bolt
would be in here? It would probably be the
one on the end like this. So let's grab these two. Oh, let's go in and
actually, get rid of. Well, let's not get rid of it, but just detach
one of the rings. And attach it to the bolt. Send it my pivot, and just
move this one up here. I'm not going to really copy it because this is the last
bolt I need to place, so the rest will be
removed anyway after this. But let's just go in.
Give the nice position. Okay. That works well. So we were going
to have one here. One here. Another one here and another one here. And then what you can also
do is you can just slightly rotate the bolts around so that they are not
the same everywhere. Like that. Okay, so those pieces are done. We were also going to move this a little bit so that it
is in the right position. For that, I only need
to move this one. So let's go to our side view. Affect our pivot only. Place it into the
centerpiece over here. Turn off our snap rotation, and this one was
going to be moved a little bit up like this. Oh, it's out of saving. Of course, out saving
is a little bit slower now because of the hypol. Okay, but that looks good. So we have moved that
up, and there was one more thing that
I wanted to do, and that's that I wanted to give it some general imperfection. So funny enough, I am
actually going to give it probably like two
segments over here. And I mean, here you can see, it's sometimes a little
bit bulged out and it sometimes has just some dents and all that
kind of stuff. And as I said before, it's easier to just
do this inside of our low poly version. So what I'm going to
do is, for example, I'm going to here at the font, let's see, move this out. And then I can,
for example, grab one of the corners over here, and I can do, like, a little bit of a little
dent in because what you need to remember is nothing
in real life is perfect. And especially not
these type of, like, metal pieces
that are being, like, pushed around and
just in general, like, they are much more prone
to having imperfections. And that's basically what I'm trying to capture a little bit. I'm just trying to
capture some of these imperfections by doing some very slight
movement here and there, and that's often already enough. Just those small movements, just moving in, that already can do a lot to these
type of assets. So even something like that
should already do the trick. Maybe I'm going to select this
site and just push it back in and out a bit. Yeah, because this is connected, I'm probably going to leave
it at something like this. Add one more weight to normals
just in case. There we go. So now you can see,
it's very subtle, but you can see
that there's, like, some imperfections going on. Actually, it is a
little bit too subtle. I want to move these ones. Out a little bit
more like this. See? At that point, for the
first time probably well, yeah, for the first time,
we have now a proper mesh. I feel like I'm missing one,
and it's the one over here. 1 second. It's saving. Where are you? Where are you? Loplyi. Not sure
what happened to it, but we can just copy it over, throw it into a final. I know where you are. I
accidentally here we go. Moved my entire lid without
actually moving this thing. But I can just kind of,
like, do it manually. Okay. So we got that one done. Now let's do a final check. To make sure that
everything is working well. I think it is. Awesome. So what we can now do is we can go ahead and
save our scene. And because this
is our final mesh, we can already just export
this as our actual final mesh, which was going to be
in exports to unreal. And then we can also, of course, use this one for painter. However, for painter, I
might create one where I have the lid not closed. I mean, because else it will
be a bit difficult to see. Anyway, let's go
ahead and go in here. Yes, I want to replace it. And then to do a final check, we can go ahead and go
inside of marmoset. And in this scene, let's go ahead and turn off
our Bake project, drag in our final
container over here, and it looks like it already
has the correct no maps. And as you can see, we finally
have a final container. Now, definitely, this one took quite a bit longer
than I expected. It was mostly just because of
all of this welding stuff. Like over here, yes, this
is just a messy shape, but in general, it's just
cleaning up geometry. For us, the problem
was mostly just in this area over here where because everything
is like we tin, but it's also welded together. All that stuff combined just
causes a lot of issues. But you can see that
now it is working. It can even open and close, which means here, see?
Really nice stuff. We definitely need to
attach that one together. But in general, everything is now working well, our
bags are working well. So what we're going to do
is in the next chapter, we are going to start
with our texture, starting with adding those
additional non map details, and then we'll take
it from there. So let's go ahead
and continue with this in our next chapter.
30. 29 Creating Our Container Textures Part1: Okay. So what we're going to
do in this chapter is we are going to prepare our scene so that we can start
with the texturing. So we're going to
prepare it inside of substance painter in our case. And what I also
did is I also have a very basic marmoset
scene in which we can preview the proper
high quality reference. It's the same marmoset scene
that we used for the baking. It basically has, if I
just show you very easily, it has a few very basic
lights. That's a bit annoying. It has one forward facing light, and then it has one
light that comes from the back and another light that comes a little
bit from the bottom. It's just a basic three
point lighting setup, and for the rest, we have
this camera over here, this one, which has. If we go over here, there, where are your camera? This camera and it has
a tone mapping set to ACS and then it has
a wavy curve over here, which is, again, something
that's quite common, a little bit of
clarity, a little bit of sharpness, and
that's about it. I will include the
scene, but it's mostly just for previewing
because of course, we are working inside
of unreal engine. However, I find it easier to preview stuff
inside of marmoset. This scene is set up so that it is very close
to unreal engine. Whatever looks good
in marmoset often also looks just totally
fine in unreal engine. So what we're going to do first is we have over here
our final container. I want to go ahead and I want to actually select the
final container, and I want to move
it temporarily to the site because else I have no way of actually
texturing the inside. So I have over here just my
final container like this, and then I can just
quickly export this stuff. Export selection. Let's go ahead and our exports over here. I'll just make a
folder card texture. Normally, I just throw a bunch of these into the same folder, but just in this case, to keep it extra organized
for the tutorial, I'm just going to go
ahead and add it in here. I'm just gonna call it painter. And once that's done,
I'm just going to do my changes so that it
is back into, like, the normal position just
in case we want to have a we want to have our
old version back. So having that done, now
what we can do is we can go ahead and we can
open up substance painter. And set up our actual scene. And this, of course, it's
really bright right now, but we will improve
that in a little bit. Here we go. Now we'll
paint a load up. We can just create
a simple new scene. Now, I have a template that is called the SM model
scene template, and I will go over what it does. It is something that I can also include with you
guys for you guys. Sorry. Basically, this template, we use it internally because it matches better with
Unreal engine once again because often
the default of substance painter is
really bad in terms of, like, matching with, like, the actual look of
Unreal engine and lumen. Now, over here, we
can go ahead and we can grab our Exports, textures and grab
or painter file. We want to go ahead and
go for four K resolution. That's totally fine.
And then you just want to go ahead and
press Import bake maps, and we are going to import Oops, our final bags that we
have created over here, and then we can just press Okay. Now, I believe we
had them at so I just need to double
check that we did have them at eight K, which you can do by simply
right clicking properties, details. Yeah, okay, eight K. Perfect. So here we go. Here we have our scene set up. So what is different
in this scene compared to the default scene? You can, of course,
use the scene. I will include the template. And you want to place
this template in your pain library
templates basically. Oh, sorry, I accidentally have used UV tile
work for turn on. We do not want to do that
because that's for you the IMs if you have
multiple textures. Just give me 1 second. So this four k, I like to always work in OpenGL, and again, import your big maps. Okay, and just don't
save this one. So with this default scene
that we have over here, most of the
differences are if you go up here into your
display settings, if you don't have this window, you can always find all
of these windows up here, is I have a specific
environment which is called the unreal scene
environment over here, and that will be included. And for the rest,
if we scroll down, we have activate post effects. I just have my color correction turned on and I
set my brightness a little bit up to 1.12. And for the rest, I
have my tone mapping, and it is set to log. And for us the exposure is
just one with the Gamma 0.96. And that is basically
just to balance out this better to unreal engine. I turned on anti
alysing setter 216, and for the rest, I also have
a color profile over here, which is the Unreal engine
four color profile, which someone else
made. I don't know who. I found it a really
long time ago. So and we have the tone
mapping set to ACS. That's all. But I will include this template
for you guys. So don't worry about
that. And FREz yeah, the shaders are all the same, so we don't have
anything special. Now we have over
here our container. I do want to go in and I want
to rename this a little bit to TT 00289 container. So in our text set list, this will be also the
name of our files. So when we export this, it will be ID container, underscore, base color normal. It will just export
all of those maps. Now another thing
that we want to do is we want to go into
our text set settings, scroll down, and we
want to go ahead and select all of the imported
bake maps that we have. So we have our normal map. We have our object space. It's the same as world space. We have our ambient eclusion map and we have
our curvature map, and it's already found the position and
the thickness map. Now when I move my scene, as you can see now, all
the maps are applied. So we have now our nice hipolynm
maps also added to this. So that's all looking
great. Awesome. So at this point, we
can go into our layers, and we can just go
ahead and delete. The first thing that
we're going to do, which I will also
do in this chapter, is we are going to add some
additional non map details. These are mostly just like
these dents over here, as you can see, and maybe also just like some text
or something like that. We can maybe do like storm
or something like that, but we'll go over that
a little bit later. In general. So this
concept, it's quite basic. Basically what we want to do is, let's start by
creating a folder. And once again, I do expect that you know the basics
of just in general. Oh, hey, I see a
little issue here. But yeah, I don't
expect that you know the basics of texturing
inside of substance painter. I'm a little bit distracted because we have
that issue there. That issue is most
likely because our cage, I must have accidentally
made my cage too small and just
didn't notice it. I'm going to first of all, get started by saving this scene. So let's save this
scene over here. Call it presentation
and just press Save. And the next thing I'm going to do is I'm
just going to go ahead and quickly go back
into our bake scene, and all I need to
do is I just need to extend the cage a little bit. So here's our bake scene just press Control F so that
we can zoom in properly. Paint offset. And I'm going
to set my paint offset quite low. Hold control. Oh, sorry, I still have
outback turned on. Let's turn it off because
it makes things a bit slow. And I'm just clicking a few times just to make the cage
like a little bit better, just to be extra
sure that we do not accidentally mess
something up. Over here. Awesome. At this point, we can just go in and we can press bake and I
will pass the video until this is done.
Okay, so that's done. Now inside of painter, you should be able to
just go in here and find your container models over
here and press reload. Sadly, we cannot do it all at the same time,
so just one by one. Now, it will not show up yet. That is just like a painter thing where you
need to go in here, and you just need to re dragon. And let me just check if
I just do the container. There we go, see? So you just need to re drag in your maps, and then they will
kind of update. So I'm just going to quickly
do that. There we go. So that fixes those issues. Are we now ready to go? I think we are. Awesome. So where we left off
was that we create a folder I like to call this
for the normal details. And then I always like to
start with the fill layer, and I will call this one in. So we have a fill A that's
called in and out often. The in layer basically means non map details that
are pushing inwards. O means non map details
that are pushing out. You only want to go
ahead and oh, yeah, you can just press
Alt click to click on the height to only have
the height turned on. And then for the height, we want to set this
into the minus. It's quite nice
because what we can do now is we can add a black mask. And for example, we probably want to also have
some symmetry in here for this one that will also end up
on the other side. Now you can ops use symmetry. So if you go up
here to symmetry, and let's go ahead
and press Show plane, and we need to have a
symmetry on the Z axis. Now, sadly, it's no longer in the center
because of this panel, so it doesn't actually
place it in the center, but we should be able to
kind get it right like this. And that should now, so that should translate from
one side to the other side. Now at this point, if we
go into our brushes over here and let's say
that we start with just a basic hard
brush to show you, as you can see, when
you draw this in, you can now draw in
norm map details. Now, if we go down
here, what we can do is this brush right now,
it's a little bit too harsh. So we want to scroll Oops, sorry, we want to scroll down, and then over here
at the hardness, and we want to probably set it, because we want to give it a
little bit of like a bevel. So let's say 0.5. Yeah, that looks about fine. And now what I like to
do is I just like to go ahead and line it up
somewhere over here. And it's just quite an
old school technique, but it still works quite well. Just click Hold
Shift, click again. And then it will just place
this additional detail. Now you can see over
here that we do have some issues where it's
not exactly precise. So another way, which is a slightly newer technique inside the substance
is that you can go up here and you can use a spline or part or line or whatever
you want to call it. You basically just click on it, and then you can start by
drawing out your parts. Now, for this one,
let's say that second. Let me just look
at my reference. It's about here. And nice thing is
with parts that you can adjust them. So
I can go up here. And it will still not
be perfectly straight, so that's the thing. But the thing is that
I can now go in, and as you can see, I
can make it straight. I can also play with my size over here to keep the
size fairly consistent. And down here in your
Alpha, once again, you just want to set your
hardness to like 0.5. So it's a little bit
more non destructive, and I mostly just
use it if I need to, like, here, because it's
also not the fastest, and you can see that it's
not super acrod sometimes, but it's still super handy to, like, just move it around. And I often just
kind of eyeball it. Oops. And now you can see it will on two
sides have this detail. So that's quite
nice. And you can go ahead and you can also
create multiple parts. So the next one would
be here and here. And parts should also also not pass over two models
as far as I know, but we can double check. So we have one
that goes from Oh, sorry, I need to go in and I
need to create a new part. What was the shortcut?
I forgot the shortcut. I always switch back and forth. Well, it's control shift. There is a shortcut
to create a new part or just flip back and
forth between these two. So I honestly do not
use parts that often, but they are really
cool cool tool. Yeah, I can go in here. And I try to just align it
with this base over here. Yeah, something like that
should work pretty decent. Now, you can also go
ahead and right click and you can duplicate Part two. And I'm just going to go ahead and actually move it
up here so that I know that it is in a
straight line from the other And let's move this here. Mm. Something feels off. I don't know if it's
like the length. The length should be about fine. Yeah, that should actually work. So pretty much just find whatever way you want
to create these lines. Now, we also have these ones over here that are
sitting on the side. And for that, hopefully what I can do is I can
actually still make use of symmetry
where I create oh, sorry, I need to press W was it? Enter? Oh, yeah, sorry Enter
to go out of Edit mode. I keep getting that
I think about space, but that's not the right one. So if I go ahead and go here, I need to move this yeah, I have a feeling like
the part doesn't know exactly what to
do at this point. Or does it? No, it does not. You can go in here
and you can control your tensions like this by clicking this button
and then this button. And you can try to, like, move this up to make it
a bit more straight. I just want to be a
little bit careful that I don't like
mess things up. Because there is
a point where it doesn't look anymore like a like a smooth
bat, so to speak. Mm, that should. Well, it still has,
like, a bump in it. Yeah, let's also see if
I can control this one. I don't know if I want to maybe, yeah, I cannot move this back. It's actually a tricky
one, to be honest. Hmm. Yeah, this might be one of the few
times where I will actually remove a part
and just maybe use the manual way
because I cannot get it exactly to the
point where I want. Because at least
with the manual way, what I can do is I can
just haul it straight. Or I could move
the part on my UV, but I'm not sure
if that will work. So first of all,
you need to scale my size until it hits roughly the same size as
before. And let's see. So there's a few ways
that we can do it. We can click Hold
Shift, like this. And now at least it just
goes perfectly straight. Yeah, that one actually works. No wait. No, that does not work quite well because it is
not perfectly straight. You can also try to go
into your two D view, and maybe let's do two
D and three D view. Let's see. Over here,
this is the top. Okay. If I just go in here and I need to go
quite a bit lower. I guess it's roughly
here and then here. I want to go a little bit
further away from the edge. Let's do here and then here. Yeah, see. So like I said, Okay. I have no
idea what that is. But yeah, like I said, sometimes you just
need to kind of, like, find whatever way
works best for you. It's not rocket science. You just kind of, like, grab and try out whatever
works for you. So I wanted to go in here, and I wanted to try to
maybe do two of them. A bit like this. But I feel that this one is actually
angled a bit too much. Yeah, here. I don't I don't think the angling
is because of the UVs. I think it's just me being bad with making things straight. I know if I like that. I think I'm just gonna
leave it at one. So let's have a look. So we
have one here, one here. Maybe if we go somewhat up here, that it will read a bit better. Yeah, that does
read a bit better, although I would want
to, like, probably extend this out a bit. So probably want to go
somewhere like this point and then how about that? I don't like this. I don't
like where it's like, at this weird angle. Maybe we actually need to
make it smaller in order to. Yeah, here, so we
need to make it shorter to get to
the right angle. So how about this? A bit longer. Just
take your time. Like, I am rushing this a little bit, which I should not do. And I just want to go
near and fix that. But yeah, just take your time. So that's looking pretty good. So we got these
pieces, these pieces, and we got these ones over here. Now, in the back side, you
can choose if you want to have anything
special on the back. I don't know if I really
care too much about it. I can, try to maybe, like No, you know what? I think just having a minimalist
back is actually better. So we got most of
these base details. Now the next details
that we want is we just want to have some
actual non map text, like you can see over here. For the non map text, like
not counting this shape, hopefully what we
can do is we can actually use the
text layers inside of inside of substance painter,
just rotate this round. I'm just going to go ahead
and duplicate this layer. Color text just because it's
a little bit more specific. And then if you go and type in text and go to the
Alpha over here, you actually have fonts where you can just
type in the text. So we want to go for
something that's quite smooth looking. And often with the
text, actually, what you can do is you can
literally just set your brush is larger and then just
throw it into an Alpha. So if we go for a
let's try font. Let's see which font will work. The base fonts are
often not the best, but we can always try. And else what we
can do is we can make it inside of Photoshop, but it would be nice if I
can avoid using Photoshop. So let's do this
one, and EN 840. Oh. Oops, something went
wrong. I was not typing. EN 840, something like this. And then we just have
this simple text here. At which point we
can go in here and let's say that we place it here. Now, you can see that
it's a little bit Oh, and then we need to
turn off mirror. You can see that over here.
It's a little bit too sharp. But if we just go and
do this at the site, let's make it storm I'm just going to make
this larger like this. Storm going here. Also storm. Then what we can do is to kind
of make it to our liking. We can add a filter,
and in this filter, we can add like a
little blur. See? We can blur it. Now we can make it a little
bit less strong. Same with these lines over here. We can make them a little bit
less strong. You know what? Maybe add like a tiny
blur to these ones also. So filter, blur. Just
something like this. And there we go. So now we have some very basic indentations
here and there. We will, of course,
also, later on, add some graphics, like you
can see here and the logos. But that is something that
comes a little bit later. What I will actually do
is I will actually have my graphic artist work on
just creating these things. So in our team, I would normally not spend the time to actually create these
type of things, especially because
when you are working on a large scale environment
and stuff like that, you also need to think about copyright and about branding. It is more logical if you have an custom brand that you made yourself in house
that doesn't exist, specifically for,
like, everything that has to do
with, like, trash. Like that, we have a bunch of
brands ourselves for, like, different types of food
and different types of, like, companies and
stuff like that. So my graphic artists will go over on how to,
like, create the stuff. Um, I will ask him to record it. Yeah, yeah, I will
ask him to record the process just so you
guys can kind of see that, too, but it will be a bonus. He will not be talking through
it, so it should be fine. In any case, we have
these things done. Now let's go ahead and end this chapter by just
exporting this stuff. And applying it to
our final mesh. Oh, sorry, to our final
scene inside of Oh, and I also need to
remember to save it inside Mom said,
I cannot talk. I will take a break after this because I'm still
recovering from COVID, and I find that just my tarts are all over
the place for some reason. TD 00289 paint. Save let's go ahead and it's still saving because it takes a bit
longer than expected. Here we go. File export
textures. Go in here. For now, I have, of course, also different export presets for unreal shaders
and all that stuff. However, for now, what we
will do is we will simply use the normal PBO metalegraphns over here just to keep it easy
for you guys. TGA is fine. Four k is also
fine. Export, save. And then we can go ahead
and we can go inside of oh, this is the wong scene. We want to go ahead
and go inside of the presentation scene. Do I want to save this?
Yeah, let's save it just in case. Here we go. Here we have the
presentation scene, create a new material. It's called container. Oh, I guess we already have a material that's called
container from our original. Then drag on this material, and what we can do is
we can already drag in our our normal map
that we have exported. Now, when you export
a norm map from subsisPain you need to
keep in mind that it is often exported as direct X because Mamset reads as OpenGL. You often want to just
press the flip Y button. You cannot really see,
so let's move this down, but here you can see difference. See? Oh, at. Yeah, yeah, yeah. So we need to press flip Y because else it goes
the wrong way around. Okay, but that's already
looking pretty cool. Now, also in the occlusion, I'm just going to go ahead
and press occlusion, and I'm going to just
import my baked maps. Later on, I will show you how to actually get
the oclusion map. But for now, we can just
add this baked occlusion. I'm not going to
set it as strong, maybe like 0.6. And
the collar over here. But now you can see
that this is already starting to look a
whole lot better. So that's nice. So
in an acceptable, what we will do is
we will start by defining our actual base colors. And I will probably also just
quickly before we move on, blur this a little
bit more over here. And maybe also make
it a little bit less strong because right now it's all like a little
bit too overpowering. Ex we won't be switching back and forth
between Mm set too often. It's more just like
for this base, we want to kind
of figure it out, make sure everything is correct. Okay. Awesome. So let's go ahead and continue
on to the next chapter.
31. 30 Creating Our Container Textures Part2: Okay. So now that we have all of our nor maps
over here done, what we're going to do
next is we are going to start working on
our base materials. So if I have a look at
this, what we have is, of course, we have our
painted base metal, and then we have, I think it's
galvanized metal below it, or at least, like, a very
dull rough metal below it. So those are two materials. We have our like pretty rough
plastic looking material, but that one plastic is
often really easy to create. Then, of course,
it has a bunch of dirt and damage and all
that kind of stuff. Over here, we have a
simple rubber material and we have a raw
metal material, which is just raw metal, nothing that is painted
or anything like that. I think that pretty
much covers most of it. Now, normally, we already have a bunch of these materials in our
company that we can just use. However, right now, I am
going to create most of the materials just
manually by hand just to give you guys
a little overview. Like a few ones that I'm not
going to create by hand. That's like the
base steel because there are so many options in your smart materials already
for just very simple steel. So we're going to
just use a base for that and also probably
like the galvanized metal. But the rest we will
just create by hand. So First of all,
we have this one. Let's go ahead and do
a little close up. Do I have a good close up. All these close ups are slightly out of focus, but this
is a pretty good one. So here we can see that
it's basically just like plain metal colour.
It's fairly shiny. It has some really
slight soft bumps to it, some little specs
here and there, and the rest will probably
be taken up by dirt. So let's go ahead and
just start with that. I like to always
create a new folder. And normally I like
to keep them on top. If I keep them on the bottom, we risk the chance that something goes wrong
and we need to, like, like we lose
some of the details. So, this one's going
to be painted metal. Now we're going to get
started with our very base. Let's start with just like a
simple base layer over here. Scarlet base. And for this one, we do not need a height. We do not need a normal
opacity or ambit oclusion. For our color, you can just go ahead and press the
color picker and just pick over here the color
on one of your images. It is actually the right color, but it's more to get a start and then you
can go from there. So if I see this, I can see that it needs to
be a little bit darker and a little bit more grayish. So let's go in here. And
and just try to kind of match the color to real life. Don't want to go too dark. Often things look darker
in here than they really are. I think
something like this. So which color code do I
have if you guys want to follow hash 535 95e. But, okay, I think that's
a pretty solid base. Now what we're
going to do is give me 1 second so
that I can switch. We are going to start
with the base roughness, which is going to be a
little bit like this. I can see over here some non map problems
in my base roughness. However, these problems, they might just be inside
of substance painter. It's something that
we need to check. Worst case scenario, if we really find a lot
of non map proms, then we can go back
to the drawing board and we can fix them. And the nice thing
about substance painter is that it's often
very non destructive. So even though they
are normal map proms, we can fix them,
update the model, and it would technically not break any type of painting
or materials that we do. In any case, let's start
with something quite shiny, maybe tiny bit less
like this over here. Now, next thing that
I'm going to do is I'm going to go ahead
and I'm going to give it some general roughness variation
because you would never want to have
something absolutely perfectly shiny and
stuff like that. So let's go ahead and
create a fill layer. Roughness variation
01, and I like to always alt click only
have the roughness on, make it a little bit duller. Add a black mask, and then
add a simple fill over here. So this is over
roughness variation. It's not going to be
roughness variation in occlusion, just like overall, which means that we
can simply go to our texture list and
find a roughness. I want something I want
something with specs, but I also want
something really soft. So I'm going to do probably two. Let's start with specs. You can Alt click on your mask so that you are
able to actually see it. And let's go ahead
and set this one to triplanar projection, which means that
it doesn't look at Vs and it will just do
an overall projection. Sorry, I need to go here. And then I can go ahead
and I can scale this down. Often, I recommend not really moving your triplanar because you can see whether you move it. Often it already has the
most optimal position. But let's say five, four. Let's say
something like this. Now if we just go ahead
and then play road with our contrast because
we do not want to have this roughness
variation everywhere. Like this, and press. And now, if you just go ahead and play around with it, you can see that over here. You can now start by adding some of that more roughness
variation like this. Let's make it not too
intense, probably 0.47 inch. Yeah, I think that
looks quite nice. I always like to make my
roughness a little bit stronger than you would have
in real life because again, we will lose some of that
roughness detail later on when we are actually
rendering T 0.44. Now let's go ahead and duplicate this and just add a second
roughness variation. I often like to add two of them just because it
often looks better. Let's go for something
that's quite soft. Wipes. You need to be careful with wipes because
they might look too obvious. Maybe something like leaks, but then quite large.
Let's have a look. If I just do something
like this, which is leaks, but I want to make it really
like a really soft quality. So here we have some leaks.
And now if I just go in here? Well, first of all,
let's actually see if I make it shinier. Nah, let's not do that. Let's make it dull. Something like this. And
then what you can also do, just to change the
overall strength of your mask is you
can go into your mask, go to the 100 and lower it down. I want these to be quite subtle. So let's start with
something like this. Now let's go into our base and
make the base a little bit shinier just to bring out some of that shine
a little bit more. The next thing that we
need to do is let's add some normal map
information in here. I can see that we
have some overall, this is the really classic
paint bumps, so to speak. Then we also have some general stronger specs and
stuff like that. Let's go ahead and
continue with that. Let's have a look. If we just
have a look at our shine, let's add a filler called this soft normal bumps
or something like that. And we need only the
height for this one. Once again, black
mask, ter fill. And this way, we always have
control over the height. That's why I never like art my fill layers directly
into the height, even though it
would work because it's more annoying
to control them. So we want, like, w
soft looking bumps. Most time, what you
can do is if we just go for some white
noise over here, and then we need to make the
pumps a little bit stronger. So we got something like this. And if we then go
in our white noise, add an effect, and
then add a filter and then bluh your
white noise a bit. See? And now starts to create a little bit more of
those pain bumps. And let's go and set a white noise a little
bit smaller if we can. Two, the blur is
really sensitive. Let's say 0.08. It's twice something like this. And now let's go
into our height. 0.01. Oops. 0.005. It needs to be
like super subtle. Um. Let's do this, and now let's set the
blur a little bit lower. 0.05. Okay, that's w two. 0.07, maybe? Let's see. Yes, it arts the
bumps. What do I feel? I feel like the height should
be a little bit less 0.0, of course, when we go
inside of Mum set, we might need to balance
it out a little bit more. But here we go. Now we have
some of these nor map bumps. Yeah, that smoothing
is really intense. Normally, your nor map will
kind of, like, fix it. I can, of course, just
double check. Over here. Yeah, I see. Here,
so normal fix it. It's a painter thing. This is also one of the
reasons why I say, L, always make sure to triangulate to make sure that your model
doesn't have any engons. Now, I'm not completely sure. I don't have it open right now, but there should
not be engons here. So I think what is happening is just the limitations
of substance painter. In general, over
here, we now have a pretty solid base
for our paint. Now, the second base, which was quite an easy one because
we already have it, is going to be galvanized metal, and that one I have over here. So this one that I will just go ahead and
include in here, and basically what I
did with it is this. So over here, we just
have some steel. I think I actually got
this steel from tex.com. So texidt com is a
really handy website where you can get a
bunch of stuff for free, but if you buy, like, a premium subscription, you can get a bunch of, like, really nice, like, scans
and PBR materials. So in here, there's,
like, a bunch of metal. As you can see, here's
a bunch of metal. And it looks like what I did
is I grabbed the base metal, and then I added a galvanized metallic finish to it to this. So this finish is actually
if you go down here and then go into your filter, scull down. Over here, in your filter, you have your mud
finish galvanized, which will actually
give you this effect. So, of course, you can use whatever type of steel
or anything you want. And then I started adding
some color variations, which is just, like,
a very simple grunge. And then over here you
can see that I just made the color a little bit darker
for some color variations. Then I der some scratches, which are too large, but
I will fix that soon. So norm bumps and
some tiny black dots. Well, they're not tiny anymore. I can now go in here
and I can start by just setting here, let's start by setting the
tiling for this correctly. So galvanized scale
Let's make the small. Also, I make it smaller, but I need to also keep in mind that we will only see
a tiny bit of it. So just something
to keep in mind. In terms of the shine, we just going into
our roughness levels. Yeah, let's give it a little
bit more shine like this. I'm going to set the flake
intensity down a little bit. Now we have a color variation. I'm just going to go
ahead and in my grunch I'm going to set this
maybe to like four. Here we go. So now we have just like some general
color variation. Then for my scratches, the scratches just
once again has a grinch map that
is just scratches. So, honestly, there isn't much. And in here, you can change
the scratch tiling a bit. Something like this. And
set the tiling to two. And then let's go in here in our height and I'm going to
set this a little bit lower. 0.004, like this. We have our norm map bumps. Once again, I just do the same stuff over and
over and over again. Again, I have my norm map bumps. I go to set this quite
a bit smaller so that now you can see when
I said tiling to ten, it just becomes these little
specs here and there. And then finally our black dots, once again, go in here. Maybe five or maybe like ten.
Let's do something at five. So like that, we
basically have a base. Of course, like I said before, you can literally just
go in and grab one of the steels that
are the base from, for example, un sorry,
substance painter. So here, you can very
easily just like At Steel, Okay, this one seems
to have some problems. This problem happens, and
I just realized this. Honestly, I completely
forgot about it. Our position map, we
baked it in Mam set. Position maps in Mama set, we often bake them
at eight bits, but they need to be 16 bits. Super easy fix what you can
do because position maps do not really require a hypol it's just remove
your position map. Go to your baked
mesh maps, four K, select use low polis
hypol and only select your position over here, and then just quickly bake it. Just like a super quick fix. And now you can see that
now it actually does work. So that was just an
oversight for me. But anyway, if we
have these things, you can see that over here. This one uses a brush linear. You can just go in here,
galvanized scale intensity. Play around with your roughness a bit, and before you know it, you have your own
galvanized metal, and then you can just start adding some small bits on top. So anyway, that is
our Kovnie metal. Now, the exact same happens
also with our raw metal. If I just go ahead and go in
here and grab my raw metal. I just have a raw
metal that we created. What I will do with
this one is I'm going to remove the dirt because
I want to do that by hand. But basically, it
is just a base, and it has a metal rough finish, which once again, is
just like a filter. I think it's like the
one here at the bottom, which will give you some
general roughness variation. I'm going to set the scale. Down a bit so that it
becomes a bit smaller. Then in our roughness variation, just like we did with
the painted metal, you can see that over here. We have our first roughness, which I'm just going to So yeah, we're now just preparing all of our materials. Let's
say this to four. Our second roughness, which
is like fingerprints, maybe like five,
something like this. And then we again
have little specs. Let's make those ten. There we go. So that is
basically just our base metal, our very easy base. I'm going to make my
base metal in this case, a little bit less
in the roughness. It's mostly going
to be used here, so I should actually
just check it out here, something like this. I'm also going to make
it a little bit lighter. I want to go in my roughness
variation and give those a bit more tiling. I can see over here that
we don't have a lot. I should have maybe scaled this up a little bit in the UV. That's a little bit unfortunate. I can always go back
and change it if I want to, something to keep in mind. But anyway, so we now
have a base metal, galvanized metal,
and a painted metal. The next one is going
to be our plastic, and we also do have our rubber, but I believe that there is
a default rubber that you can kind of use or
like plastic rubber. And with this one, this one is just default inside
of substance painter. You can go ahead and make
this quite a bit less dark. I'm going to make
mine a lot duller. I'm okay with the
surface details. I just want to make them maybe like six, like, a
little bit smaller. And surface damages. So yeah, I'm fine with the surface
damages that we have here. So it looks like it just
adds a bunch of dirt. Just going to go
ahead and set that tiling of the surface damages, a little bit higher
on all of them, just to get a little bit
more out of it, five, seven. And at the top,
what I can also do is I can also try
to add a filter with a sharpen if
you feel like you don't have enough resolution. So where you
sharpen. Here we go. And that's sometimes just like boost the sharpen
a little bit more. The same with over
here my base metal, I can actually add a filter
to my very base folder. Art sharpen. And
you can see that just like Art's a
little bit of sharpen, which is a quick trick
just to make things feel a little bit sharper and a
little bit higher resolution. But in any case, we now
have our rubber done, and the last one that we
need to do is going to be over here, our plastic. And for plastic, as you can see, it's mostly just plastic with, again, like some little specs. So I think that we
can actually use our metal and kind
of transform it. All of this dirt, of course, will not be here yet. But as you can see
here, you can see, some nice roughness variation
and everything going on. So we are going to, like, have some more localized dirt
and everything like that. Let's just go ahead
and duplicate our painted metal and call this rough plastic, for example. Now, the cool thing is all of these materials that we create, you can always go right click and create a smart
material from them, which will place them in the
same folders as over here. That way you can use
them in new projects. But in my case, I'm
just going to go here. Turn off the painted metal. And now we have our plastic, let's go ahead and
just turn everything off and start with our base. So for our base, I'm
going to make it quite a bit less shiny,
something like this. Base color, let's press
the color picker and just Oh, let's not do that. Let's pick a color that is somewhat looks
like it has like a tiny bit of purple in
it, but not too much. Something in this direction, I think that should work. Okay. So now what we will do is we
will I will first of all, turn on my specs
over here because they become quite a large
part of this specific model. And it looks like the specs, let's push these out this time. And let's go ahead and
just turn off the blur. And my white noise, I don't I have less resolution than
I expected, to be honest. I said this to one, Yeah, see, here, I have less
resolution than I expected. That's a bit annoying.
Let's check the tiding. To. The thing with white noise is that you often don't see that much
difference 1-2. If I go smaller, maybe
like five or ten. Funny enough, it blurs
itself when you go smaller. So what we can do is what if
we go, for example, for ten? But then we are like
a filter with, like, a sharpening it.
Something like this. Now, what I can also try to do to actually have the
roughness also in these specks because
then if we just press C to go to our roughness, these specks, they
have the tiniest bit of Sorry, my voice broke up. They can have the tiniest bit of a roughness
variation in them, which I think will
look quite nice. And what I'm then going to do is I'm going to go
ahead and I'm going to have my first roughness
variation over here. This time, I'm going to make everything a little bit softer, in general, the roughness
variation on plastic, I want it to be quite soft. The second one, I don't
like leaks for this one, it doesn't really make
much sense to have leaks on something that's
not diagonal. So let's say, for example, grunge charcoal or
something like that. We definitely need
to go in here and just make it like less, but let's have a look
at my roughness. Okay, so I can use
this roughness to make it like
quite a bit softer. Maybe set my grunge
charcoal to, like, a tiling of two or three. Okay. So that looks
pretty interesting. Let's go into our normal bumps and set them a little bit lower. So 0.02, no, 0.015. Okay. So we still have that
shine over here, but it is a base. And definitely later
on, what we'll do is we'll add a lot of
additional roughness. Now, a little trick that I like to do when
it comes to plastic, because I like
those little specs as if that is like little like glistering when
we have our roughness, we can go ahead and just
duplicate our roughness. For this one, set the roughness really shiny to almost black. And again, try to go
for like a white noise. I'll click on it. Um if we set this to like two,
but then this time, we want to just play around
with our contrast and balance until we get like
these little specks over here, and at that point, we can also go ahead
and increase them. And this way, when
you look at it, when we actually
increase it a bit more, you'll see you get
that glistering effect that you often get with plastic. So don't make it too strong. Maybe also go in and set
this one at the bottom, because this way, have a bunch of stuff
overlaid on top of it. So here you can see that now.
If we just push this out, here, it's like nicely overlay. We have these little specs, but then in between that, we have a bunch of
interesting roughness, and that is starting to look
already pretty interesting. Okay, so at this point, what I'm going to do is because this is pretty
much the base metal, the rest is going to
be like extra damages that we add in
additional dirt layers, I'm going to go ahead and apply these materials in
the correct order. Export it to Mum set, and that's where the
chapter will end. So let's go ahead and just
first of all, save us. Now, we have our painted metal. Square crater black, and then just go up here
and in our polygon fill, I like to just set
this two elements, and I just basically
select everything that I want to be painted metal. Those are these
things. This one, these ones and that is it. Next, we have our
galvanized metal. Galvanized metal
doesn't need anything because it's something
that goes below the base when we start breaking up all of these edges and
everything like that. So for now just turned off.
We have our bare metal. Our bare metal is going to
be on these little bits. This one, this one, this one, There we go.
All of that stuff. It's also going to be. And if we just click on the UV tool, we can actually
select just the UVs. It's also going to be on
the wheels over here. I'll go back to element select, and it's going to be on the metal over here
on the inside. There we have a
rubber, Black mask, click on UV again and only select over here the black mask. Then we have a rough plastic, again, UV, select this plastic. And you know what I'm going
to do? In the rubber. I'm also going to add this
one in the rubber over here. Now, at this point, the only thing
that stands out to me is that the rubber is a little bit too dark. So I'm just going to go quickly in the color
of the rubber. And maybe also give it,
like, a tiny bit of purple. Something like this. Also, I feel like the norm map information is a
little bit too strong. Let's go in here and set the height map
a little bit lower. Yeah, we definitely need to
work more on the wheels. I should have scaled
them up in the UV. I might still do that later on. Also, you can see here a really
strong smoothing problem, but that problem should not exist when we
actually export this. So at this point, let's
go ahead and save scene and do a new export. Here we go. Go ahead and
go inside of Mamoset. And then what we can
do is we can just drag in all of these new maps
that we have created. So I'm going to send
my obdo back to full coolor I'm going to
drag in my base color, my roughness and my
metallic over here. And now you can see that
this is now a base. We can see that definitely
like some of these colors, they are a little
bit. Oh, what's that? I think that's actually
just like the lighting. Let me just check.
Yeah, here, see? It's one of the lights is
being a little bit messy. But in general, if I just
go ahead and rotate this, so what are the problems that
we need to fix next time? I can see well, over here that
pretty much solved especially when we add
some dirt and everything, you probably won't
really notice that. We definitely need to work on our color a little bit more, our color is close,
and of course, we have different lighting
conditions in here, but it's still not exactly the point where I want it to be. That's something we can work on. Over here, I want to go ahead
and increase the resolution for these bits because I'm just not really
a big fan of it. Yeah, I can live
with the smoothening over here in those areas. So it is a good start. So in the next chapter, what I'm going to do is I'm going to go ahead and balance out the colors a
little bit more. I'm going to fix my
resolution over here, which is just something
that's good to update now. And once that is done, we can go ahead and just continue with the
rest of the material. So let's go ahead and continue with this in our next chapter.
32. 31 Creating Our Container Textures Part3: Okay, so we now have
a pretty solid base. So what we're going
to do is we are just going to balance things
out a little bit. So let's go ahead
and go inside of marmoset over here and
let's have a look. I want to make the top
a little bit darker. One thing we do need, of course, keep in mind is that inside of Mamoset we do have some
additional lights, so you can see that
the lights are increasing like the brightness of our materials,
logically speaking. So just keep that in mind that it doesn't have to be absolutely
perfect to real life. But if I have a look at this, the wheels can be
a tiny bit darker and the top can be
a tiny bit darker. Actually, yeah, just like in
general, the pieces also. So let's just go ahead and
get started with the bottom. So here we have our wheels. Let's make you tiny bit darker. We will have painted metal. Once again, just like
thick, tiny bit darker. And then we have our
plastic on the top. And for the plastic on
top, I also wanted to make the normal map
less strong because it was a little bit
intense like this. And so for the norm map, let's set this to 0.01. Let's have a look because
when I was looking up here, you'll see that
was quite intense. But let's say that that
should be about win. If you want, you can
do another export, just to make extra
but in general, I'm not too worried about
that. Here we go see. Now it's a little bit darker and now it's a little
bit more balanced. Awesome. What we're going to
do now is we are going to get started by just continuing
on with our texture. Now, for this, I think the best thing that
we can do is to, first of all, go ahead and do a general dirt
pass on everything. And once we've done
a general dirt pass, we can go in and we
can do some more specific dirt like you can see over here with all these
damages and stuff like that. One thing that we
also need to keep in mind is that this container, we will probably have a few of them standing next
to each other. Because of that, we need to
be a little bit careful. We need to make
all of this damage quite generic, so to speak, which means that when you have a few standing next
to each other, you won't really notice that it is exactly the same dirt
over and over again. Basically means that
stuff like this, these really specific
damages here, we probably won't
be doing those just because it will not
look very good. So anyway, let's go ahead and get started with
just some general dirt passes. And these dirt passes
will be for the body, and then they will
also be for the top. Squad and go up here.
Call this dirt. Let's start by
simple fill layer. So the first dirt that I always like to do is just
some occlusion dirt. Now occlusion dirt
is going to be a little bit funky on
the inside here, but we'll just see how it goes. So OCC dirt. And this is something
that I tend to art everywhere,
most of the time. The only difference
is that now we have two materials that have quite a big
difference in darkness. So we'll have to
see how it looks. Let's go ahead and only have
our color and our roughness. Make your roughness
quite dull because dirt is often not shiny. And for the color, we can keep it to white for now. Artery black mask and let's
go ahead and go in here. And now what we can do
is we can go in and we can grab a dust occlusion, for example. And
just apply it on it. Here, this is what I mean.
See the entire inside is now basically occlusion dust, which is not very good, but we'll work on it. So this is what we
have right now. I'm not too happy
with the grunge, so let's just go ahead and
press U custom grunge. And then down here, you can just enter any crunch you want. So let's do something
that looks a bit like dirt like this one over
here. This is what? This one is grunge, dirt, tin. Yeah, that feels already
a little bit better. I'm also going to go ahead
and turn on triplanar, so we'll just apply
triplanar mapping. And now what we can do is we
can play around a little bit more like the levels
and the gringa mount and stuff until we get just like some general dirt inside
of our occlusion. Maybe like, play around
a little bit more with your grange
amounts over here. Nice thing because we baked all of these details
down is that we also get little bits of dirt and everything like
these baked details. Now you can see over here
that it's not perfect, but that's just because
they are also quite thin, there wouldn't be that
much dirt in there. On the bolts are correct. I just accidentally
forgot to move the bolts, but that should be
fine. Let's see. Also over here at the base, I think that works quite
well as just the beginning. Now what we're also going
to do is we are also going to go ahead and
add a paint layer. Just go to your brushes. Now, I have a bunch of
brushes over here that I tend to use that I
actually made myself. They are here they are. You can find them just on
our channel if you want to. But yeah, actually,
you know what? I'm going to use one of those.
It doesn't really matter, but I need something
that like Looks nice. I then press X to
flip out my color. And now you can see that I
can basically paint out. I need something that's
like really soft. Ah. That one is quite
soft. Maybe this one. Now let's do this one. I'm
just going to do this, and I'm going to set my
size quite a bit larger, but I'm going to set
the opacity down. So here you can see that
basically what I'm doing. Actually, you know what? No.
Sorry, I don't like that. Let's keep my opacity up, but let's set my brush flow
down because I want to get differences in opacity
whenever I go over this. And I want to kind of
keep the occlusion near the top. I quite like that. But I just need to kind
of paint out some of these over the top details,
you can see over here. And, of course, right now you
can see everything really, really well, but don't
forget that we are, of course, going to
change the color. So if you can hear a lot of
clicking in the background, I'm just basically
doing this with my mouse, something like this. Now if we go ahead
and go in here, we can now go and grab a color. Now, in the color, you might
often be tempted to just do, like the Whereas,
that's annoying. It's annoying that you cannot. There we go. Click
away that window. You might be tempted to
basically just go for brown, but I recommend that you
actually go for something that's a little bit more
whitish over here. It can have a little
bit of browning in it, but don't go too over the top. Maybe something like this. Now let's also have a look
how it looks over here. Here, that is fine. Now the next one that I wanted
to do is I wanted to have some general dirt
that's mostly going to be like this panel over here. So let's go ahead
and duplicate this. And I'm going to
call this one it underscore what shall I do? I'm just going to call
it nsctnsc 01 for now because I honestly have no idea what I will do with it. Let's see if we
can find something that's a little bit more
interesting for this, something that has to do
with like dust or something. So let's see dust soft to yeah, that actually does
look quite nice. So I basically just want to
mostly like these areas. I want to just have
some general whitening and softening and
stuff like that. Now, I don't like how the texture is a little
bit Well, like that. So let's go ahead and see if we can maybe throw on a
different texture. What about charcoal?
Charcoal is interesting, but let's try a few more.
So we have charcoal. We have some dirt specs. No. I wish I could
also I should be able to go in texture and set my scale down a
little bit like this. There we go. So that's why we are just
tiling it a bit more. Now if I do charcoal, it
is pretty interesting, but I like to always
just triple check, make sure that
there's nothing else that sometimes I just know which crunches will work
and which ones will not. But in this case, it's
mostly just trial and error. Okay, yeah. So let's
go for charcoal. Let's then go ahead and
set if we go up here, our balance down quite a bit. We have over here curvature. Actually, I want to
keep the curvature on a little bit so that we
keep this at the top. And I'm going to go ahead and
play around with my balance a bit more to have the charcoal break up
some stuff a bit more. Texture. Now, we don't need
to play with that contrast, maybe just a global contrast. Yeah, there we go. So the
global contrast a bit. And then what I want to do is I'm going to tone
down the color. So that it's more like
something that's, like, just barely visible like that. Now, next thing that we want
to do is we also have some more like edge damages,
as you can see over here. So I guess I will call them like plastic edge damages or
something like that. So let's add another fill layer. And then later on we will also
have some edge highlights, but that will come in a bit. So plastic edge damage. For now, just only
use the color. Black mask, and we can
once again just add a generator once I just
moving my microphone. And I just want
something that will kind of like mask some
random damages on the edges, and then I will probably
blur it because then you get the effect where you get like
this smooth or soft mask. And we probably also
need to go in and, like, do some manual painting. Edge scratches. Ooh. It's a bit much. Etch is dusty. No, that one
is good for some general. Let's actually
duplicate this and hide this one because I just want to keep that in mind
that I can use that. But now I'm mostly just looking for something that
breaks up my edges. Edges damage. Yeah, that sucks. There are other ways
that we can do it. Like we can just mask out the edges and then
break them up. But before we do that, I
want to quickly check. So basically,
another way that we can solve this is we can go in here and add a generator or you can right click
and add it here. And then if you go in here, you can add a curvature map, which is this one, which
shows us the curvature. Then, of course,
we just push down the balance until it hits
only our edges over here. So now we basically just have
all of our edges selected. And it technically
also works over here if you want to add
some general damages. But let's first of all, just focus on the plastic because metal damages
are a bit different. Now let's go in and add a
fill layer, for example, on top Then if we go grab something to
basically break this up. We want something that's
a little bit stronger, maybe crunch map.
Which one is it? 001. If we set the
tiing to maybe three, and then you want to set this
to, for example, multiply. Now you can see that
here if we just play around to the
contrast and everything, we are breaking up
these edges a bit. In my curvature, can
I maybe play around, no, I don't think I can
play around too much with anything else.
Also, you curve to. You can also use a
texture, I believe, which will break things up, but I'm not completely sure. I've never actually used it.
Well, I've used it before, but really long ago. But anyway, we don't
really need it. I always do it this way. So let's say that we have some
type of damages like this. If we then go in and
add another filter, and this time we blur it we also do need to be a little
bit careful about she can see over here with the seams. But let's say that we blur it. Yeah, can I willing not push
this down 0.005, maybe? Okay, 0.02. There we go. So I just push it down a bit. So now you can see we only
have these damages in some small random locations. I will art this into a
folder that I will call it just to have specific everything that has
to do with the lid specific. Over here. Because what I can do is I can just go ahead
and add a black mask. If you want, there's
multiple ways. You can just select the lid,
or what you can do is you can grab your rough
plastic over here, add an anchor point to it, and then you can
reference that anchor points in here by simply adding a fill layer anchor points and just select the
rough plastic one. This way, it just becomes
again a normal mask. But in any case,
we now have this. We can go ahead and
get rid of the color, go to height, and then push
our height down a little bit. We want to make
this quite subtle. You can see here
you can just add some very soft normal damages. Just some niceness to it.
It's not as good as Zbrush, but it still saves a lot
more time than Z brush. I also had this one, which I quite liked because of the edge highlights,
I quite liked it. I'm just going to play
around with my balance a bit more like this. I'm going to go
ahead and make this also a rougher normal map. What I will do is
I will go ahead and maybe I'm going to go for something that has
a little bit of color in it, like a darker bluish
color to kind of give it a little bit more
color variation in our mesh. And for the rest, you can always go in
here and just change the opacity to make it
more or less strong. So something like this. Now, another one that I quite like to do
is we have over here our plastic edge
Dvages and this one I will call Edge highlights. Another one that I like to
do is if we just duplicate our plastic edge
damages and get rid of the blur and just need to read it out a little bit and play around with
your grunge map. This what we can use it for
is we can use it to get some very soft
highlights in our edges. What I mean with this is
we turn off the height, turn on only the
roughness and make the roughness just a little
bit shinier than the rest. This way, when we go over it, you can sometimes just notice
that extra bit of shine. I also want to go in
here and I'm just going to quickly add a paint layer. I'm going to paint out this area over here on both of them. Also paint layer paint out this area just because
there is a seam there. So that's why I don't like it. I'll do the same over here. You just want to avoid these
dipe of damages on seams. So something like this, for example, we now already get some interesting
surface variation. The next one would be to get some general directional dirt that's mostly in these
areas on the side. And for that what
we can do is we can let's see, this is our lid. We can probably steal
our edge highlights, so let's duplicate that one. Throw it over here at the top. Get rid of our highlights, and for now, let's just
make this once again white. And you want to just
add a fill layer and then grab something that
has some direction in it. Like for example,
maybe this one here. We want to rotate it. Actually, can we do
ti player projection, tiplyar projection, and then set the rotation to 90 because
we want to have it sideways. Set the tiling higher, maybe
like five or something, and play around
with your crunch. I don't like this one. Let's
try something different. This one looks a little
bit better already. Here, see, you kind of get
the same effect from this. What I would do is,
so I have this one. I would then go in and add
maybe like a sharpen filter. Give it a little
bit more sharpness. And then in here, we
also want to go at them, we want to be able to paint
in where we want these. I'm still someone that
likes to just throw things in folders and call this edge, paint a black mask because
that way I can just go in, grab something really
soft in this case. So something really
soft would be well, I don't just want basic soft, so maybe this one. Mm. Maybe if I set the flow a little bit
down. There we go, see. And then I can just go in here
and wherever I want, see, I can just paint in
some of these damages, especially around the
corners, would be logical, because that's where people
tend to bump into it. Maybe also over here
because there's like a lock here, so
maybe a bit more there. You, we are at the
corners again. It's a bit too much on the top, so I'm just going
to paint it out. And like that, we can just add some of these extra damages. It's looking pretty
good. Is there anywhere else where I want them? Maybe like here on
the top a little bit, since we have the layer anyway. Go to make it a little bit less over here because
it's a bit too much. Yeah, there we go. Awesome.
So we have this one. I'm going to sharpen
it a little bit more, and then I'm just going to try and match this
color a little bit. So it's going to be
a color that's a little bit more brownish. Something like that. I think looks quite good. There we go. Now, another one
that I often see and it's almost identical to a grunge map that I know,
and it is this one. If we just duplicate this
1 second, duplicate this. This can be overall grunge. Overall crunch. But it's one that I happen
to have made for Adobe. So it should also be
included with you guys. It's this one? I
forgot the name. Crunch scratches. That
might be the one, but I feel like it
looks a bit different. There was one that I can
remember looks almost identical. So yeah, it might
have been that one, actually. Yeah, I
think that's the one. Then it doesn't look exactly
Is identical as a dart, but maybe it's just like
the preview over here, see. So it has, like, these
little specs and these little dart bits and
everything like that. And if we just go ahead
to set the tiling, maybe like four or something. And then again,
like a filter with a sharpen you have to give
it like some of these specs. I think that looks really
cool. And what I'm going to do is I'm
just going to go ahead and make it a
little bit darker. I'm going to set the grunge overall grunge a
little bit down. Something like this, like 50%. And then just go in
and arter paint. And I just like to
paint this out on the really large flat surfaces, just because it feels
a bit off to have them in those areas, like you would think they
would just build up near the edges and stuff like
that, something like this. So there we go. That's already looking
pretty interesting. Of course, we still need to
have some branding on here, but it's a good start, I think. Now, if we just go ahead
and now move back to our base body over
here for a base body, I quite like those dents and we can actually
replicate that. So that's the lid. This is
like the overall stuff. Let's make a new folder
called Come on, body. And in here, once
again, just add the black mask and
we can just grab our painted metal and add
an anchor point to that. And then reference
that anchor point in this folder. There we go. So for the body, first of all, let's just
do some overall dense. So we can go ahead
and add a fill layer, call it dense and
only have it in the height and set the
height to the minus. Then you want to add a black
mask with a fill layer. And in here, let's go ahead
and go to our Granges. We want to have
something that's like some kind of crystals or I don't think faults
more like, where are you? Like crystals over
here, crystal one. So we grab, for example,
like a crystal one. Let's grad and just
actually look, and we balance out, as you can see over here,
just a general balance. Then what we do is we add
a really large blur to it. Like this to turn
it more into dense. Also go ahead and set the
crystals a bit smaller, two. Something like this. Now, when we go ahead
and look at our height, you can see that now here, you can start seeing
the dense a bit more. What I'm going to do
is I'm going to go ahead and set this a
little bit higher. Then for my dens, I'm going to go ahead and
I'm just going to add, let's just add the paint layer. Add the paint layer and go for just a normal basic soft brush. Oops, and just press X and just get rid of it
near the edges, paint it in and out
here and there, just like some of
these locations. Make sure that it's
actually located inside of our body folder. I don't know why
it shows up there. Maybe because the preview
doesn't show up like that. Just ignore me. Basically,
I'm not painting. Go ahead and paint out
in some of these areas, may probably not have that like the bottom And just make
sure that you only have, a little bit left like this. And now to have a look,
so without W. See? I just adds that little bit of extra bumps and damages and everything and just
reads a little bit better. Okay, so we've done that one. Now I think what we should do in the next chapter is we will start by the big damages
that you can see over here, and then we will
just keep refining our texture until it is done. In the meantime, I will tell my artist to start creating
some graphics for us, so he will also go ahead
and focus on that. But for now, let's just go ahead and continue on to
our next chapter.
33. 32 Creating Our Container Textures Part4: Okay, so what I want to focus on now is I want to
focus on creating these actual damages that you can see here with all the paint
and everything like that. So this is going to be a
balance of hand painting and also using some
general generators. And yeah, that
should be about it. So let's start
with this one over here because this can be like our quality benchmark,
so to speak. So first of all, we have
over here a painted metal, and then we have a
galvanized metal. What we want to do is we want
to go ahead and just have this galvanized metal on top. Need to double
check something. Sometimes, I like
to turn on and off the painted metal
to see if it's not like intersecting or doing
anything strange with it. I'm also going to
make it a bit whiter. Something like that looks
a little bit more logical. And it also means that then I need to go in my
color variation, and I need my color variation,
also a little bit up. And maybe also my
specs, my black dots. Let's go ahead and you
said this in the opacity. There we go. Just that we
have some kind of a base. Now what we can do is we
can go ahead and we can add a black mask to this. And we probably want to
get started by just like some type of edge
damage generator. And then my idea because we have so much damages here
is then just grab a really harsh brush
and kind of paint in and out wherever I want
some of these areas. So let's go to our
generators and just have a look and see
what we can find. So we have concrete edges, look, for some reason, my
scene is a little bit slower. That's a bit strange, but oh, well, it should still be fine. Edge is strong, maybe. I don't know, Edge is strong, but if we then can maybe, like, break it up with a
texture or something, over here we have the
rust fine texture. Mm. I'm not sure. Let's just keep looking for now. See if there's anything
interesting Etches Uber. Yeah, most of these
edge generators, they don't look super
amazing, to be honest. But I just want something as like a beginning
to save some time. I guess maybe edge is strong, because I don't think there's
anything else left here. No, we do have the edge
scratches, this one, sometimes if you
lower that down, it creates some
interesting effects, but a bit like this. But I feel like at that point, I can just as well
use the edges strong. So let's go ahead
and use Edge strong. The sharpen, we can
get rid of for now, and I want to go ahead and just play around with my balance, maybe increase my texture a bit to have some additional
damages in here. So let's say something like
this and maybe my curvature, I can tone down the
curvature a bit, that's not all over the place. Then I want to push my
texture out again a bit more. The general idea was, let's say that we have
something like this, and then we add a paint layer. Then if we go in
and paint I pick, for example, maybe the
charcoal fill frame. If I now just switch
to my drawing tablet, my idea was basically
to then go in and, you know, I just go over here to basically go in and paint. And sometimes you can
also press X to, like, paint out and to just paint in some of these details
as you can see, like this. Then just see what
it looks like. So what I will do is I will go ahead and I will just paint
in, like, a little bit. Oops. And once that's done, I will just preview it
inside of marmoset. So here you can see
that I on purpose, grab like a square brush to give it like this square
look because it kind of feels the same
when we look at, like, a real life reference. And also over here when
you have these areas, you want to make sure
that you don't stop on a seam. So we can do
something like this. And then later on we can also do a little bit of breakup
using a grunge. Over here, I want to,
like, for example, paint this out in this area. Here, if I do do something
like this, just to see, I always like to just
start by creating a solid base and then
continue from that point on. Maybe actually not
have a lot of stuff in here because it wouldn't make sense to have
so much damage. Like, most of the
damage should happen on the etches over here. So we will probably also end up, painting out a lot of areas like this where we don't want to
actually have any damages. But okay, let's say
that this is just going to be like our
preview template. Now let's go in and maybe add one additional fill
layer and just grab some type of grunge to break this up just
a little bit more. I know that over here we don't have most of this
is really sharp, but I want to see if I can
find an interesting balance. What exactly would I use for this? That's
a good question. Maybe some really soft crunch, not soft as in more soft
as in not so visible. Let's try this one over here. L set this to multiply
triplanar projection, maybe five maybe not multiply. Maybe like subtract. Yeah, so let's see if we just
play around with this. Let's just see the difference before, after, before, after. Yeah, it does do some breakup, which is quite interesting. But then we would
probably want to do another paint on top that just like cleans up some of
these seams here and there. So if I have this and
let me see if I just like play around with my opste? No, I think opstes here. So we will probably then
have one more paint, and that one is mostly used
just like ops one button. So that after this, we
just scale this down, we can just paint in some of these like seams because
you do not want to have any stuff on the
center of the seams. But that will just give us
some more organic breakup. And then, like over here,
we can, for example, get rid of these
really small specs. There we go. Okay, cool. So the next thing I'm going
to do is I'm just going to go ahead and go inside
of my galvanized metal. And I want to set the
roughness a little bit duller. And I feel like I don't
really see much of the specs of the flakes. So I'm going to set my flakes a little bit more intense like this so that we can kind
of see it a bit better. Then we also want to have some general dirt
probably in here, because we want to have the dirt under like only on our metal, it would probably be
best if we simply create a new fill layer, general dirt. And for this fill
layer, we want to have it with our color, roughness, so the roughness
lower and our metal. So dirt would not be metallic.
Dirt is never metallic. So we can go ahead and
to black master this and grab probably just like a simple fill layer with
some type of grunge. And that should go a long way. Let's try this one over here. Grunge dirt, maybe play
around with the contrast, try playing a projection.
So that like four. Just go to alt click
so that I can, like, figure out, I want
to go a bit smaller. Let's go like, maybe
even like 20 in the tie Break it up a bit. Add a filter with,
like, a sharpen. Here we go. Give that
little bit of extra specs. And now I have a press
M and then go in here, and then we'll set
this one to be like a more brownish dirt. Off on, off on, yeah. That already looks a
little bit better. Okay, nice. So we got that one. Let's go ahead and just
do a quick export, see what this looks
like inside of Momset before we start doing
the painting process, which I will probably
do as a time maps because it will
take quite a while. But let's see how that reads
over here. It reads well. Like, it feels a little
bit low resolution. That low resolution feel is
most likely Well, of course, we are looking at
this very up close, but that low resolution feel
it's coming from somewhere. I don't know if
it's like the dirt. But, yeah, it might
just be the dirt because I feel like
everything else is not low resolution. Over here, also like
the mask painting, it's not that low resolution, but if you want, you can just twin a sharpen
filter in here also. We are pushing quite a
bit of how would say it, we are pushing quite
a bit of detail into like a limited resolution. However, this is just how
it normally would be. One thing that we do need to keep in mind is that normally, you don't look at
things this up close. You look at things like
from this distance, and then the resolution
is totally fine. It's the same with the wheels. But now I decided not to change them because it would
be quite a lot of work. Tax change the wheels, but I feel like if we don't really get closer than this,
it would be totally fine. And the taxi density is
still somewhat correct. I also feel like
the terrorist is balance where because it goes from metallic
to non metallic, it has this really strong cut. Here you can see metallic
to non metallic. So what I'm going
to do with that is, well, that's actually
a good question. What am I going to do with that? Because normally, when
it comes to metallic, or you have metallic or
you don't have metallic. Now, that is normally the rule, but you can often kind of, like, balance things out a
little bit by, for example, adding another levels just on your metallic and let's see if any of this? Oh,
it doesn't do much. Yeah, here. And just like, push it just over the limit, which will kind of tone down
the metalness look of it, because sometimes just blending between the two is quite tricky. And also, you want to
maybe make sure that you don't make the bottom
metal too shiny, but that doesn't
really seem like a problem for me right now. I am quite surprised
how low resolution, it feels while in here, it actually doesn't
feel as low resolution. That's a little
bit strange to me. I don't know if there's
maybe some kind of filter going on if I just go in my
image came where I uses it called clarity? Yeah, the clarity does
add a little bit, but I know it's just surprising. Also, one thing that I
want to keep in mind is that we have our
general dirt over here. Let's add a paint layer below
the sharpen and use this to get rid of the dirt on our seams over
here because else once again, we will see the seam so I
would say that at this point, we do have a pretty solid base. Also, something that you need to keep in mind, which
I totally forgot, is that right now
I am previewing this texture at screen resolution
that's lower than four K, which means that we
don't actually get the full resolution
out of the screen. If I would go in
here and I would make a test render, which
I often like to do. So in images, let's
make a test render. You will see that the
resolution looks a lot higher, and that's the true resolution when you're looking at it in four K because I would be
rendering out a four k image. So if I go ahead
and set this to 01 and I will just do
like a quick render, now if I have a look at
it and opened up here, you can see that it's
smoothed out quite a bit and it reads
quite a bit better. Everything. Of
course, over here, these specks are
really not nice, we will get rid of those specks
and we'll make sure that also we need to make this
a little bit harsher. I would almost says go in here. And this crunch breakup
that we have over here. Let's play around a little
bit more with, like, the contrast and balance. But for the rest, in general,
it reads quite well. Maybe make it also a
little bit darker. So let's do that one last. Just go near, make it a
little bit more darker again. Something like this.
And now what I will do is I will go ahead
and kick in the T labs, and we are just
going to paint in the damages pretty much the
same way as we can see here. So we'll paint it in here,
a little bit in here. Over here, some of these
scratches, we can just, like, or use a scratch
crunch or we can just also paint in something. But in general, there
isn't too much damages, so you can also remove
a bunch of them. So let's go ahead and
kick in the time labs. M.
34. 33 Creating Our Container Textures Part5: Okay, so the base
painting is now done. Now the next thing that
I want to do is so we can now go ahead and
add our grunge map. And then we do also
have over here paint. And with this paint, if you see any seams, they might want to just
quickly go over them, but I don't notice too
many really bad cases. I need to keep an
eye out on this, but it might not even
show up in Moms set, so But in general, that's the general overview on getting these extra
bits of metal in here. And also, what I wanted to do is I wanted to go
ahead and I wanted to just add some
additional scratches and things like
that, imperfections. But I don't want to have those imperfections
as actual metal because they probably won't look very good as actual metal. We do have some
scratches over here that we can definitely add, but it's more like just some
overall white scratches that I wanted to
add on top of this. So for that, what I can do is we have a galvanized
metal over here. I can probably go ahead
and art those in dirt. The only thing that I'm thinking
about is that over here, I do want the art, maybe in this paint some type
of damages here. Now, what you can also do for that is you can also
go ahead and use projection mapping and use a grunge map to basically
paint in damages. You basically go down here to projection mapping and you
grab something that has, like, some scratches or
something like that. Need to have a look
which one will work best for this
kind of stuff. I don't know if
this one will work, but we can try. And then what you can do
is you can just go in here and see you can
paint in some scratches. Now, this one, I don't
really like the look of it, so let me just do that and find something that's
a bit different. Maybe something like
this. Now, we have a lot more grunges
internally and a lot more additional damages. I just don't really want to
use those damages in here, and that's mostly
just because, like, I don't want to use too many resources that
you guys might not have. That's more like what I mean. So over here, you can
see that I'm just using this grunge and
I'm just moving it around to basically get some
type of streaks and damages. And he to be a bit
careful because, of course, we don't have a
massive amount of resolution. Once we've done
something like this, we can go in and we can
grab just some type of grunge and paint out some areas that might
not look very good. There we go. Something
like that, for example. Still not super convinced, but it's a start. So anyway, in our dirt, we
have over here our body. I'm going to go in
and I'm going to add a fill layer that is only color and some
roughness. That's fine. Also, let's at the metallic
all the way to zero. Do we want to do that? No, no, let's not touch the metallic. But what I'm going to
do is I'm just going to call this one scratches, for example, Arte
Black mask, are fill. And we're probably going
to use the one that we just used also, which is this one over here. And if I said this
to try plainer, scroll this down, play out a little bit more
with my contrast. Hmm. Tone down the intensity. Yeah, I think something
like that already goes quite a long way. Yeah, because if I set
this one to metallic, it often just Okay, for now, it reads well, but normally it doesn't
read very well. I guess it reads well
because we don't set our roughness to be very shiny and everything
is, like, very dull. But in general, that
should work quite well. So let's have a
look. What else do we have? We have some branding. We have some general
like leaking maybe. Oh, yeah, let's do that. Let's duplicate our scratches. Let's call this leaks, and it's set it this time to be a little bit more of
like a brownish color. And now in our leaks, what
we can do is we can go in and we can publish, again, use projection mapping
with like a crunch map. Now, at this point, it's
really good if you have a bunch of leak crunches
like we have over here. However, we cannot include
these because we did not create them
ourselves, sadly. We do have some
tutorials on YouTube on how to actually create these type of leaks
and stuff like that. I'm just having a look and see if there's a stencil that we did create,
no, sadly not. In that case, what
I'm going to do for now is I'm just going to go
ahead and I'm going to grab, for example, this
grunge over here, which is included for you guys. You want to place this roughly in the location
where you want it to have or to have it. I'm going to set my
contrast up a bit. Et's remove that last one. And like that, we can just add some general leaks and
dirts here and there. And, of course, I will go in and later on balance it a bit more. Just give me 1 second. I do also not want to
make it too strong. So right now it's
still quite strong, so we might want to go in and reduce the collar
and stuff like that. So yeah, let's go for something like this
to get start with. Let's make the collar.
Actually, like a little bit of
bon colours fine. I'm going to set my
roughness up a bit. And then just in my
opacity of my base collar, I'm just going to tone
it down a bit more. There we go, just to give some especially when we
have a roughness, you can see it, just give some interesting
variation to that, too. Now, one thing that you also
need to keep in mind is that often when we are working
on assets for production, we are not so much creating
hero assets, so to speak, meaning that we don't keep
working on it on and on and on for hours on end to basically get the absolute
best possible model. Instead, what we do is it
might sound a bit stupid, but we just go for,
like, good enough. And that's something that
we do need to keep in mind. Also, something that
we want to keep in mind is that I want to go over how we do our feedback rounds. So what I will do
is, at this point, I will probably ask for
feedback just because I know that there's a bunch of
other stuff that I can do. Oh, wait, I will add the labels and then we'll ask for feedback. I know there's a bunch
of stuff that we can do, but of course, normally, I'm the guy that gives feedback. So if I just go ahead and, like, keep working on
this, then in the end, you wouldn't see the
feedback rounds because I would just process my own
feedback, so to speak. Now, there's two more
things that I want to do. One is that I have
somewhere here. Some really intense,
I think it's damage, and I do not know where
it is coming from. It's not from the body. It's not from dirt in general. A, it's from the
galvanized metal. That's interesting because
that one should not even be in here. If we just go ahead
and open up this mask. Okay, let's go ahead and just
in our galvanized metal. Let you set the color to black, turn on paint, and just
get rid of all of this. We don't want that. We
don't want it on here, we just want it on our body. I guess because of the way
that I painted it out, it kind of like left
over some pieces. But that should do the
twig. If I now press M to go back into
our model view. Yeah, there we go. That
works a lot better. Okay, so what I want to
also do is over here, we have like our metal and it's so currently perfect and everything,
and I don't like that. So I'm just going
to go in my metal. I'm going to get started by just setting the roughness
a bit lower. Then we have a
roughness variation, and then what I'm going to
do is I'm just going to go ahead and let's see. So our roughness variation
Let's play around a bit more, first of all, with
the resolution. So let's sketch to 15, maybe increase the amount. We have our fingerprints, which is kind of like at
like a correct level. So that's fine. Maybe I want set this crunch
a bit duller. I think I'm just going
to go ahead and add some occlusion dart in here. So if we just go
ahead and duplicate our occlusion dirt like this, but throw it into
specifically our base metal. Going to make it just like a really bright red color for now. I'm a bit surprised how slow
that my scene is running. I think I just need
to restart painter, so I will also do that
in the next chapter. Anyway, bright red
color. Quite my dirt. Play around with it until
we get something like this. And now we can go ahead
and tone this back down into like a manageable, like brown darkish
color, for example. Maybe also just set the
roughness not as low. Something like that already
works quite a bit better. What I'm going to do is,
I'm just going to add another fill layer that
I'll call darkening. I'm just going to alt click on the color and set the
color completely to black and only have
this one in this rod. That we basically
give this cylinder a slightly different intensity. Then what I can do
is I can just go ahead and I can go play out with my base color intensity to make it a little bit
darker than the rest, just to make it stand
out a bit better. Something like that. Okay. So we've done those things. Now, the last thing
that I want to do is to add some branding to this. And after that, I will go
ahead and ask for feedback. Now, my artist was kind enough, and I will include a bonus chapter where he will
show how to create this. He was kind enough to
create, like, a bunch of, like, branding and logos
and stuff like that for us. So we can just
instantly use those. Now, what I like to do for the branding is
often I like to have it just below our
dirt over here. Create a folder,
call it branding. Now we can just go
ahead and we can import just by dragging
in all of these pieces, and just write them as a normal texture.
Just press Import. And let's get started
by the first one, which is going to be
like our white logo. Let's start by just having
a simple fill layer. Set the roughness a
little bit lower. And oh, yeah, I also wanted to add some height to my metal. We want to go ahead and give
this color and roughness. Yeah, let's just do
color and roughness. I feel like this one would pretty much
not have any height. White text, the black mask. And then what we can do
is we can just go in. And if you want, you can just
it's a new technique inside of a mask inside of
substance painter, where we can actually have
this piece and we can then rotate it around just by
dragging on our texture. And it makes it a little bit
easier for us to basically just move it around instead
of like needing to paint it, which is quite non destructive. Like that, we can
very quickly do like, Hey, this is waste matters. That's what we call it waste
matters because it's for our environment and our environment brand is
called scant matter. So that's why. I totally forgot that it creates a new
fill layer when we do that. So we need to kind of go and play around a little
bit more with the text, maybe make the text a
little bit brighter, so that stands out a bit better. And then later on
I will add like a grinch map also to break
things up a little bit. First of all, the next one
is going to be this one. Um Do I want this
as a mask? Yes, no. I can add it as a mask, but then I need to add
some additional stuff. Let's just add it as
like a base color. We definitely do need to edit this because it's way
too dark right now. But let's say that over here, we have it in our center. And for this one, so let's
throw this again in branding. I want to go in.
Let's make the Oh, sorry, the roughness, of course. Because we don't have a mask, it would, like, change
the entire roughness. But instead, I'm just
not going to add the roughness because
I'm too lazy. And I'm just going to go
ahead and set a filter to color and add an HSL filter, which allows me to basically
control the lightness a little bit here, so that it feels like it's
not standing out too much. I'm not too sure yet if I really like this look, but we'll see. Now, next, what we are
going to do is we are going to go for let's see, over here, we want
to go for this logo. Let's art this probably
also as a base color. This time, I need
to just do some manual movement and stuff. Wh also want to do is over here. You want to also
increase the depth. So if we go here, it's at
the projection depth high. And try to make it as large
as possible because else we sadly don't have a
lot of resolution. Yeah, see here, we don't have a massive amount
of resolution, but it should still be doable
if we place it down here, add another filter HSL, give it a bit more
star over here. And what I also want
to do with this is I am going to paint in
a roughness for this. However, I'm going to do
that after I duplicated it. Moved over here. I
will just do like a roughness paint for
all of them, basically. So for now, don't
worry about it. We'll just place them here. On the side, we also have
one over here, base color. And this one, as you can
see, it actually looks like it's just kind of
like stuck on there. And we also probably want to do something
with the height, but we can do that
with the roughness. So first of all, let's
go ahead and just grab this one let's see what
would make more sense? I feel like just
having something like this would make more sense. So I'm going to go for this one. Copy your HSL, and just
paste it also in here. Paste layer, paste effect. Sorry. There we go. Now what I'm going to do is I'm just going to
go ahead and do, um Rough height. I want to have my roughness, which will be a
little bit shinier, and I want to add some height. And then what I'm
going to do is I'm just going to go ahead
and add a black mask. Now, if we just go and grab a basic hard brush,
all I want to do. And I know that's a bit of like an old school
way of doing it, but I'm just going to go
ahead and paint in here. Just like roughly the places where I want to have this stuff. And then in our height, we can push the height
up a little bit. Tiny tiny bit, like 0.005 maybe, just to give a little bit of, like, some height in there. And I can often just, like, quite quickly, set a size, click, click click
click and click. Let's just go into the mask
and paint this all in. But yeah, there are
other ways, of course, that you can turn
this into a mask, but often it just
takes a few minutes. So it's like If I would
have a lot of stickers, I would show you, different
more complicated technique that involves anchor points and all that kind of
stuff, but not for now. I think I'm not going
to do anything here, just to give it a little
bit more variation. Also, where is my
label? Oh, there it is. Thank you. Okay, cool. So we got, like, a few
of those labels now. I still feel like the labels
are a little bit too dark. So I'm just going to push
those up a little bit in our HS like this. And let's just go ahead and
save and do a quick export. Then what I will
do is I will send some images, and then
the next chapter, we will go over feedback, and I will just show you the entire feedback process
of how we work. So that will be like
in between chapter. And, of course, I will show you how we have
gotten feedback on this model because I think unless there's something
drastic that I forgot, I think it's pretty
much pretty decent. So one thing I do want
to do is I want to go in and make a couple
models of this. So I want to move this one, for example, somewhere here, then duplicate it, and
also show the back. This way, when we take an image, we can have a few images that just show off
the entire model, which is good for
when we want to give feedback because you, of course, want to create some
images for your feedback. Something like this. And
he will probably say something like the back looks not very interesting enough. Add some more dirt and
stuff around the wheels, maybe add some more
dirt around here, maybe like improve some of the transitions between
these two types of metal. Like I will let my senior artist
give some feedback on this, just in general. But for now, to create our final images so that we know that we're
going the right direction. Go ahead and save your scene. And now you just
basically want to go in, set your camerangle, press bake, and I will pass the video. And let's have a
quick double check. Yeah. Okay, cool. Now what we're going
to do is we're just going to move this camera around and also create some close ups that show
different lighting angles, so you might want to also rotate your sky around and
stuff like that. Like this. And you just
want to basically create a few images so that your lead or senior
can properly see like, Okay, so this is what
the asset looks like, and then they can give
proper feedback on it. So I'm just going to
go ahead and I'm just going to render
out a few images. And the next chapter,
we will cover feedback, which again, is a little bit different than just
doing asset molding.
35. 34 Explaining How Feedback Works: Okay. So in this chapter, what we will discuss is
we will discuss feedback. Now, as with any development, you often have a hierarchy. You have juniors, intermediates,
seniors and leads. So unless you are elite and even elite gets feedback
from the art director, but you often always get feedback on whatever
asset you created. So we now over here have
V one over texture. Now, there's a lot of polishing
that can be done here, but I on purpose did
not do that because I want to show you
our feedback process. Feedback processes are different compared to which you use. So for example, we have
our Jira over here. Many feedback processes
actually happen here, like you add comments and
there they add feedback. When I was, for example,
working Ubisoft, the feedback was
literally just your lead bulking up to you and just
telling you the feedback. So there wasn't actually
that back and forth. However, my company is an online only company or basically remote
fully remote company, which means that we do
everything via Slack. Now the way that often works is that we have over
here our Slack, as you can see over here, and
we have a feedback channel. In here, you can see
that people are actually actively working on
a bunch of stuff. Like, for example, here, we have created some doors
and stuff like that. But in general, the way
that it works is that we go in here and we
type our message. We start with a
link to the Jira, and then we tell the name and we tell
what we have been doing. So this is TT. Wait, I can just
copy the Jira name. Here we go. And then I can
go ahead and do, like this. And I can say texture phase 01, for example. I cannot type. Sorry. Texture phase 01. Now at that point, I
created a bunch of images, as I said last time, as
you can see over here. Now, definitely I can
see some weirdness going on over here and
all that kind of stuff. But honestly, I will just
leave it for the feedback. Like the wheels look
very plain over here. There's also not a lot of
visual dirt interest in here. This looks way too shiny, like there's no dirt here. This is looking a
little bit strange, but these tickets are still not different enough you can see the norm map
from the base through them. But there's a bunch of
stuff that we can still do. However, for now, simply drag these images in and
we upload them in here. Then once that's uploaded, we will basically go ahead
and we will press Enter. So give me 1 second. Here we go. And then what will happen
is me or my senior artist will pick it up and they will go ahead and give some
feedback on this. In this case, Cobus
is my senior artist. So of course, because
it's Tutorial, I told him to just
give feedback on it. However, just to show you an overview of how
things normally go, let me just find, like, here, this is like a good asset. Now, this was a hero asset, so there's a lot more feedback. But basically, what you
can see, so Santiago, one of my other artists,
he created this asset, and this was the base
asset that he created. Santiago is a junior, so often what comes with juniors is that you do need to give a little bit more feedback. But honestly, he did
a really great job. So this was the very base. Now, what happens
then is that we go into a thread and we
start giving feedback. I just need to scroll
up quite a bit because there's a lot of talking
and everything going on. But just to give you
a general overview, we have this and fix errors. And then I go in here and I give some feedback
where I say, like, Hey, you don't need to have this additional line in
your weight normals. Make this a little bit
more grounded, over here, you can see that the
buttons have a little trim around them, same over here. And for the rest, I just also talked a bit about just
some additional details. Then goes back and he's like, Okay, cool. I will fix that. And then you will basically
post all the fixes. And at that point, I
say, Looking good, feel free to move
on to your UVs. So we have different stages. We give feedback at
the blockout stage, the final model stage, the UV stage, and
the texture stage. Now, of course, we
skipped a few of those stages because I was
the one creating the model. But normally this is how it
goes. We then go perfect. He will show me the
UV. I tell him, in this case, to make the body a little bit larger because
it's some additional detail. He will show that and great. Then what he does is he
will go ahead and go to the texture in this case, Cobus who is also
a graphic artist, he creates the branding for
it just like he did for us. So he will add some
additional branding, and then we have the
first texture stage over here, as you can see. Now at that point,
often with texture, we go back and forth the most. So here you can see
that we actually have quite a bit of talking
about the texture. So we have the
texture over here. We just spoke about adding some balancing out the leaks a little bit and balancing out
the colors a little bit. Um, reducing some
damage here and there. And for the rest, he basically
just goes over this and we go back and forth as many times as needed until we
get the final asset. There was also some talking
about, like, for example, the setting it up in reel
and stuff like that. But in general, what you can see over here is that now he
balanced out the final asset, and here we have our
final asset ready to go. And at that point,
he just also shows how the setup inside
of in real engine, and we were just talking
about some glass stuff. That's basically the
general feedback round. You have these multiple
different rounds, and you just keep
going back and forth until you get to
the right point. And this happens with every
single asset that we have. Over here it is, for
example, GLO bicycle. But basically,
yeah, we have a lot of assets where we
are going over that. Now, we are currently still
in the blockout stage, which means that a
lot of these assets, they don't actually have
their final assets yet. So I would need to scroll
back quite a bit before I can go over our
actual final assets. And a lot of these
assets are also made by external freelancers, which you will not see
the feedback here. In general, what I will do now is I will go ahead
and pass the video. I will wait until Cobis has
given his feedback on this. And then what we'll do in the
next chapter is we will go ahead and we will start by
processing our feedback.
36. 35 Processing Feedback: Okay, so I have
received my feedback, and it was mostly just
like the stuff that I was already saying beforehand. So over here, as you can see, we went over on
how to place Jira, place the name, and just some extra information
with all of the images. Now, the feedback
I got is this one. So 1 second. Let me just go in here. Feedback number one,
the front panel damage seems to be a bit more extreme. Focus some breakup and focus
on more damage on the side. So yeah, that's fairly true. Like I do like over here
the small bits of damages, but it was a little bit
extreme in some places. Over here, the normals are
applied to the sticker. However, in real life, there's it's a flat sticker and the normal is
not as intense. So just basically improve that, which, yeah, I totally agree. And by the way, this is all
unfiltered, this feedback. Like, I did not tell Cobus to white this type of
feedback, for example. So, this is just how
it goes in real life. The front panel seems to be lacking some dust on
top of the handle. Let's have a look. Dust,
mostly here and here. Yeah, you just add some dust. Over here about the wheels to make them a little bit
more visually interesting. Fair enough. And add some
lines and stuff like that. The paint normal seems
to be a bit much. So yeah, we can definitely
reduce that and needs to be a bit more on this handle. That's totally fine. Add some more damages
on this handle. So here the handles
that stick out further, they hit quite a bit of damage. So there's also a lot
of story down going on where because the handles
are sticking out more, that's where often like things get hit against the damage. These scratches on the
roundings of the lid give good storytelling.
Yeah, that's true. I will go ahead and add
some of those scratches. Sticker color saturation can be reduced. That's also fine. A little bit of more dirt
breakup in the wheels is also fine and making the back panel a
little bit more dirty. So that's all pretty
good feedback. What we're going to
do is now we are just going to go ahead
and process the feedback, and in our case, after
that, it will be done, so then we will actually set it up inside of unreal engine. So going back to substance
Painter, here we go. A few things. Before I start
processing my feedback, there was one thing
I wanted to do and it is in my branding, I want to give it a white
mask with a fill and just add the tiniest bit of a dirt or damaged
grunge on here. Not that one. Maybe just like
this one over here. Just to give it a little bit of additional. Let's press Invert. When we press Invert, we
just invert the Grange map, and now we can just go
in and maybe set this to ten and set it to triplanar. The goal is just to
give it a little bit of imperfections. It's not able to get Oh, wait, it's because I set
it to zero accidentally. I was already thinking like,
why is it not working. So over here, now let's go
ahead and play around with it. Here see? Just like
a tiny bit of, like, just break up and damage. And yeah, at this point, let's just first of all, go ahead and go
over our feedback. So the front panel seems to have a bit more extreme damage. So what I will do is I will
go ahead and reduce that. I can go into my galvanized
and just go into my paint, go over here and let's go
ahead and grab my charcoal. I do not have my drawing
tablet turned on, but I can just go ahead
and do it by hand. I'm just going to go ahead and reduce the amount over here. I quite like having a little bit here and also a little bit here. What I'm going to do is I'm
just going to make this a little bit less that we still
have some damages going on. Maybe over here, let's
say that we also paint out this and
this part over here. Then also over here, once again, just reduce it a little bit. Yeah? That looks quite nice. Maybe over here. Here, it's fine to have a
little bit of that. There we go. Cool. So
that's a little bit less. And I also need to focus
a little bit more on having some more damages on the site, which
we have over her. I think what he was talking
about is this damage. However, I personally
don't agree with it because we need to
make it modular. Ironically, you do see
this damage a lot. So what I can do is I
can add something here. I just don't want to
make it as intense. So instead, let's go ahead and let's see if we can just do, like a projection
mapping and grab like a grunge map to paint in something that's,
like, really soft. Here. So Oh, do not
use it in Alpha. Use it here. Oh, now the Alpha is annoying. 1 second. Because I
accidentally replaced Alpha, but that means that
now what we have is this really annoying point
where the Alpha is too soft. There should be a way
to reset it, normal. Well, I think you can reduce it, but let's just throw
in something that has an Alpha. Doesn't
matter too much. Basically, what I
wanted to do is I just wanted to go in here
and see if I can maybe, like, Oh, yikes.
That's really strong. Set the contrast
and balance down. I do want to get a little
bit more contrast. Not sure if this M is the best one to actually
use, but we'll see. Yeah, let's go for something
a little bit different. Let's see. What else do we have? Just need something that has some soft specs or
something like that. If I do this and then, like, yeah, that
can actually work. Adding some
additional like here, just like some specs
and damages like that. And then if we combine
that with maybe something. No, not that one.
Nah, that looks too. This is a tricky one
to figure out exactly which one would work
best. Let's try this. But then I also want
to do is I also want to set the flow a lot less. That's too much. Yeah, let's
do something like this. It's like a few little clicks. Yeah, I think something
like that that is enough to art a little bit of
some damage here and there. And we can kind of see if it is too much or not and
stuff like that. Also, since we are in here, one of the damages I also had
art was over here where we just wanted to go in
grab some damages. What I will do is I will
go ahead and I will paint in over here, we did it already. So what I will do is I will paint in some base
damages like that, and then I will go in and add the grind map to add a
little bit more here. I didn't mean to paint
all the way there. So let's say that we have
some base damages over here, and then we can once again use projection mapping,
and we can kind of, like, add some additional maybe go for something that is like more scratches
or something. Let's try this one, which is
our cobwebs grunge cobwebs, which is another
one that I created. But you guys also have it
because I created it for Adobe. There we go. Just like break up the really
intense areas with something
that's a bit more. There we go. Something
like that. Let's go ahead and go to the other side because it would
make sense to also have something here,
maybe not as much. I can see over here that we also that our grinch that
is sitting on top is cutting out some of the
pieces, which is totally fine. Maybe not have too
much damage also in here because at that point, most of these damages happen
because you hit something. There we go. And maybe
also have, like, some damage just like over here. Tiny bit here, and then
let's go ahead and go get maybe something like this that looks quite
nice and strong. I'm just going to paint in
some streaks and stuff. Just to add that extra bit. That's a bit much of damage. Yes, almost. I want to go ahead and just add, like a tiny bit
more on this side, and then I want to also go
in and I want to, like, reduce the amount
of damages we have here a little bit
because it's a bit much. There we go. Okay, cool. So the next feedback is normals are applied
to the sticker. That one I already knew about
that one, that over here. The stickers, the back normal
is still on here also. So what we want to do is we
want to go in our branding, and first of all, we have our stickers
sorry, our height here. I'm going to set this
one a little bit lower. 0.004. And the annoying thing with your height is that often, if we go to height and
said this to normal, it doesn't actually overt. It's a little bit
annoying where, if we just go ahead and go to
our normal view over here, see, it keeps the one below it. Now, what I can do is
I can go ahead and I can just copy this mask. The reason I cannot use an
anchor point is because our branding is above
everything else. So we basically need to mask out in our where are
you plastic Ruff. And then here we
have our norm bumps. In here, we kind of need to
just mask out this stuff. So if we just go ahead and
just add a paint layer. I know that I said
copy. I didn't mean to say copy.
Sorry about that. I'm just going to do
a paint layer with a really soft brush and
just do this. That's all. It can be like super quick and messy because your
bot notice too much. Although I do want to make
sure that I'm painting in the correct 1 second. Now I'm painting in
the correct one, okay? Yeah, we don't need
anything there. So it was more about
getting this kind of stuff. And then what I also
want to do is so we have our branding that's a
little bit broken up. However, I feel
like the roughness, and I don't know if
it's like, yeah, I feel like the roughness
in here can maybe be a little bit I
want it shinier, but for some reason, there's some really
strong breakup going on, and I don't know if
Oh, it's in the dirt. So let's have a look. So in our dirt, lid, over our grunches fine. The edges are fine. Just
one of these here is causing this one over here.
Is causing some problems. So let's add the paint and then press X and then paint out the roughness where we have our stickers because else
it is interfering too much. Here we go. And then what we
can do is we can go back to our actual stickers. And let's go in and set that roughness there we
go a little bit lower. Something like that. Maybe also go ahead and set the
height to 0.003. That's that one. Next one is the front panel is lacking some dust on top of the handle. He's just talking about
some additional dust here. We can just go in our dirt, lid, grab a fill layer, color dust, color and roughness,
set the roughness low, set the color to be a slightly
brownish dust like this. Add a black mask. Normally, you can,
of course, add some actual generator for dust. However, what I'm going to do is because I only want to
have over here is I'm just going to go in and just
grab like a soft like cement one. No cement one. I just need something
that's really soft. First soft white over here
also often works well. There we go. I just painted in quite rough first and then
we of course, go in, hold eggs, paint it out
in some of these areas. And maybe also over here
because it's dust like that. Then what we can do is we
can just go ahead and go in here and in our base color, just tone down the amount. There we go, like a
little bit of dust. The next one is that the
wheels need to have some type of breakup and something interesting in here. I
totally agree with that. What I'm going to do is if
we just go into our rubber, although we also use the rubber somewhere else, but
for now, that's fine. We have over here
our plastic rubber. I need something to give some lines or something
to the wheels. What I will do is
I will go ahead. Make this really
simple because we have so little
resolution to work with. So I want to go ahead and
not make this too intense. Let's set our height
in Black mask, and then for this black mask, we are going to go
ahead and just grab something that's quite stripy. So let's add a fill layer and grab like anostrophic
noise, for example. Now what we can do
with anostopic noise is we can set our X amount. I think we need to read. Our X amount can be quite low, and then our Y amount
can be quite high. I like to just say Y
amount by resolution. And here you can see, this
gives us some general lines. Yeah, I'm going to leave
the X amount like this. So this will give us
some general lines. Now, luckily, they're already
in the right direction. If we now go in and add a
filter with a blur on top of that, that's too much. 0.03 or something, and then tone down the
height quite a bit. Now, the blur needs to be
more. Something like this. And here you see from a
distance that reads quite well. And you can choose
if you want to also have it on the side or not. Yeah, it looks like if we
go into our reference, it looks like it's on the site. Let's actually look here. Like the sites also have it. And then what we can
do is we can also add some general colors
in here that will just give us some little bits of streaks and stuff like that. So we have this one. Let's go and maybe, we cannot add a color here. Let's duplicate this
wheel lines dirt. And for this one, let's go ahead and
have it only in color. And then what we need to do
is we need to first of all, in our anostrophic
noise and then blur, let's go ahead and
add a levels and then push it in so that we only
have a few lines over here, and then we can add a fill on top with some type of grunge
to basically break it up. Here we go, this one is grunge, dirt, tin, for example. Doesn't matter too
much. I'm not too picky. Set to multiply. Maybe set the tiling to
like five or something, and just play around
to your balance. Now at this point, we can
go in and set our roughness a bit lower for this
dirt and turn this into, just some slightly
whitish brownish, sorry, I mean,
slightly brownish, but lighter dirt, like this. To break things up a bit. Okay, so we have done that one. Now, next thing that I also want to have a
look at because I can see here the wheels, and we can see the
dirt inside of here is actually
not that strong, but in here, the dirt
is quite intense. And I think that was one
of the things, also. So if we go ahead
and have a look at, none of this dirt
actually does much. Maybe it's just in
the embio occlusion. Let's go into our SM
dirt base. Let's see. Here we also have here we have another occlusion
in the SM dirt. What I'm going to do is I'm going to add a paint
layer to that. Once again, just grab
like a soft brush. Eggs. Okay, that one
is not the right one. That's to SMF soft or something. There we go, see. And
we've got to make this a little bit less intense. And if you want, you can
also go ahead and you can also press X to flip around the
color and actually paint in some more
darkening in some areas. Like, for example, our bolts would be good to have
them a little bit darker so that they just
are not how you say it, standing out too much. So the next one is that the
paint normal seems to be a little bit much over here.
So that's an easy one. We're just going to go into
our painted normal soft pumps and set us to 0.002, maybe. I'm going to go a little bit
higher because I quite like. And of course, the
feedback that I requested, we requested in extreme
lighting examples like this, but in other lighting examples, you don't get them too much. And the second one was that the actual plastic is
not strong enough. So here we have a soft bumps. Let's at this one to 0.02 to make it a little
bit stronger. Let's see. Is there anything
else? The handles we did. So that was another
bit of feedback. Some scratches on the top
that looked quite nice. That is true. It would be nice if we can
get some of those. So let's go ahead and
go in our dirt and lid. Let's duplicate our
dust over here. Make this white for now. And then in our mask, let's
just go ahead and add a black mask to turn it
back into black mask. I want to add a fill, and there is this really
nice scratch mask. I think it's this. Here we go. And of course, we need to do
some playing around with it. Let's do triplanar. Let's set the scratch tiling a bit lower and just
a general tiling. Let's set this to like five. Let's set the scratch
quantity down. Scratch dirtiness, that
just breaks it up a bit. The dust intensity is this one. I want to try and find basically a good balance. Double scratch? Yeah, let's do
double scratch. Mm. Yeah, something like this. And then I also, of course, want to make it a lot less intense, but that's something
we can work on later. So Scratches? But it's not perfect yet. I'm going to go ahead
and I'm going to make a folder for this that I
will later on mask out. I'll call it scratch. So
we have these scratches, and now what I'm going
to do is I'm going to go ahead and let's add
the paint layer, and let's just also paint in some more
directional scratches. So if we have a look over here, here, you can see that it's
will like on the side. Maybe we can use this
grinch, actually. Oh, you should never
do it on the corner. Yeah, if I do this, but
then I minimize it, or maybe there's
something that's a little bit more
interesting looking. No, that one is. Yeah,
that's a bit too strong. Et's play around with
our contrast a bit more. Yeah, I think that should work if I make
it a bit smaller. And I'm just going to
make it very basic. Like, I'm not too
worried about it. I'm not going to make
it like super intense, perfect scratches or
anything like that. It's more to just showcase
the general vibe of things. I can make it much better, but we need to find a
balance between how much time we
spent on this and if it's actually worth
spending that time. And for production asset, often, time is
money, so to speak. So you often don't
want to, like, go too crazy unless it's really intended to be a hero
asset and it's like, super important and
stuff like that. But this is just a
random bin asset. I feel like we already spent
way too much time on it. I could have done
the welding probably inside of SubsisPainter, and it would have still
been pretty much fine. Might not have been as
big or as good quality. So I pushed it a little
bit for the util, but it would have
been fine quality. Yeah, so let's start with
something like this. Then in our scratches, we can
go ahead and a black mask, and then we can
grab some type of interesting mask over here. Maybe set the flow a bit lower. Something different.
This may be. No. Yeah, this one, maybe. I flow bit lower. And then in some of
these locations. We can go in and we can start adding some of these
scratches in here. Don't worry, we'll of course
balance out the colors. Most just trying
to get something. It's a bit interesting.
Yeah, something like that. And now we can go into our
scratches and we can set the color to be a
little bit more down and a bit more
brown like this. And that might
already do the twig. Okay, maybe a
little bit lighter. Actually. Like this. We've done that one.
We've done breakups. The last one is to add some visual interest
into the back panel, just to have some more
dirt or scratches or something because it
is against the wall. Now, for those things, if we go into our body, we have our leaks over here. I actually one that
I want to find is the general damages that we have added in
our galvanized metal. But I need to check
where exactly that is. So body scratches. There
we go. This is the one. And over here, I'm just
going to go ahead and add a paint layer
and I wanted to get something that has a bunch of scratches or
something in there. So some directional
scratches, I should say. Mm. Maybe something like this. Palin color, make
it quite large. And it start by just like
painting this in some areas. Don't worry. It's really strong right
now, but, of course, we're gonna balance that out. So we have something
like this, and now we just go ahead and
tone this way down. So this is just like where the paint is starting to, like, fade because it has been hit against the
back quite often. Now, we also have some
leaks, and at this point, what I'm going to do is I'm just going to quickly
because it's just so annoying when I can choose the stuff that I'm
so used to using. But we can go in here and just, like, grab some leaks. You can download a lot of these leaks just
online for free, or you can make them yourself by going intotexdt com
and creating decals. We have many tutorials
on FastTrack Tutorials, YouTube channel or also on our fill channels on how
to do all of this stuff. But I'm just going to go
at and add a paint layer. And actually, I'm
going to do it here. I'm going to add some more localized leaks
because you cannot really beat real life when it
comes to these type of leaks. Here we go. And maybe also add
something that has, like, some general grunge Yeah, like this, this will
work quite well. There we go. Just to make
the back a bit dirtier. Let's tone down the
leaks a little bit. See? And that just
already adds quite a bit. And then for raspbert
just have some damages, and I'm probably gonna
leave it at this. Now, another thing,
let's see if is my text. I'm just checking because
if you can see over here, the text, basically, it has
quite a flatness in it. You can actually mimic that. I'm just going to see if
it's important enough. But if we grab a text and
just after Abu A levels, you can mimic that
flatness by pushing in, you'll see the inside of
the levels like this. Maybe set this one back. Here. And I think that's already
enough if we just do that. And what I wanted to
do is I wanted to double check because yeah, here at the text, it feels
a little bit too intense. So I'm just going to
go in the height. I set that a little bit lower so that it's a little
bit less intense. And that was our
feedback pretty much. So at this point, what
I'm going to do is I'm going to go ahead
and I wanted to do a quick double check
in our feedback or sorry, in our images to see if there's nothing that
I missed myself. Yeah, so having
that stuff is fine. Over here, is not super dirty, but I can live with that. Yeah. I'm also going to
keep the inside clean because it's easier to
just keep something clean. The one thing that I would
say is maybe we would want to have some general dirt
over here on the inside. So if I just go in here and grab my dirt and then the lid, Okay, so that mask is correct. I can then go in and if
we just overall grunge, I'm going to go
ahead and I'm going to add another paint layer. And then once again, just
with projection mapping, I'm going to just
paint in some general dirt in these areas. No, not that one. Maybe
something like this. Yes, but then I want to kind of, like, also break
it up a bit more. So let's now go ahead
and just, like, paint out again so that it
mostly remains near the edge. Something like that.
Okay. Awesome. So we have this one done.
Let's go ahead and save. Now, if you want
to create really high quality portfolio renders, what you can do is
you can go ahead and set the actual size to eight K, just for this one time to get the best
possible impression. But for now, let's just
go ahead and export it at eight k for fun.
See what it looks like. But of course, if we would actually export
this to the engine, I would not go higher than four K. And then in the engine, we can lower down the
actual texture resolution. So let me just pass
the video until the exporting is
done. Here we go. Now, the funny thing is that
at the eight K resolution, it can sometimes even
mess things up because you did not create it
for that resolution. But here we go. This
is what we have now. Let's see if there's some final balancing
that we need to do. I'm going to make the scratches
a little bit less strong. Let's go and lit scratches over here and let's set the
opacity down a bit. The stickers are
now looking fine. We have this additional
damages over here, which also looking
good, our wheels. Yeah, those have,
I'm going to make probably the wheels normals
a little bit less also. So it's loading because
it needs to go back from eight k to two, four K, sorry. And so over here, the wheels, I'm going to go ahead and set that a little bit lower
in the intensity. And I think that's
about it. Yeah. I think for the rest in general, we have more than good
enough. Oh, wait, over here. See? There's one last thing
that I want to fix, and that's that we have
some issues over here with these rings
being not metal. So that's just a small issue. I can just quickly go
into my base metal. And just select the rings. There we go. So that's
the final fixes. And at this point,
I would say that our textures are now done. So what we're going to do is just to finish
this chapter off, I'm going to export
this once more, and we are going
to make some final nice renders inside of Momoset. And then the next chapter,
we will go over on how to actually set this up properly
inside of Unreal Engine. So let's go at Export, and I'll pass the video until
this is done. Here we go. So that exported. And now at this point, as I said before, we can go ahead and we can just create some nice
looking renders. Now, often what I
tend to do is I tend to actually for my main renders, have my renders go
from right to left, which means that this
one would, for example, be like place somewhere here. It's just that we focus most of our efforts on one side,
but that's totally fine. We can just go in and
later on fix that. And then this side, can hit the base, as you
can see over here. And I want to give
it like these are, of course, yes, these can be portfolio renders if
you want. Come on. But I will also show you how to render this kind of stuff out in sort of Unreal engine. Sorry, no, I will not
render out in real engine. We will leave the mom
set, but I will show you how to also set it
up in Unreal engine because we don't
have endo see yet in Unwel engine. So yeah,
something like this. I feel like over here, the leaks they are too strong. So first of all, let's just
go in and have a look. Over here, I had another light, but that light doesn't
seem to do much. So we have a front light. Let's make a front light
a little bit brighter. Then we have a back light and the backlight will
basically just create these little side lights that you
can see over here. You don't want to
make it too intense. And what I also have, if I just click to main camera
is I have this sphere, and this sphere should always
cover the top and that will basically add some
nice glow to the ground. So something like this. Okay, so I'm going to lower
down the leaks, and that's pretty much the
last thing that I will do. And after that, we
can make a render. So I should have
checked that before. But in any case, if we just go body,
here we have our leaks. So if we just go ahead and
set that quite a bit lower. So it needs to load in. Come on. There we go. It's
about half lower. Yeah, that would work
if it's half lower. One final export. Let me just export
this. Awesome. I think we now finally have a
really solid asset. Let's go ahead and go to render and let's go ahead and
create our first render. Once that is done,
we can, for example, turn one off and then
we have over here, our render and what we
can do is if you want, you can just duplicate
the container so that you don't
lose your position. But this is going to be the main container for
our close ups. We can go in here. Maybe create a nice close up over here, render and then another one, maybe like a lower it's basically just to show off our model. So
let's do one here. And then let's go ahead
and maybe have one where light is nicely catching it and like a grand view like this. Yeah, it looks quite nice. I'm just rotating my
sky around to see if there's something extra can do. Let's do another render. And finally, let's
select this little tip, and let's go ahead and
hide it and then just grab this and open this up. And I'm just thinking
like, ideally you would want to
have everything in one place or sorry everything in your view so that
you don't like, cut off the model unless, of course, it's really obvious. So I'm going to go for
probably like an angle like this and then maybe
rotate this a bit up. Yeah, something like that
should be a good final angle. And let's grab a final
render. Awesome. So now we have these renders of, like, a really nice, high
quality production asset. It's definitely like this
one is, to be honest, higher quality than we
would normally do during production because
often production needs to be even faster. Like over here, I
already spent probably two full time days just creating
this a little bit less, but, of course, I'm also talking and
everything like that. But in general, this is
looking really nice. So what I will do now is, as always, I'm just
going to go in. I go back into my sweat
over here and go ahead and press feed back processed. And then I would throw
in my new images. And basically, of course, in
our case, this is the end. If there is more feedback, you would just go on
and continue on placing more feedback. There we go. So in our next chapter, what we're going to do
is we are going to set up this final asset
inside of Unreal Engine, make sure that everything
is all properly set up its collisions, with all of its materials, which will be optimized and
all that kind of stuff. And then our asset
is ready to go, and then we can move
on to the next assets, which we will create
two additional assets, but they will just be a
timelaps as like a bonus, and they will be done by COBI so they will be done
inside of Blender. In any case, I hope so far that you really enjoyed this course, and let's go ahead and
finalize this model.
37. 36 Finalizing Our Asset In Unreal Engine: Okay, so welcome to the final real time chapter
of this tutorial course. And what we're going to do is we are simply going to set up a asset inside of unreal so that it is ready to
be used in game. Now for that, there's a few
things that we need to do. So this is very often
the case when you are working for a
studio is that they rarely use all of the
textures separately. They rarely use base color,
normal, roughness, metallic, all of those
textures separately, because that would be a
lot of additional memory. Instead, what they do is they
tend to combine textures. We do the same. So if I
would now go ahead and just go into my final folder,
I have these textures. I would make a folder
called unreal, and I will show
you how we do it. It all depends on your shado. So, honestly, it's
literally like the technical artist or like the documentation will tell
you which one you need. If we go to Export textures, the one that we normally use, if we just set the
folder correctly, is we use our SM
Unreal Object export. Now, if we go into
that template, you can create these
templates yourself. So here we have our
output template, and then we have our
SM object unreelEpot. And what you can see is that
we only have three textures, but these three
textures are able to hold your base color
in the base color. And in the Alpha map
of your base color, it holds if you have
any type of opacity, it will hold your normal map, which is quite normal. And then we have
something that we like to call an ORME map. So the ORME map in
the red channel, it will have your AO map. In the green channel, it will
have your roughness map. In the blue channel, it will
have your metallic map, and in the Alpha channel, it will have your emissive map. So you can see that we
are literally able to fit four textures
into this one map. Now, of course, we don't
have an emissive right now, but it's just about
the general goal. So this is the one that
we normally export. So if we just select
that one, TGA, and we're going
to go for four K. Then we can go ahead and
we can press Export. So now we only have
three nice textures, which will save us
a lot of space, especially if these
textures over here, they are already around 40 MBs per texture just because
they are quite strong. Now, even with compression, you can imagine having one
texture that is 60 MBs versus having four
textures that are 40 MBs, it's quite a big difference. Now, if we go ahead and we
go in reel and over here, I just have a testing scene, basically, and it's just so that we can properly
preview stuff. If we go ahead and go
into our assets and we need to figure out
which one we had, we had TT over here. We have our large
trash container. Now, just in case I'm just going to right click and
press reimport because I'm pretty sure that this one needed
to be updated. And then in our Textures folder, here what I want to do is I
want to drag in our textures. Now, there's a few things
that we need to keep in mind. One is your norm map. Once again, like I said, with the OpenGL versus direct
X that comes in Mamoset, when you export something sorry, from Subsuspaer
into UnreLEngine, it is already OpenGL, so you don't have to actually
change your norm map. If you happen to export
as direct sorry, it is already DirectX. If you happened
Export as OpenGL, then what you need to do is just need to go down here into texture and press
flip green channel. But this one is
already totally fine. In our ORME map, what you can see now over here, if I turn them off is we
have our ambient occlusion. Here we have our roughness,
here we have our metallic, and we don't have a
missive in this case. In here, I believe
I need to turn off the SRGB for these maps
just because of our shader. So now let's go ahead and
set everything up properly. So here we have our container. Yeah, let me just
rotate it a little bit. Second. There we go. So here we have a
updated container. This looks like the
final model, yes. And a nice thing about how
that we created this asset, you can also see
that even like this, it's already a correct
looking model. Now later on, what we
would do is we would also export multiple
variations like we would have a variation
with the top being open. We would have another
variation where we might rig it and
stuff like that. But for now, it's just about getting your final
asset in here. The next thing that we
need is our material. For that, in our
specific project, we just need to go to
materials and instances. And then what we tend to
do is we tend to just duplicate an already
existing instance material. So I can just go ahead
and impress 1 second. I need to load up
my what's it called Magira over here so that I know the name because
you want to once again give it the
exact same name. So I copy the name,
duplicate it, and paste in our name
of our trash container. Now, this is quite
a large material. However, most of the stuff is quite basic for what we need. So in here, what we have in our material is we
have a base color, normal RORME map, although, for some reason, it says
ORM A, I need to fix that. And it also has
some options to add some extra dust or to add
some roughness breakup, but we don't need that
for a unique texture. What I'm going to do
is I'm going to go to assets go to my textures, and I'm going to start
by just dragging in over here our norm map, ORME map, and our
base Color map. Now, if you want,
you can also turn on the wordspace dust, which I will show
you in a little bit. But it kind depends when
these assets are for outside. So normally we don't have dust. Now in this case,
we are going to go ahead and open up
our model over here. So here is our model and we are just going to
do some pre checks. So the first check
is that we have nanite turned on.
That's correct. The second one is
that we need to have our material assigned. So here we have a
trash container, and let's assign the material. And now we can see that
our material is here already ready to go
looking pretty good. Now, next to that, we
don't need any type of light map UVs because we
are using real time lumen, so there isn't really much
that we need to do here. The only thing that I want
to check is I want to double check my collision over here. If I just have a look and go show and then go for
a simple collision. This is our current collision. Honestly, I'm fine with that, but I can imagine
that in your game, you might need to generate a slightly more
accurate collision. For that, what you
can do is, yes, you can create a
manual collision, which we won't go
over right now, but you can also just go to collision and remove
the collision. Go to collision again,
and here you can or art manual boxes, or you can press auto
Convex collision. And then when you press
apply, it will basically generate a collision based
on the shape of your mesh. Now, right now it's
set quite low, so you can see that it's
not the best shape. But if I go ahead and just
set this a little bit higher, like 15 and 24 and
then press apply, maybe set the hull precision
a little bit higher. Sorry. Set that one also high. You can see that now it's
starting to generate a slightly more
accurate collision, as you can see over here. Now, this is a bit
of an awkward model, but often this is already
fine for our collision. And now also to just quickly show you about the
dust just for fun, is we have also this dust layer, and when you turn it on,
give the second to load in. See, it adds a little
layer of dust on it. But we don't need
it because we have it it's an outdoor asset, sorry. That's what I mean. So we
have now our collision. If I would right click
and press play from here, hopefully my character
works, you can see that now, I'm not able to walk through
it and that's perfect, but I'm still able
to jump on it, and my legs are set like
a really good position. See? Now, in general, also for the scaling, I feel
like the scaling is correct. Yeah it's something where
you definitely need to lift up the bags to kind
of throw them in there. Of course, the
scaling with these, you can have a little
bit more flexibility. But as you can see, that is
all looking really good. Now, a few more
things that I want to do is I just want to go
ahead and I want to go. Normally I have a shortcut, but if you just go to
IT Nant visualization and just double check
that, that's fine. And then you also want
to go to your show. And then you want to go
to give me 1 second. I think it's advanced. No, not advanced visualize. And then you want to visualize
your mesh distant fields. So your mesh distance
fields basically showcases the accuracy of lumen. As you can see over here,
we have some holes. Now, when it comes to
the accuracy of lumen, you want to try and
make it represent generally the shape
of your asset. There is a little bit
of margin of error, meaning that sometimes you just cannot get it good enough. But what you can
do is if you have, for example, some
weird holes over here, you can scroll down to your LOD zero and then to your
build settings over here. And here you have your distant
field resolution scale. If you set this a little
bit higher to, for example, three and press Apply,
it should update, giving you a higher
quality model. Now, keep in mind that
the higher you set this, the more expensive it will
be to render your asset. It's very minimal when
it comes to one asset, but when you have
thousands of assets, you want to try and keep
it as low as possible. For example, now I set it
to two and two is fine. Like two represents
the mesh good enough. Then go ahead and go back
into my normal mode. And here we go. We have
some really nice materials, and it's just a nice
high quality model. So your model is now
ready to be used in game. At this point, if you
want, you would like, sell it to the level artist,
and they would go in here. Let me just save
all of this stuff. And the level artists they would basically just go ahead
and go into their scene, and they would start dressing up the scene with this asset. So let's just see, we, of course, don't have final
lighting in our scene. So it's something
to keep in mind that it will not
look super good. But I hope that you can see that the accuracy is
quite close in terms of how that the actual textures look compared to how they looked inside a
painter and everything. But you can definitely
see over here, if I just like place
a few of them, maybe rotate them
and everything, that this is starting
to look really cool and it really fits nicely
with your environment. And even when we
have a few of them, they don't feel out of place that they are the
exact same ones. Maybe with the
stickers, the stickers are maybe a little
bit too strong, but that's something that we can just balance out later on. In any case, that was
it for this tutorial. So at this point, we have
our final Jira over here. And what we can do is
we can just go ahead and throw in a quick
image of the final mesh. We can go ahead and
set this to dub. And then over here in our time
tracking, we spent around, I believe it was like, so
here's one day or 4 hours. I think that's about
right. We spent seven. No, we spent like we spent a bit longer
because I was talking. So I think I spent
around 12 or 13 hours. I'm just going to say 13 hours. So here you can see
that I did spend a little bit more
time than should needed than should be needed. But to be honest, I'm talking. So, of course, even with talking, this is
actually quite fast. The time tracking is
here, which is very useful when you want to
track your entire project. We have our final mesh
and it is set to done, and we are now ready to go. I really hope that you
like this tutorial course and that it was useful and give you some insight on how
to not only create an asset, but also on how to create
assets for production, we will have a quick
two bonus chapters where we will show you how
to create two other assets. One will be also using the
height lowboiltechnique, and the other one will just be using weight normals techniques. COBIS is the one that
will be creating those, which means that they will
be created in blender. For now, this is
looking really cool. Awesome. I hope that
you enjoyed it, and I hope to see you next time.