3D Augmented Reality For Beginners Using Blender & Substance | Devasis Samantry | Skillshare
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3D Augmented Reality For Beginners Using Blender & Substance

teacher avatar Devasis Samantry, Creativity in Every Frame

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      1. Introduction

      1:46

    • 2.

      2. Learning Blender Shortcuts

      22:21

    • 3.

      3. Installing Necessary Add-ons

      14:16

    • 4.

      4. Installing and Using PureRef

      6:31

    • 5.

      5. Setting Up the Bounding Box

      9:08

    • 6.

      6. Aligning the Bounding Box to References

      4:28

    • 7.

      7. Modeling the Handrest

      23:35

    • 8.

      8. Modeling the Pillows

      13:09

    • 9.

      9. Modeling the Backrest

      14:23

    • 10.

      10. Modeling the Legs

    • 11.

      11. Modeling the Final Details

      24:04

    • 12.

      12. UV Mapping Part 1 Basics and Workflow

      15:48

    • 13.

      13. Straightening UVs for Clean Layouts

      14:54

    • 14.

      14. Fixing Face Orientation

      1:39

    • 15.

      15. Exporting UV Maps

      2:09

    • 16.

      16. Introduction to the Substance Painter UI

      18:16

    • 17.

      17. Creating Base Textures

      13:27

    • 18.

      18. Adding Shadow Details

      14:01

    • 19.

      19. Adding Stitches

      18:07

    • 20.

      20. Seam Line Creation

      18:53

    • 21.

      21. Adding Wrinkles

      19:01

    • 22.

      22. Exporting GLB from Substance Painter

      12:01

    • 23.

      23. Exporting GLB from Blender

      4:30

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About This Class

This beginner-friendly course is designed for anyone excited to dive into the world of Augmented Reality (AR) using Blender. Whether you're a 3D artist or someone new to AR, this course will take you step-by-step through the process of creating models optimized for AR experiences.

You'll start from the basics and gradually master advanced techniques, such as creating a 3D Chair Model from scratch. Along the way, you'll learn essential shortcuts, install and use helpful Blender addons, and explore powerful tools like PureRef.

By the end of this course, you'll have the skills to create, texture, and export your own AR-ready models while understanding the complete workflow.

What You Will Learn 

  • Master useful shortcut keys in Blender to speed up your workflow.
  • Install and utilize essential Blender add-ons to enhance your productivity.
  • Install and use PureRef to organize and manage reference images effectively.
  • Learn to create a bounding box and set up reference images for precise modeling.
  • Create a 3D model of a single-seater sofa from scratch, following a step-by-step approach.
  • Unwrap UVs for the sofa model, ensuring an efficient texturing process.
  • Learn texturing in Substance Painter, including adding realistic details like stitch seams and wrinkles.
  • Export and load GLB files from Adobe Substance Painter and Blender for seamless AR integration.
  • Model and texture designs that match professional reference standards.

Who This Course Is For

  • Beginners and intermediate users who want to learn how to create 3D models for Augmented Reality.
  • 3D artists looking to enhance their skills in Blender and Substance Painter.
  • Designers interested in exploring the AR workflow, from modeling to texturing and exporting.
  • Anyone passionate about learning new techniques in 3D modeling and Augmented Reality.
  • Enthusiasts curious about entering the world of AR and creating professional-grade assets.

Requirements

  • A computer or laptop with Blender installed for practice (Blender is free to download and install).
  • Basic knowledge of Blender is required to follow along with this course.
  • A passion for learning something new in Blender and curiosity to explore are key. With patience and practice, this course will guide you step by step through mastering essential techniques.

So what are you waiting for??? Jump right in, and I'll see you in class!

Meet Your Teacher

Teacher Profile Image

Devasis Samantry

Creativity in Every Frame

Teacher

About Devasis

I'm Devasis, a passionate content creator dedicated to empowering others through knowledge and creativity. I specialize in developing diverse courses on exciting topics such as 3D design, video editing, artificial intelligence, and passive income strategies.

With a strong background in design, filmmaking, and teaching, I aim to make learning engaging and impactful. My courses are crafted to help you unlock your full potential and transform your passions into skills that drive success. Whether you're an aspiring artist, a tech enthusiast, or someone looking to explore new horizons, I'm here to guide you every step of the way.

Let's embark on this creative journey together and turn your ideas into reality!

See full profile

Level: Beginner

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Transcripts

1. 1. Introduction: Hi, everyone. So if I ask you that, what are the career option for a TD artist? So the answer would be gaming, VFX, product rendering, and much more. But what if I tell you? There is one more, very exciting and rapidly growing sector. It's called as argument reality. If you are a TD artist, looking to level up your career or break into new opportunities, AR is the game changer. It's not just a trend. It's a huge, huge industry with limitless potential. But surprisingly, there is a very few information available in the Internet. So how can the three artist break into the industry? Don't worry. My name is Devass and I have worked for almost eight years in Argument reality sector. I have worked for some of the most biggest ecommerce website like Amazon, Paper fry, Gap, and so on, and also have worked for many big freelancing projects, which is related to argument reality. And I'm here to share you all this knowledge which I have gained from all these years. So in this master class, you will not only explore the world of AR, but also create professional quality three D models from scratch. So we are starting with blender. I will guide you through shortcut keys, essential add ons for the cores and modeling a realistic hair. So step by step, we will move to UVN wrapping inside blender. Then we are going to do the texturing in Adobe substance painter, where we are going to create stitches, seams, and wrinkles for giving a hyperrealistic finish. Finally, I will teach you how to export your three D model to argument reality ready GLV file. Oh, join me in unlocking this most exciting world of argumentality. I'll be seeing you in the class. 2. 2. Learning Blender Shortcuts: Hello, Evan. So in this part of the video, we are going to focus on some very useful shortcut keys in the blender. Okay? I know that blender, by default, has many shortcut keys which we use. So the shortcut key is going to ease our life by saving tons of time in any of the process that it'd be modeling, rendering, any other thing, okay? So we are going to focus on we are going to today focus on more of the shortcut keys that is going to help us in this project. So before I start, I would like you to just refer to the PDF which I have provided. There also, I have given many shortcut keys, okay? You can follow that PDF also. You can have a pen and a notebook with you. And write it down. If you are a fresher, who is learning this, who is learning blender, you can write it down. Also, there is a section in the blender viewport right here where I'm hoing my mouse. Here you can see all the shortcut keys which I'm pressing. You can see it here visibly. Got it. So let's start. The first shortcut key and the very famous shortcut key, I think most of the people know this shortcut key. It is Shift A. So whenever you press Shift plus A, there is a menu which is going to pop up. Okay? So in this menu, we can call out for primitives like plane, cube, circle, and cylinder, all these things. Also there is curves. There is also images, text, lights, camera. There are tons of things where we can bring them, to the viewport. Usually we use for bringing primitives and cameras and lights text. Okay, this is the short root key. Again, the shortcut key is shift plus A. So this is a shortcut key. Okay. So let us bring a cube. So this is how we can bring a cue. Let's go for the next shortcut key. So this shortcut key is also very useful while modeling, okay? So the shortcut key is your numpad number one. So what this does is it is going to directly go to your front orthographic view. Okay? And if you press now three, so this is going to go to the right orthographic view. And if you press and hold your Control key and press press in one or three, this is going to change the direction. This is going to reverse it. So if it is right now, for example, this is right orthographic, if you press Control and press three, this is going to become left. Now if you hold Control plus one, it is going to become back. Okay? And if you just middle mouse drag this, you're going to come back to the perspective view. Okay? So very useful. Very useful when we are adding reference images for modeling. You will know this in the later stage when we are in the modeling stage, you will know the importance on this. Now there are also many other views, if you want to go, for example, if you press the Tilda key on your keyboard, which is above the tab key. If you press that key, you'll get this Pi menu right here. We call this a Pi menu. And in here, we have different types of views which we can click and we can go to that view. Also, you can see that numpad numbers. So you can see there seven, eight, so nine. Again, if you hold Control and press this number, this is going to go to the reverse, okay? The next shortw key, again, very useful Sorto key, so it is to duplicate. Now, if you want to duplicate your object, you can press Shift plus D, and that is going to duplicate your object. Okay? So now, if we want to align this cube with our cube right here, you can press X, Y, and Z. So right now if you press X, so this is going to go to that X direction. Okay. So this will be only moving in the X direction. This this is limited to the X direction. Now if you press Y, now, this is going to be limited to the Y direction, okay? And if you press Z, it is going to be limited to the Z direction. So these are the three shortcut keys, which is going to be very useful for you while like in a duplicating stage. Okay. So let's talk about the next shortcut key. Now, his shortcut key is also my favorite. So, let me show you that. Okay? So for example, I'm going to go to the edit mode right here and I'm just going to add a loop cut right here. Okay? Right now, so just a minute. I think there is a cube. Okay, let me delete this. Little bit of the tab mode again and let me add a Lou Okay. So if I need to suppose move this vertex right here, without affecting the geometry. Okay. So without affecting the geometry, if I need to move this vortex right here or the edge, so we can do that by holding double time GK. So if you hit two times the GK, you can move this like that. Okay? We can move this like this. So I think the better example would be if I bring spear, ok? So let me shift A and bring sphere right here it is. Now, let me go to the edit mode again. So let me hold down any of these vertices. And here I'm going to again, double press on the GK so G two times, and you can see that we can move the vertex without affecting the geometry, okay? So you can see that we can move any direction like that. Okay. So suppose if you don't hit the GK two times and if you're trying to move this with a single time GK, so you're going to affect the ometer like this. Okay? So if you press GK again, you're going to move it very smoothly to any direction you want. Okay. I hope you got the sorted key. So let me do this peer for you. Now, the next sorted key is on how to, like, make your model transparent. So this is t plus Z. So this is how you can turn your model to transparent. Okay? So this is a very useful key again to see your model in the transparent view. Okay, let me delete this. So the next shortcut key, so there is not shortcut key, but there is a function that I want to talk about. So whenever we do three D modeling, me, especially, what I do is, I like to see the wireframe of the model whenever I am three D modeling. Okay. So blender also has a way to see the wireframe. So if I press Shift A and if I go and bring a spear again, so let me press Alt Z. So if I bring a spear again, if I want to see the wireframe of this spear, you can see it. So you need to go to the tab right here, sorry, this tab right here and press on the wireframe checkbox. So right now you can see the wireframe. Okay. If you want to turn off this wireframe, you need to again go to this tab right here and click on this button to turn it off. Now, some people are okay with it, but some people like to assign a shortcut key for this so that it is going to be very easier for them while modeling. So I would like to suggest you guys to assign a shortcut key to this operation. So how to assign it is. So just click on this button right here, and just right click on this check box right here, and here you can assign a shortcut key. Okay, if you assign a shortcut key, it is going to work, for example, if you click on this and I'm going to assign the shortcut key numpad star. So let me assign that shortcut key right here. Okay, already assigned. Now, if I hit the star key in the numpad, you're going to see that I'm seeing a wireframe of this model. And if I press the star key again, the wireframe is going to turn off. Very, very useful for me, especially because I need to see my topology. I need to see my wireframe whenever I'm modeling. Okay? So remember that. Okay. So the next topic what I want to talk about is phase orientation. It is a very, very important topic right here. So the phase orientation means while modeling or while doing any operations like symmetry or mirror, you're going to reverse your phase normals. Okay? In that case, there will be an issue. If you're exporting this model for texturing, you'll mess up your texturing. There'll be tons of errors. So you need to fix your model before you send for texturing. How do you do that? Now, first of all, how do you check your face orientation? You need to understand that. So to check the face orientation, you need to come to this tab right here again, and there is a button. If you click on the face orientation right here, you can see that we can see our face orientation. Now, if this color, there are two colors, okay. So if the blue color is there, the face orientation is perfect. You no need to do anything. If there is a red color, you need to fix your face orientation, okay? So how do you do that? First of all, let's deliberately turn this face, like flip the faces. Okay? So how I'm going to do is, I'm just going to, like, first of all, I can turn off this while doing or even I can turn on this, no issue. So let me show you that. So I'm going to go to the tab right here. I'm going to press three and select some pass right here, and here I'm going to go to the so here I'm going to go to mesh, and from mesh, I'm going to go to normals, and from normals, I can click on flip. So I'm doing it deliberately to show you guys. So if I flip this, you can see that. So we are getting this color right here. So which means our faces have been flipped Okay, and this is a issue with the model. So only when you turn on this option, you can see that. If you turn off this, our model is looking completely fine, so there is no issue in that. So if you turn on this again, you are going to see that. Yes, there is an issue with the phase orientation. How do you fix that? Now to fix that, just select your object like this and go again to mesh, go again to normals, and you can see there is an option called recalculate outside. So if you click on this, there's a short key Shift M. You can also click this button on, and it is going to fix it. So your face orientation has been fixed. Okay, so let me turn off the pace orientation again. Okay. So the next topic which I want to talk about is about the origin. Okay? So in blender, so we can see that the gizmo is called as origin right here. Okay? And there is a small round circle inside the origin. It is known as the cursor. So if I just move my sphere right side, you can see that this is called as cursor, and this is called as your origin. Okay. So sometimes while we are doing some modeling, for example, we are doing some modeling right here. So let me just go to the face mode and try to just extrude this outside like this. So sometimes while we are modeling, what happens is, our origin is going to change its position, it might go to somewhere right here, somewhere right here. So we need to bring it again to the center. Okay? In that case, what we need to do is we just need to right click and we need to press on set origin and here, set origin to geometry. So this is what we need to click. Okay? And if we want our origin to go to the center of this grade, we can right click and say origin, sorry. Yeah, the origin to crosser. So if you press the origin to crosser, you are going to go to the center of this grid like this. So again, right click now we need to go to the model. So right click origin to Jametr. So it is going to go back to the Jamere like this. So this is how you can switch between this I hope you understood. Okay, so there is a key where we can unlock our origin, okay? So, you know, in other applications like Maya TDS Max, we used to unlock this origin so that we can place our origin in any of these vertices or edges we want. Okay. So how do we do that? How do we unlock our origin? So I will tell you the shortcut key, but before that, you also need to know the manual method. So if you come to top right here in the option box, you see this, there is an option called origins. And if you click on this, you see that our origin has been now unlocked, and I can move this freely wherever I want. Okay. If I go back here, I can just click on this again and I can lock it. You can see there is a shortcut key showing there. It is Control plus the full stop. If I press the Control plus the full stop, you can see that the origin has been again unlocked. Now I can place this origin to any of this. What is this? I need to snap it. To snap, I need to turn on the snappings. Now, to turn on the snapping, I need to come up right here and click this button on and open this menu right here. So I need to snap to vortices. Okay? So I need to snap to Vertex. So click on this and I can just move this to somewhere wherever I want. So I can just move this to any of these vertex I want like that. And whenever I'm done, I'm going to press Control plus full stop again, and this is going to confirm it. Okay. I hope you understood this. Again, we can press, we can press right lick and we can press set origin set origin to geometry, and this will go back to the middle of the model, center of the model. Okay, I hope you got this thing. Okay, so let me talk about the next tip for you guys. This is also a very useful tip right here. So for this, I have brought a cylinder right here. Okay? So if I go to the edit mode by pressing Tab and if I'm on the vertex selection mode, suppose by mistake, you have pulled the vertices like this or pulled some of the vertices like that. Okay? By mistake, you have done this thing right here. And now what you want is you want to make them straight like before. You want to align them with this vertex. So how you can do that? So if I press odd Z to go to my transparent mode, I can select every ices. And if I go to the scale button right here, and if I scale this, you see that, yes, it's fixing it, but it's not perfect. Okay? So we need to know the perfect method, how to do this. So first of all, remember, we need to press Sky. And right now, we need to know the direction from where we are going to scale. In our case, it is the Z direction because we are scaling from the top from the top top to bottom. Press Z key, and the following key is very important. It is the zero key. Okay? It is the zero key. Now, after pressing the zero key, and you can see that it has conformed. Now all the vertices are aligning back. Okay. So let's go to the next tip. Let me delete this cylinder right here. Okay. This tip is very useful. So when I started to learn blender, I used to get confused about this thing, which I'm going to explain to you right now. So when I'm going to bring anything like a cylinder or a spear, you will know about it. Shift A, and I'm going to bring a cylinder right here. So you can see that if we need to increase the polycunt of the cylinder or we need to add a cap right here, we have a tab right here where we can increase the vertices. So let me press the star key to see our wireframe right here. So as soon as I press the star key, what happened is we lost that tab right here. Okay? So this is what I was getting really confused when I started to learn Blender. But in the learning process, I understood that there is a shortcut key to call it back. So if we press F nine in the keyboard, you can see that we can call this operation back. So again, we can now increase the vertices. Okay. And also, we can add the cap from gone to triangle fill. Okay. So again, I'm pressing F nine to call it back. And here I can write 64, press Enter, press down the star key to see our WiFi. Okay, very, very useful. Like, I want everyone to know this, how to call it back. So it is F nine. So wherever you press F nine on the keyboard, you can bring that tab back. Yes, but there is a caveat. Until and unless you have done some operations like it will work. You cannot go to the edit mode. Now, if you go to the Edit mode and press F nine back, it will not work. So you need to conform before it. You need to add the subdivisions or if you need to add the ca whatever it is, you need to do this before adding adding the edit mode. I hope you get this. Okay, guys, so this was it for all the shortcut keys and the tips before I start the modeling process. But there are going to be many other shortcut keys which I'm going to use while the process of modeling. So you will be seeing me using all the shortcut keys. I'm going to give you all the shortcut keys. I'm going to tell you all the shortcut keys while I'm working. Also, please, please, please refer to that PDF which I have sent. You are going to get access to all those shortcut keys. Thank you, and I will see you on the next video. 3. 3. Installing Necessary Add-ons: Hello, guys. Welcome back. So in this section of the video, we are going to learn to install some useful add ons for blender. Talking about add ons, I think you know that Blender has some very good in built add ons. Also, we can also download some add ons which is available outside the blender. Okay? The one more thing I want to tell you guys is if you're using the older version of the blender, the UI of the older version of the blender might be slight different. I will show you in just a minute why. So currently, I'm using blender, 4.2 0.3, okay? And till this date, there is also a new blender version available. I think it is 4.3. You can go ahead and install even that. I would highly recommend that to use the latest build of blender because the blender community always try to improve the blender and its tools. So my suggestion would be always to install the latest one. Okay, so let us go ahead and install all those atoms. So for that, we can go to the preference. So we just need to click on Edit and go to preference. Also, we can hit the shorted key that is Control plus comma to open our preference tab. Okay? You can see that in the latest blender, we have these add ons category into the divide into two categories. One is get extensions. The one more is add ons, okay? The Get extension is the one where you have all these in built addons available in the blender. You can see that. If you scroll down and check, there are so many addons to install, but are only going to install only a few add ons on this. The next is add ons, where you can install pretty much any add on which is available outside the blender by just clicking on this key and install from the disk. We are also going to look into this. But the first thing what we are going to do is we are going to go to the Get extension tab. From here, we are going to search for loop tools because this is going to be our first add on, so loop tools like that, and we can just see that this add on is available to install and we just click on this Install button right here. So once we have pressed the install button, the loop tools add add on is already installed. So let me minimize this, and I'm going to just show you how loop tool works. So loop tools is a very useful add on for when you are doing any modeling. So especially it is very useful to create circlerize pass. So let me show you. Let me create a cube right here. So let me create a cube, go to Edit mode and add some loops. Let me select the phases. So I'm going to insert this phase by clicking on I and just drag like this. Okay. Then if I want to convert this phase from this square type to circle, you can do that by going to the loop tools add on. Let me first click the pace. Right click, go to loop tools, and you can see that we have this tab loop tools and we can see that we have different types of functions. But we are looking for circle right here. This is a very useful function. So clicking on circle, it will convert your face to a circularize phase. Okay, so from here, we can, like, extrude in or out. You can see that we are getting a really nice circle phase. It is going to be very useful, like in the modeling phase when we want to convert something from any shape to a circle. Okay, so let us go ahead and install the next add on. Now, this add on is called as F two add on, so let me go to the tab mode and delete this. So to install this add on, again, we need to go to the preference tab. So let us go to the preference tab right here, with it and preference. So from here, what I'm going to do is I'm going to just cancel this and type F two. So this is the add on. Let me just install this. Okay, once the installation done, I'm going to minimize this. Now, how do I know the functionality of this add on. So for this, I'm going to bring an example. I'm going to bring a spear. So let me go ahead and bring a spear. From here, I'm going to just zoom in a little bit and go to the edit mode. From here, I'm going to delete this entire loop phase. So I'm going to click on a single phase, then hold Alt and Shift and click on the corresponding phase. That is going to select the loop phase. Then I'm going to delete it by pressing X on the keyboard, and from here, I'm going to select the phase because we are deleting the phase. Now, if I want to bridge this, I can do that. But using F to add on, I can do it in a bit different way. Let me show you I'm going to go to the edge board and select this edge and Shift click on this edge, and I'm going to press F. Then I'm going to select on the side edge like that. And now if I press F, you can see that we are filling these phases. If I go ahead and repeatedly press the F button, you can see that I can close all these phases like that. Okay, so again, very useful add on, we will be using this in the future. Okay, so let us go for the next add on. From now, we are going to install all the add ons that I have been provided for you on that project add on section. So if you see there is a folder which I have provided, and in that folder, I have provided you a list of add ons to install for this project. Also, these add ons are completely free. You can get these add ons from the website links which I have provided in a notepad. So go ahead to those website links, and you can download them for free. Uh to save your time, I have just given those add ons in a folder. So just follow this video and we will install this one by one. So the first add on is edge flow. So let us go in and install that first. So Control plus comma to bring out the preference tab right here, and I'm going to go to the add on section. Okay? From here, we are going to install those add ons. From there, we are going to click on this Aramark button right here and click on Install From disk. From here, I'm going to paste the project section for the direction. So this is the page right here, and from here, we are going to install edge flow, this one, double click on that, and this is going to install. How this edge flow work is, if you have your edge, if your edge is not following the path properly, you can fix it. You can fix that flow. Okay? The name itself says that edge flow. That means it is going to fix the flow of your edge. Suppose by mistake, you have selected this edge and you have made it like this or you have made it went down like that. And now you want to, like, fix this edge to align with these two edges. Okay? You can do that. Select this edge right here. And now you are going to hit on the right and you can see that there is a new tab which is called a set flow has come up. Now if you hit on set flow, you can see that we are going to fix that flow. Okay? Again, very, very useful script. Okay, so let us go and install the next add on, which is called as mesh merge. So let me just delete this per, and we are going to create a cube, Okay, for this example. Next, I'm going to hit Control plus comma to bring out the preference tab and I'm going to just, like, click on this buttoned here, install from desk. From here, I'm going to paste the path, and this is mesh merge. So let me have a it's already installed. I'll close this and I'll show you how this works. Okay? So if you guys have used any other modeling software like Maya or three days Max, there is a button, I think it is called welding Tool, something like that. So it is a tool to weld your vertices, okay? So for example, in blender, we can do that if you go to the Vertex mode and we want to, like, merge these vertices. Okay? We can do that by pressing and we can merge it to center or crosser, collapse. We can do everything. For example, we are doing merge to center. This is going to merge these vertices. Okay. But using this add on, we can do it a bit faster way, also, and this add on also has, like, different features. Let me show you that. So first of all, if you have installed that scrap, you are going to see a small icon right here, which is called merge tool. Okay? This is a new tool which has come up. Now if you click on this tool right here, you can just drag this to this vertex and it is going to merge. Okay? So you can also change how it should merge. Right now, you can see that it is written as last. If you click on this, you can say first, and if you drag like this, it is going to merge it to the first. Okay. And also, we have the center. If you click and drag it like that, it is going to be on center, so we can well like that. Okay. So again, it's also a very useful add on. Okay, so the next add on this add on is for UV editing. Okay? We are just going to install this add on right now, but the functions we are going to learn when we are in the UV category. Okay? So let us go and install this add on first. So let me delete this shape right here, and again, I'm going to press Control plus comma to bring up the preference tab right here. From here, I'm going to click on this tab, install from desk, and I'm going to pace the path again. Okay. And it is called as text tools. D click on that and it is going to be installed. Again, I'm going to teach you about this add onbnd in the UV section. The next add on, I think this is the most useful add on which we are going to install right now, especially for those artists who are working for argument reality jobs. Okay? This add on is very useful for them. Again, we can do it manually, but using this add on, I think it is going to give a bit precision, at speed up for your workflow. This is called as the bounding box add on. Okay? This is a personal add on. This is a personal script which I made, and I'm going to share it with you guys in this course. So let us install this add on. Okay. Then we will see how it works. First, we are going to again, click on this, install from disk, and we are going to pace the path again, and we are going to install this add on called bounding box script. Double click on that, and it is going to be installed. Okay, where we can find where we can find that add on. So by pressing the key, we can see that this add on is available right here. Okay, the add on is available right here. So how does this work? We need to know how does this work? So simply this add on helps to create a bounding box around our model. It is very useful because we can know the dimensions of our model when we are making it. Okay? Suppose there is a dimensions in our model, we can hit those numbers and we will get a dimension box. So for example, let me just press N again, bring this bounding bass script. So there is a dimensions, for example, we have 30 and we have 40, and we have 50. Like that, and we have this meter centimeters, whichever in dimensions we need to create. Suppose we are creating in centimeters, so this is the numbers for the centimeters. And if we click on this button, create bounding box, we can see that there is a bounding box created. The best thing about this add on is it is going to create the bounding box exactly on the top of the grid which we want because that's how the argument reality works. We need this bounding box exactly at the center of the grid, and this bounding box has been locked, so we cannot select it. Okay, very, very useful add on, especially for argument reality model. Okay, guys, so this is it for all the add ons right here. I hope you liked those add ons. Also, we will be when we are going to the modeling stage, we will be looking at more into these add ons again. Till then, I will see you in the next video. Thank you. 4. 4. Installing and Using PureRef: Hello, everyone. Welcome back. So in this section of the video, we are going to learn about a really nice software called PUF. So PURF is an application. It acts like a second monitor in your screen. So if you are working for making any three D model, and you have a lot of images of that model, you can have a collage and keep it right next to your screen, and you can start to three D model by having a look at those reference images. So this is the PUR website. So you can see some examples right here it is showing here, so how it works. Okay? So it's a dragon drop feature. You can just drag and drop images into those tab and just keep it side by side while you're modeling. It is simple as that. So again, this is a industry standard software right here. So most of these studios are using PUF. So let us go ahead and just download this software. So it is very simple. You just need to press on this download key right here. So this will go to the download section. So this is the latest PUF, 2.0 0.3. We have some really nice features currently in this PUF. I'll be showing you. So let's come down and we can download it right here. So just enter a custom amount, and you can download this for free by pressing typing the $0, so you can get it for free. Just hit on the Dwload key and your Puref is going to be downloaded. Okay, so once you hit the PUF icon, you are going to get this tab. So this is the area where we can drop images. So if you have a collage of images which you are using for modeling or texturing or whatever it is, you can drop those images. Okay? So this is the area right here. And also, you can just come to the end of this line here and you can increase this area like this. Okay? You can also make it shorter like that. You can increase the area of this, and also you can maximize it, and also you can minimize it. Okay. There are also you can close this, minimize this. Also, we have a disable always on the top feature, which I'm going to talk about. So let me go ahead and bring some reference images, and I will just drop it right here. So actually, we are going to use the reference images which we are going to three D model. So let me go ahead to the project file section, and we have reference images right here. So you can see that it's right here. So I'll just drag and drop this folder inside PUF. So yes, we can drop even the folders. So if you use your scroll wheel, you can zoom in and zoom out of this view. Okay? If you double click on any of these images, it is going to frame it on the screen like that. A key. So it is going to frame it like that. Also, you can select all these images and make it smaller or bigger or you can select any single image and make it bigger like that. Okay. Also, if you hit right click, you are going to get some more options right here. So for example, you can save this PUF file so that whenever you are starting the project, you can open the PUF file again. You no need to drag and drop the folder or the images all the time. Okay, you can open that file right here. Also, we have option to align these images, and also we select all the images. So we have pretty much so much control inside this PUF screen. There is also a really nice function which I really like. So this is available in the latest build of PUF. So if I double click on this and let me maximize it and right click and you can see, there is a draw mode right here. So if I hit on that, I can literally draw on the screen like this and I can just plan out my stuff like that. Okay? So you can draw on your screen and you can plan out your stuff. Like that. Once we are done, so there's a small tab right here. You can even erase this if you want. Also, you can close this, draw this, change the size of this. You can explore all this stuff. I'll be closing this. So how we actually, let me hit Control Z to clean all this stuff. So how we really use this in the studio environment is, we just make this PUF screen a little bit smaller like that, and we just open the application, for example, blender, we'll open that. And in here, if we are started out three D modeling, we just keep it this Puref side by side and we will start to, like, three D model this by just having it look at all those details. Okay, so this is very helpful while we are modeling. So there is one key right here, which is disable always on the top. If you go ahead and click that key, so what happens is, if you press outside of this PUF screen, your PUF is going to go behind this blender. So my solution is always to click on this button right here and press always on top. So that your PUF stays on the screen all the time. Okay, so this is it, guys. So this is PUF. Definitely, I will tell you to install this software, and we'll be needing this software when we are doing our modeling. So thank you and I will be seeing you in my next video. 5. 5. Setting Up the Bounding Box: Hi, Ryan. So welcome back. So in this section of the video, we are going to learn how to create bounding box. So if you remember that we have already installed a script to create the bounding box for us. But in this section, we are going to also learn the manual method of how to do that. It is very important to know the manual method, too, so that if you don't have the script, you can do it by manually. Now, why is bounding box important right here? So we can do without the bounding box, right? But why is the bounding box important? So me when I was working in the studios, at that time, we used to create bounding box so that our actual model should match the dimensions. If you don't create the bounding box, your model might look bigger when that model is under the argument reality software. So if you are using, for example, if you have tried the Amazon or any other platform which allows you to live view your sofas or chairs inside your house, you can see that those models exactly fit your environment with the dimensions. If you don't create the dimensions, your models are going to look way bigger. Okay? So that's why bounding box is very important to be created. So let us go ahead and create one. For the manual method, I'm going to press Shift A and I'm going to bring a cube. Next, what I'm going to do is I'm going to press tab right here and I'm going to press Control Z. I'm going to bring this cube top, bring the cube to top. Also, I want to snap this cube to the grid. How we are going to do that by holding control, I'm going to pull this top like that. This is how we are going to snap. So I'll press Control Z again to come back out of the transparent mode, and I'm going to come back from the edit mode. So our beautiful cube has been created. Next, what I'm going to do is I'm going to make this cube a bounding box. How we are going to do that is we are going to click on this button. This is object properties right here. In here, if you come down, there is a property called viewport display. Let me come down to show you. And in here, you can see that there is option called display as. Now currently it is in texture. This is the texture view. You can change this to bounds or wireframe, but we are going to use bounds in this case, so let's click on bounds. And you can see that this is turned into a bounding box. Now we can lock this bonding box. Why we need to lock this bounding box? Because whenever we are in a modeling phase, we are modeling something, right? We are constantly moving our mouse here and there. Sometimes by mistake, we might touch this. Sometimes by mistake, we might scale this. So it'll be a problematic thing at that time. That's why we need to lock the bounding box right here. So how we are going to do that is we're going to press this icon right here. We are going to bring this icon, and we're going to disable the selection. So this is how we are going to lock this bounding box. Okay, great. Now, the next thing, what we are going to do is we are going to assign the dimensions. We have created the bounding box, it is perfect, everything is fine. Now we are going to assign the dimensions to the bounding box. How we are going to that is we are going to do that by watching the reference image that I have given to you. Let us open PUF quickly. This is the PUR ref tab. I'll keep it somewhere here and I'm going to open the project find right here, go to project files and I'm going to drag and drop the dimensions. There is a image here which has the dimensions. This is the one. This has the dimensions, you can see. Okay? So primarily, we are going to use only three dimensions in this case. That is the width and the depth and the height. So remember, these three dimensions are going to be very, very useful to create the overall bounding box. The rest dimensions which is given, you can see there is a pillow height, leg height, or the hand rest with all these small, small dimensions. We are going to consider that, but not now because some studios might tell you to make those pillows to the exact dimensions. Some companies might tell you that. But other companies might just not take all those dimensions into consideration you can just follow the three dimensions which I told you, and that will be very perfect. Got it, right. So next, we are going to apply those dimensions. So for that, I'm going to press N, and the transform bar is going to open from the right side. From here, we are going to go to this section. This is the dimension section. From here, we are going to assign the dimensions. The first one, the X is the width, the Y is the depth and the Z is the height. Okay? So this is width, depth, height. Remember that. Now in our reference image, which is width. So from here to here it is width, which is height. So from here to here, it is overall height. The depth is from here to here. This is the depth. So let's first type the width value, which is 30.3, and we are going to write inches because this model is in inches, so we are going to write inch and we're going to press Enter. So next, we are going to write the depth. So depth is 29.9 inch. So 29.9 inch enter. The next, we are going to write the height. So 34.3 inch. So this is the bounding box that we got after we have, like, assigned those dimensions. I hope you got this. So this is a manual method, okay? This is a manual method. And also, we can create this using the script which I provided. The manual method might take some time, but it is well and good to know this method also. Now, let us go and try the script method. So I'm just going to hide this. Right here and I'm going to just go to the script. So this is the script, bounding box script. And here I'm going to just like type those values again. So the width is 30.3 enter. This is the depth. So this is 29.9 enter, and there is the height. So 34.3, we are going to enter. Now, very important, we need to convert this 2 ". Okay. And we are going to just click on this button. It is create bounding box. So let us click on that. So here it is. So we have created the bounding box. Now, the good thing about this is this is going to be exactly on the center of the grid, like the top of the grid, and this is going to be lumped. Okay, so we cannot move this bounding box. That is the good thing about this. Now, let me open the original one which we create in the manual method. So this is the manual method, and this is the bounding box method. Both looks same because we have given the same dimensions. So one is manual method, the one is, like we used script to create this bounding box. So both are great. I hope you get this point that bounding box is very, very important in argument reality modeling. It might be also important in different types of modelings, but in our case, also, we use most of the time to create a bounding box, and then we create our modeling. In the next video, we are going to place the reference image behind our bounding box, which will be very important again because we watch the reference image, we trace the reference image to create our three D model. So I will see you in the next video till then keep practicing guys by. Mic. 6. 6. Aligning the Bounding Box to References: Hello, everyone. So in this section of the video, we are going to learn how to align our reference images to the bounding box. It's a very simple method, and I'm going to teach you this. So I hope you have followed me till here and you have created the bounding box. Let it be the manual method or the method using script. Both are fine. But my suggestion is use the script. It is going to be a lot more faster and a bit of accurate. So from here, we are going to start aligning the reference images inside the bounding box. So before I do that, I need to show you the reference image. So let me bring out my Pure from the second screen right here. So the two images that we need to align to this bounding box is the front view, that is this one and the side view, that is this one. We are going to use these two images to, like, create those tracing points. So we are going to using these two reference images. There is a little bit of issue with the images that you are seeing right here is. These images are not perfectly like this is not perfectly like the front view. Also, the side view is also a little bit of you can see it is a little bit of rotated or a little bit of tilt. Even this front view is, like, completely having some, like, tilting effect, you can see that in here. If this was a front view, this was really straight. So it was very easy for us to trace. But right now this is a little bit of like tilt. So it won't be that much of issue for us because we will we have created the bounding box for that reason so that we can match the bounding box, rather we go ahead and perfectly match those reference images. So let me just a this to my secondary screen. And from here, I'm going to press one in the numpad and this will be coming to the front view, so I'll press on add. So there's a button add right here, Image, reference and from here, I'm going to bring the front view. So you can see that the front view is here. I'm going to scale this by pressing S and I'm going to scale it down and I'm going to bring this to top like that, and I'm going to scale this down, bring this to the top. I'm going to scale a bit further and I'm going to put in this. So as I told you that the front image is a bit of tilt, so this pillow might go top. There is no issue in that, so it can go to the top. But once we have done with our final model, we can scale it down inside the bobbing box. For now, we can keep it like this. There won't be any issues. Again, I'm saying you that the image image is a little bit of tilt. Next, I'm going to go to the side view or the right view. So I'll press three on the num pad, and this is the right view. So again, I'm going to press Add Image and we are going to bring the reference image. Again, we are going to go for the side view. So let me scale down this again, bring this to the top and scale it again, bring this to the top like that, and I'm going to leave it right here. Okay, so if I go to front view again and if I go to the perspective view again, I can bring this to the back like that, and I can bring this one to this side like this. So this is how we need to set this up. And then what I'm going to do is I'm going to select both these images, or I can just come here and uncheck this icons right here, so everything is going to be locked. We need the reference images to be logged. Also, if you're going to create the boarding box with a script, it is going to lock it automatically. So everything has been logged and everything is perfectly set up for our three D modeling. Okay. So in the next video, we are going to start the Three Modeling guys. I'm really excited. I hope you finish your reference image setup till here, and I will see you in the next video till then, keep practicing and B. 7. 7. Modeling the Handrest: Hi, guys. Welcome back. So in this section of the video, we are going to start to create our three D model of the single seater sofa. Before we go ahead and start our modeling, we have to just analyze and see how we are going to, like, deal with this type of model. So that it'll be easy for us to understand the requirement of this project. So let me bring down the PUF collage images right here. So first of all, have a look at the image. So this is a really nice puffiness feel so far here. You can see everywhere we have the puffiness field going on. You can see. We have the round corners in here. We have the round corners in here. We have sharp corners in here, so you can see that what we are dealing with. Okay, so it's having a really nice puffy feeling in this. One thing I need you to understand is we are not going to exactly match to the reference image, same to same. Okay? We are going to work on the pipeline of creating GLV file. So we're going to learn something above and beyond, then creating the same to same look alike so far right here. This process is going to again, take a lot of time if we are going to match the sofa look alike. But we are just going to learn how to create or deal with the challenge if we get something like this in the studio environment and how we can start something and how we can finish something and get the GLE file to submit to the client. This is what we are going to learn at the end of the day. So let's get started then. We are going to go to the blender screen, and I'm here going to bring a cube, so Shift A, and here I'm going to bring a cube. Next, I'm going to go to the front view, and here I'm going to scale it down. So let me scale down this. And I'm going to go to tab mode, As and I'm going to press one. I'm going to scale this down. Bring this here. Let me go to the right view. So we can see that we are not matching here. So let us match with the side view. So we need to match to the side view. If we don't match to the front view, that is fine, but we have to match to the side view because side view is the perfect one. The front view has some tilting issues going on. So don't need to worry about the front view not matching. We will do it after we have finished with the shapes. So again, I'm going to go to the right view. I'm going to come back to the perspective view right here. Okay, so next, I'm going to show you the reference image. So you can see that on the sides, we have this nice bebel going on, so you can see we're having this bebel going on. So let us create that effect. So let me go to the object mode, and I'm going to isolate this piece right here. So to isolate, we need to press the num lock slash key, so have a look at this space. So we are going to press this slash key in the num lock, so we are going to isolate our model. Now I'm going to go tap key again, press two and select. Like before I'm doing that, before I'm doing that bevel, I will like to press Control A and hit all transforms. Okay. Then I'm going to press tab and select these two edges first. Then I'm going to bevel because you can see that this bevel is having This is a little bit bigger big bevel when we are having to look at this. So we will make a little bit more bigger curve in this area and a little bit smaller curve on this area. So let me first bevel the top ones like that. And then I'm going to select this area right here and I'm going to bevel on this but make it a little bit small. Okay. Let's now connect all these things because we are left with a very big end go. So I'll go for the knife tool that is here. The shortcut key is K. So I'm going to connect this to this raise right click to confirm that. I mean, like, the connection is going to cut. So click on this and you can click on this, click on this, click right here. Okay, once we have connected, we can press space bar to confirm all those things. Okay. Next, we have to add some edge loops because we need our edge loops to be uniform. The reason why we need to add more edge loops because you can see, as I told you, we have really nice puffiness going around. So adding more edge loops is going to give us that puffiness. As you can see that, if I click on the image, let's go to the draw mode and you can see how there is puffiness feel right here. Also, you can see this bump like this right here. So we have this here. Also, this area, we can see some puffiness. So this is the reason we have this is we have to create some. We have to add some edge loops. So let me go to the Lo cut, click on this and increase to something like four and click on this, increase something to like four, and that's it. The next, what I'm going to do is I'm going to create the piping effect. So this is called the piping, so I'm going to create this effect right here. So for that, I'm going to select the edges. So it is all Shift plus left click. And then I'm going to bevel this. So beveling this area. I'll keep it a little bit bigger. The piping. Okay, now, have a look at the piping here. So the piping has, like, it starts from here and came like this and it's ending right here. Okay? So just a cut over here. We are not having the piping all over this area. It is only till this area. So what I'm going to do is I'm going to select the phase. So press three, and I'm going to select this phase, and then I'm going to select this phase. Okay, so what's happening is we are selecting the ring selection right here because we have to select the phase here. If you're selecting the face on the middle, we are going to sec the ring select. So select Shift select the phase, then t plus Shift select this area right here. So click on this. So let me show you, click on this. So again, shift select this and then you're going to select here. This is how we are going to get the ring selection. Okay. Now we have to, like, deselect this area. So let me press Z and deselect this area. Again, Aussie. Next, I'm going to extrude. So currently, if you extrude with the default extrude to extrude region, this is not going to give us a good result, you can see. Okay, we need to extrude using the extrude along normal. Then if you extrude, we are going to get a nice result like. Okay, so this is what we are going to get. Extrude this and next I'm going to come back to the move tool right here, and I'm just going to, like, weld these areas. I have to merge this, what is this. Already, we have installed an Ie tool right here. So this is merge tool. I can click on this, go to the Vertex mode and drag these areas to merge this. Okay, so we have that. Now what I'm going to do is I'm going to go back to press the tab to go to the object mode. And here, what I'm going to do is I'm going to again, have a look at the model. Everything is fine. So let me hit Control plus one. So Control plus one is going to add a single subdivision to your model to see how the model is initially looking. So this is how it is looking. Then I Control plus zero is going to remove the subdivision. So you can see the tab right here. Again, I'm going to go to the tab key and here I'm going to go to the loop cut tool. I'm going to add some loops again. I need to add a loop right here and I'm going to add a loop right here. Going to add a loop right here. Next, I'm going to go to the edge mode by pressing one. I mean pressing two. Then I'm going to select this loop. Then I'm going to select this loop right here. And now I'm going to do what I'm going to do is I'm going to hit right click and go to edge flow and set edge flow. Okay, so if you hit the edge floor, this is what it happens. Like this edge is going to pop up like this. So now it is looking like a pipe. So nowadays having giving that round filling. You can play with the tensions here. So if you play with the tensions, you can increase this height like that. So now if you go ahead and press Control plus one or two, so I'm pressing Control plus two. This is what we are getting right now. So definitely hit this and press right link and do the share smooth. So you will have a better look of what you're looking at. So Controbus zero will bring back you to the zero subdivision level. This is what we are looking at. Next, what I'm going to do is I'm going to play with the puffiness, play with the puffiness, give some puffiness. Also, I'm going to add some l in the corneers so we can see so we can see the piping a little bit of prominently. So what I'm going to do right now is I'm going to select this edge loop right here, so tab already I'm in the edge loop selection mode, so I'm going to select this edge loop all the way like that, even this one all the way like that. Also, I'm going to select this edge This one and also We can select this right here. We can do that, or I'll show you one more thing. So let me go ahead and select this edge and this edge and give a Bel Control B. Let me see first. Okay, so I haven't selected the edge so let me do it again, guys. Selecting this edge Shift plus Alt, this edge, again, selecting this edge and shift plus Alt selecting this edge and this one right here. And now I'm going to press Control V to bevel this area. So add one subdivision like that, so that we get this tight loop right here. Next, for this area, what I'm going to do is there is also another way we can add insert to this. Even that will give us a feel like bebl. So we can try that. Select the phases right here. So here I'm selecting control and I'm selecting control like this to fill these gaps. Okay. So this is what I'm doing right now. So even I can add insert right here, let me also select this area. Okay, let me first give the insert here. So press I and you can add an insert like that. Okay, so this is also going to give you a loop cut like that. So even we can do it right here. So select this, control select this. Then we can control select this area, this area, this one, and this right here, also we are going to select this area right here, press I and add a small insert like that. Okay. Now I'm going to go back to the object mode, disable the wireframe and press Control plus two to add a subdivision and check how it is looking. So the piping is looking like a piping and it's looking nice. So let me go back to the editing mode again. So now it's time to add some puffiness, so you can see that we have some puffiness going on in here. So let us add that. So how we are going to do that. Simple. First, let us add some puffiness right here. But before that, I need to add more loops in the top. So let me add one here and let me add one here. Okay. After that, there's a method, how we can inflate these lines. Let me show you that. If you press Alt Shift on these lines and if you press Alt plus S, now you can inflate these lines like this. You can see that. Let me press Control zero because this is under the subdivision, so I will press Control Zero. Now you can see if I press R frame. I can see that. So for this area right here, what I'm going to do is I'm going to select the pass, so press three, and I'm going to select some faces like this. This is one of my favorite method of selecting paces like this. So in this area, let me deselect this phase. So in this area, I can just pull this like that. Even this will add that often is feeling like this. We can go to even the edge mode and select these edges. Also, we can pull the edges like that. That will give a sort of puffiness around this area. So we can do the same thing for here, so select these phases. And we can pull this like that. Don't do it too much in intense. You have to be very precise, a bit of like in a slow way. Okay. Let me deselect this. We are getting some intensity here, so I'm just not going to do that. We can add one more edge loop if we need in this area. So it's not required, but it will help us to create that flow. I can pull. So I'm doing it with some variations, so the model looks nice. Let me go to the object mode. Let me turn of the wireframe and press Control two to see how it is looking. So this is how it is looking right now. So I can see something is going on right here, so let me fix that. So I'm going to go to select this loop right here, right link set flow, and I will press set flow. So that fixed. So now you know, the set flow is really a useful add on right here. This is looking fine. As I told you, we are focusing on the main shapes. We are creating the main shapes. Once we have done that, we can go for some other details. Currently, if you see the reference, the piping has some details, we can create that in substance. We can create that in texturing, of course, in substance painter. But also you can see that the piping flow is it is not in a straight. Currently, ours is straight, but if I right click and go to draw more, you can see that the piping is going somewhat like this. Okay, even this is going somewhat like this. So we can create this. We can create this, definitely, but I will do it in the later stage to show you guys. Right now, we can keep it like this. There is no issue. Let me press the slash key to come back to the perspective view. Okay? So the same hand rest, I'll be duplicating to the other side. So I'll be duplicating this to the other side. So we are going to get the both hand wrest, like that. Also, while doing that, I will later on just adjust those pipings. I will just create some random variation in the pipings, some random variation in the puffiness, so that it looks a little bit of different with this handist. So I want that. Okay, so let us go ahead and just duplicate this. So it's very easy how you can duplicate this to here. We can do the symmetry. So until unless the pivot point is in the middle. So we can do the symmetry. So how we are going to do that is we are going to come to the add modifier and in Add modifier, we can go to the generate. From here, we have mirror. If you click on this, you will get that mirror. Like that. So if you go to the front view again, you can see we are having the rock pressure. Okay, so this is how we are going to achieve the basic shapes, like the shapes. So in the next video, we are going to create the other parts. For example, we'll be creating this, the pillow right here. This is a supportive supportive pillow. So this pillow supports the main setting area pillow. So we are going to create this one, okay. Following, we are going to create all the other pillows that you're looking at. Then we're going to create the legs. So so till here it is done. So let me go ahead and save this file. So file, save us. And here, you know, we have created the bounding box save. So this is going to be the second save. So this is how I save, you can save in a bit different way. So I'm going to save it like this. So save us. Okay. Okay, guys, so this is done till now. So I'll be seeing you in the next video. So till then, keep practicing. Bye bye. 8. 8. Modeling the Pillows: Hello, Eman, so welcome back. So in this session of the video, we are going to create the pillows that you're seeing right here. So we are going to create these two pillows. So both are looking very identical. So we can create one and we can duplicate it to the top like that. And also, like, we can do some variations on this pillow so that it will look a little bit different to this pillow. So that's what our goal is. Now, one thing that we need to do is we need to save our project, but before saving it, now that we are going to create the pillows, I just did a small mistake right here. So the reference image which I have created has to, like, this side view has to go to flip has to flip like this. So we need to do that change before we create the pillows. So what I'm going to do right now is come down to the object section right here. Okay, then select the side image that is this one. Make sure you unlock this. Then you can come to this scale section right here and just hit minus and enter, and that will flip and lock it again. So this is what you need to do very, very important. We have done that, we can save this right now. So control shift and S. I've already saved it, so you also have to save this. Just give a number like 0304 and just save it. So that's what you need to do before we create the pillows. Next, let us go ahead and create the pillows, actual pillows. Shift A, and we can create a cube. And then I'm just going to reduce the size, and I'm going to bring this to the top like this, and I'm going to scale it down. To scale this like that. I'm going to bring this down like this, bring to the front like that. Now I'm going to go to the front view. And here I'm going to hide this. Now, let me scale this. Even I can scale without using the buttons right here. S for scale and Z axis to scale it like this. Okay, so we can move this. Now, press Tab key, all Z, and we can press one vortex mode and we can send it like this. Okay. And from this side, we can increase this a little bit like that. So let me now isolate this now now we have to create the shapes. So the pillow is fairly you can see that from this side, we have really nice bevel going on. So we have real nice bevel going on. And from the top, there is really nice this type of bulginess like puffiness going on. So we need to create this type of shape, okay? So what we are going to do is we are going to press Tab key, press two to go to the edge selection mode, and we are going to select these edges. And this edge is right here, and we are going to press Control plus B to bevel. But I will suggest you to just press Control plus A and do the transform. Then you just press tab and then you can bevel. Okay, once the bevel is done, next, we are going to close the engons right here, what you're seeing right now. So we can do that right now. So before that, I would say to add another bevel to the top and bottom. So go to three to phase selection mode, add these two phases, and we can add a bevel to both the section right links. Okay. Now let us go press K and close all these engons. Click and right click. Click and right click, click and right click and Space bar to conform it. Press K again. And then we are going to close all this verdices space to conform. So this is done. Next, we are going to create some puffiness. So I'm going to click on this face right here and I can pull this like that. And also, I can select this and pull this like this. And also, I can add some edge loops because you can see the area is really empty. So Control plus R, also, we can click on this and click it here and increase the loop three from here and three from here. Next, I'm going to select this loop right here. Or what I can do is I can go for three and select this phase right here and press Control E, but I want the extrusion method to be extrude along normal. So click on this. I can extrude a little bit like this so that we can get this type of shape right here. Okay, next I'm going to press Control R, and I'm going to add some loops here. So three. Also, I can add some smoothness like that. Next, I can select some faces and I can pull them top to the top so you get some puffiness feeling like this. So let us select some faces right here. Pull them like that and select them and pull them We can randomly also select some faces and we can randomly pull them. With that. Now I'm going to object mode and right shade smooth. And from here, I'm going to press Control plus two. You can see this is what we are getting. But before that, we need to add some bevel on these corners. So control plus object mode again, Control plus zero. And I want to see the wirefame star button. Now I'm going to add some edge loops. Tab two spread these two edges. Select these two edges. Control B, sorry. Yes, Control B to B like that, Biwel is done. Control two, this is what we get right now. Plus slash to come back to the perspective view where we can see all our model, I will turn on this I right click set origin to geometry and bring this to top like this. Come to front view, go to one, and here we can bring this to top like this. We also press our button to scale a bit here and from here, from here and from here from this side to this side. This is how it looks. We can go to the right view like that and we can see how it looks from the right view. Definitely, it's not like matching the distance are not matching with the reference, but definitely we can fix that later on. So let's press this, select this and go a bit top like that. What we get. Okay. So this is done for here. Now, let me duplicate this for this flow right here. Shift D to duplicate and Z axis, I'll move to top, bring this to the side, and I'm going to rotate this. So press this root key and hold control while rotating so you can rotate it like this. Let me bring this back and let me take this to the top like that. Let me go a little bit backside like this. I need to scale a bit. Et's select this one. Tab, and we will inquese this a little bit, increase this side a little bit. Okay. We can see the reference. So we can add some more puffiness from here and here. So we'll do that later. Then we need some space to create the back support also. So we have to have some space for that. So let me go to the right view and check this for now. So we need some space like this. So what I can do is I can bring this to a little front like Also, if you go and see the back image, we need some space to create this again. So I'll select this and I'll just bring it back. Okay, so I'll keep it like this for now. Okay, guys, I will call this done for this video right here. So in the next video, we're going to learn how to create this back support for the pillow. So we will create this back support for the pillow in the next video. So thank you and keep practicing. I will see you in the next video. 9. 9. Modeling the Backrest: Hello, everyone. So in this section of the video, we are going to create the back support. So this is the back support for the pillow. So we are going to create this one. So you can see we have a nice bevel going on. There is a sharp edges going on here. So we are going to create this shape. So let me take you to the second motor. I'm going to save the progress right here, so I'm going to press Control Shift S, and I'm going to save the progress to the fourth. So you can write 04, and I have already saved it, so you can write 04 and you can save it. But you can save whatever names you want. So let me save this. So let us go ahead and create this. So first of all, we need to create this shape inside this hand wrist, as you can see. So we do that. First of all, I'm going to go to the right view like this. And from here, I'm going to grass Shift A and bring a cube, and I'm going to skill this cube like this. And from there, I'm going to bring this cube right here, press tab, and what selection, I'm going to bring this down like that. I'm going to go inside like this. So let me go to the perspective view to see this. So you're going to scale down. So you are going to scale down like this. You are going to decrease the width like that. Okay. So let me go ahead and check the shape. This is the shape. So you can see from the side also, this is the shape going on. So what I'm going to do right now is I'm going to add a loop cut over here somewhere, and I'm going to select the vertices and I'm going to pull them back like this. Slip these vertices and pull them back like that. Okay. So this is what I'm going to do. Next, I'm going to select this and isolate and from here, I'm going to add bevel. So let me keep the reference here so I can show you. So we are going to add some bevel rat. So before that, Control A plus, we'll do all transform Now tab and press two, and here we are going to add bevel. I will look at this, Control B, and a big bevel like that. Okay. So this is the bevel right here. Also, we can insert it. But before inserting, let me add a supportive loop right here. And now we can add the insert. We can also do it manually. Let me show you that supress K, and we can add this like this. So we can do it manually. If you want So we need to bring this all the way down like that. Also, we can go from this side. Press space, but to confirm this, this is how it looks. We can also do the same thing from this side. But we can also, like I told you, we can also use the insert key to do this. Press I and we can do this by using insert key. But you can see that there is a topology change, so press two and we can just press delete and we can we can say edge or what we can do is. We can just connect this press K and we can connect this to here like this, and we can go to the press space, select this X, and we can say dissolve H so that g is going to go away. We can also dissolve this H once we have connected k, bring this loop right here, just look to here. Space all this X dissolve edge. We can select this edge, X, dissolve edge to fix that. Now I can select this edge and move like this. A, we can press and fix the gon that we have created. So let me go ahead and select here. Let me go ahead and select here, press space bar. Again, press K and close this here and here, space bar. Next, we can press K and connect this to this and connect this one to this one, spacebar to confirm again, and now I'm going to go to the Vortex mode by pressing one right here or we can come here, no issue. So we are going to press G double time and we can fix. So overall, we can bring this what is a bit more near. So I'm pressing G two times to slide this. Okay. The next thing I want to show you is from back, we have a seam going on, but from here, you can see we have some like bebel going on here. So we can create that. So let me isolate back like that. And here I'm going to select this edge loop or I can just select this edge loop right here. I can select that or what I can do is can come here and add a loop right here. Okay. And also, I can press three. So I can press three and select all these pass right here. And press I and insert a face like that. So we get these three edges. That means we will get a sharp look right there. So now if I go ahead and press Control plus two, you will know that we'll get a sharp edge in the back and a soft feel from the front. Also like what we can do so I'll press Control Zero. A what we can do is we can add a Bwel even here. Control B, and we can add a Bwel right here. So it feels soft in this area. So I'll just take this little bit down. Let me bring this. So let me select all the model, and I will isolate now. So let me press one Z and can pull this back like that. So here what we can do is I'm going to isolate this piece right here and I'm going to press Control zero. Let's start to see the topology, the white frame, and I'm going to press tab at three, and I'm going to select this phase and this phase and this phase right here. And what I'm going to do is I'm going to extude these normals to inside like that. Okay. Before that, I can do one more thing. I can just add one more loop right here. Now I can press three and select this phase and this phase. Now I can go ahead and take this inside like that. I'm just having a look on how it is looking. Okay. So let me select this phase, this phase. Control two and C. Throw of the waefame. Okay. Looks good. Okay, so I'll press the slash key to hide the isolate button, and I'm just going to isolate again. I'm just having a brief look at this. So my main, the main details, what I want to see right now is there should not be any model touching to each other. So right now you can see that this mesh is penetrating to this mesh. So there will be an issue with that. So we should avoid these issues. So we'll fix that on the later stages. But for now, this is what we should focus to. Like, for now, this is it for this part. Okay, so let me go ahead and save it. So Condo Shift S, and I'm just going to save it to the fifth here, so save. Okay, guys, so this is it for this video, and in the next video, we are going to create the legs of this sofa chair. So see you in the next video till then, keep practicing. 10. 10. Modeling the Legs: Hi, guys. In this section of the video, we are going to create the legs of this sofa. The legs are pretty simple, as you see, and this is going to be the last modeling chapter. So we have to create these legs, even though this is very simple to create, but we have to look at what we are creating. So if I zoom into the legs, you can see that the leg is having this taper effect in the end. Also, I have checked that if you zoom in, there is a small bush in the bottom of the leg, which, of course, we have to create it. Okay, so let us go ahead and start. I'm just going to take this to my secondary mortar, and here I'm going to press Shift A, and here I'm going to bring cylinder. Oh, this 32 words is fine for me. And here I need to be having this triangle fan. From NG, we need to have triangle fan. Then we need to scale this down. So let me scale this down like that. Better we should go to front view so that it'll be easier for us to align this. So let me come here and align this like this. Also, I'm going to take this to the top. I know the reference is not matching, but don't worry we are just going to eyeball this for now. So Alt and Z, press tab, and press one, go to tex mode, select this, pull it down, and we are going to make this small like that. Okay. The next thing, what I'm going to do here is, I'm going to add a edge loop right here, and from here, I'm going to press S and scale this a little bit like that. Also, I can press two, which will convert the Vertex mode to edge mode. And from here, I'm going to press Control plus B, and I can add a Bbel right here. Okay. So this will look this surface is going to look a little bit of thick. Next, I'm going to come to the side view that is a right view, and here I'm going to come to the object mode, and I'm going to pull this to the front. Let me go ahead and check. Okay. And I think this is it. We need to leave some space for the bush. So let me hit tab one, and I'm going to pull it a little bit like this. I think this is enough. Coming to perspective view, pressing all plus Z. And then what I'm going to do is I'm going to create the Bush. Okay. So before creating the Bush, let us bevel this. So I'm going to isolate this, and then I'm going to go to tab, press two, and select this edge and select this edge, press Control plus B to add a bevel. We can add two like that. Slash to come back. Okay, let me bring this a bit more front like that. Great. Now next, what I'm going to do is I'm going to click this and say Shade Smooth. So let us create the bush. I'm going to go to tab mode again, from here and I'm going to select these phases. So press three, hold a single phase, and you can press Control, and that is going to fill like this. You can click and fill. Then I'm going to duplicate this. Shift D to duplicate, Okay, and plus Z to come down like this. And also we can press P, and we can separate this part like that. Next, what I'm going to do is I'm going to press tab, and then again, I'm going to select all the faces, press E, and we can extrude this like that. Then I'm going to bevel even this one, select this edge, select this edge, rest Control B, and we can bevel that. And then I'm going to right click on this. Currently, we are not seeing our pivot point, so we need to bring this. I mean, the origin. So this is called the origin blender. So this origin, we need to bring it to our bush right here, so right click and you need to set the origin to the geometry and that is like that. And here I'm going to pull this up. Also, I'm going to scale this like that. Pull this up. Also, if we can make this a little bit taller like this. I'll be fine. Okay, so we are done with one leg, so we can duplicate this. So to duplicate this, we need to press Shift D and the direction is Y, and we can go back like that. And we can select both these legs now, press Shift D and then press X, and we can duplicate that like that. Let me check again, looks fine. Okay, call this done right here. Okay, guys, let us call the legs done for now and in the next video, we are going to create all the final details. I'm going to fix many of the stuff that you are going to see me doing. So I will see you in the next video. Till then, keep practicing and bye bye. 11. 11. Modeling the Final Details: Hi, Ewan. So in this section of the video, we are going to adjust our sofa. So it looks fine when we are going for the wing. Okay? So we are going to finalize our model right here. So first thing, what I'm going to do is I'm going to select the whole model right here and I'm going to isolate it. Okay. From here, we are going to check our reference image, and we are going to try to replicate or try to make some changes depending on the reference what we see. So first thing, what I'm going to do is right here, I'm just going to confirm all the subdivisions that we have given. So if I come here, you can see that we have given all the subdivision modifiers and also there are some mirror modifiers which we need to confirm. So here I'm going to confirm everything. So before that, I'm going to show you the wireframe like that, and I'm going to confirm everything from here. So only after we confirm, we can make the adjustments properly. So we have to do that. Okay. Now, before I do something like that, so it's highly recommended that we need to save our project right here. So let us go ahead and save it. Okay? So let me go ahead and save this. So press Control Shift S, and we are going to save it to the like the sixth. So already I have done here. So let me save it. So this is the sixth. Okay, so let us start to apply all the subdivision surface. So let me turn on the wireframe, and I'm going to apply this. Okay. So here we can do it everything at once, but I'm not doing that. I just want to see what I'm doing. Okay, it looks fine. So let's click on this and say apply. Let's click on this too, and we are going to say we apply and even the subdivision, we are going to apply this. And this one, we're going to apply on this. Okay. So the legs, we are not going to give any subdivisions. So even we have subdivisions on this, so we are going to apply on that. Okay, this is what we are going to get. So now, let us come back from the wireframe and let us do the adjustments. So I'm going to keep the reference image to this side while I'm doing this. The first thing what I'm noticing here is we have this unevenness going in the piping, which we need to do, which we need to create. So you can see that there are the unevenness. Currently, our pipings are very straight, so we need to create some unevenness. Okay. So let us do that. So to do that, we can press tab and go to Whatex mode. And serect the vortex. We can do that, but Blender has sculpting advantage. So we can take the help of sculpting right here to move those vertices, and it'll be really precise to do it. And it looks really natural. So we can do that by using sculpting. So here I'm going to reduce the size like that of the brush, and I'm going to come under this grab tool right here. And now I can slowly move this pipings like that. So you can see how the unawareness has been getting created. So remember, we need to add we need to confirm this subdivision. We need to apply this subdivision before we do this. It's very important that we create this uneveness because whenever you are giving your model to the studios or the QC artist, they're going to check your model, and they're going to, like, if you don't create any unevenness in the model, they will reject your model. So I usually see this before I give. Okay. I can do one thing, so I'll go to layout. So already it is, isolate is there. But this turn of this image is disturbing me. So turn of the bounding box. Yeah. So I can keep the reference image to the side. So that's what the PUF advantage is. So in the bottom, yeah, in the bottom, it's fine. C just pull out like that something. So it looks some natural fabric is coming out like that. Okay? This is fine. Next I'm going to go to this side, and I'm going to make some adjustment again. This will take a while because you need to make some slow adjustment. Don't make it like this. Don't make it too harsh. Keep it subtle while you're doing this, keep it very subtle. Then only it is going to look nice. Sometimes also there is some moments where you need to have a closer look to the reference image what you're doing. Better keep the reference image to the side while you're doing this. That's the reason that have multiple reference image so that you can have a look while creating this. There is no hurrying here. We can do it really slow. Also, if you see something like this, you can just fix that. Pull this like that. So here I'm not exactly doing how the reference images. I'm just having I'm just looking at how it might look even better. So that is how I'm doing this. Okay, so even there is this, you can see, there is some puffiness going on in the top. So we can increase the radius. Let us increase the radius. Also, we can pull this. We can like that. You can hold shift to smooth that. Okay, you can see that we have some intense here, so I'll hold shift to smooth that area. So the hand rest is done. Let us go for the next parts. So we can go now for the pillows. So I'll go back to the layout, and here I'm going to select the pillows or also I could have selected from here, but it's better. I'll select from here. Select this pillow and we are going to go to the scouting. But before that, have a look at the pillow, closely, if you need to make some changes in the modeling right now, so just have a look. We can pull this a little bit front like that. Okay. So that's good. Okay, so in here, we can also make some small adjustment, some small unevenness to look to look nice. We can do that. So let us go to the sculpting here and we can hold the grab brush. We can also reduce the size in here and let me again, go to layout, select this, go to sculpting brush. And yeah, now I can do it. Let me reduce it. Later on, we can add other details like the stitches and all in substance painter. But for now, my main aim is to create a good shape for this model. Okay, so we can also try something like we can increase the radius, like that. And we can also pull this and see how it is looking. So we can get some more puffiness right here. Holding shift, we can smooth down, so we are getting that puffiness right there. We can hold shift to smooth it out, so we can take this back like that. We can also adds that area. Okay, so we can adjust your time, take your time and do this. So be precise while doing it. So let me go to the layout here and select this one and go to sculpting. And then I can adjust this area. So blender is pretty cool, right? So it gives you all these sculpting tools to do all these adjustments. So it is really nice. So we can do all these things. Okay. So next, we can go to this pillow right here. So layout. I'm going to hold this pillow, and I'm going to have a look at look from the side view how it is looking. So you can see this is how the side view looking. We can adjust that. Let us go to sculpting mode. So here I'm pressing the slash key to isolate this. Now I'm going to reduce the strength a little bit and I can pull this like that to get some of those puffiness out. Increase the radius. We can pull this again. Reduce the radius and fix these lines. So there is nothing perfect like this in the real world. So try to give it unevenness again. Like that we can pull something from here. We can also do it from this side. Okay, this is what we get. Let us we can hit the slash key to bring the model back. And here we can see what we are dealing with. So let us go to the layout and select this back piece, and I'm going to go to the sculpting mode right here, and here I can increase the radius, I can just fix this position, make sure it is not going too much inside. You can see from the back view. Also we have this sort of puffiness here going on. We can do that in substance painter. So no need to do it here. But if you need, you can just pull it like that. It looks nice. Also, we can pull some of the puffiness from here like that. Very subtle I'm doing. So you can see the strength is default strength. I haven't increased any strength or value here. So okay, I forgot to select this. Sorry. So let me select this and increase this puffiness right here. M Oh, we did some mistakes so it controls that quickly. Okay. We need to be very careful. So sometimes we might mess the model. So again, while you're pulling it with a bigger brush, that is happening right there. So reduce the brush size while doing this. So be cautious. Keep looking every time, whatever you're doing. Yeah, no need to be perfect. Like, play with the brush, play with the shapes. The more you get variations, the better the model looks. Okay, so let me go to the layout here. So this is how it looks now. Okay. We have some variations going on everywhere. So now you can click on the here. There is an option called cavity, so you can see how it looks in a cavity. So this option also is going to show you how the edges are looking, how it is, how the unevenness is going on. So you can look a little bit cleaner in this. Okay, so let me turn off the cavit here. We don't need that. Okay, so once we have done the final adjustment, I would say, if we have done all these things, next, we have to look into the main thing that is called the phase orientation. So click on this and have a look if your phase orientation is having any issues. Currently, mine is not having any issues here, so I'll just turn off like that. And the next thing, what I'm going to do is very important. So let me bring out the bounding box again. So let me bring out the bounding box here. So press the slash key and bring out the bounding box. Turn off the reference images because the reference image work has been done. So currently the adjustment which we made our model to go outside the bounding box. Now we have to fix it. Now we have to fix it in such a way that it is under the bounding box. Okay, some of the stuffs can go outside the bounding box like this pillow can go outside the bounding box, there is no issue, but overall the model has to be inside the bounding box. So how we are going to do that is, first of all, let us go to the front view. From here, we are going to see how the model is looking. So select the whole model like that. Press Tab key. Okay, so there is a way how we can align our model inside the bounding box. So if you do it in the manual method by pulling the tices here and there, you might distort your model or you might make your model look very bad. So we are going to do this by using Lattice. So let us go to the perspective view again. So Odd Z. Okay, so as I told, we need to create a lattice. So to create a lattice, first, what I'm going to do is I'm going to turn off this Bauti box right here and I'm going to combine all these objects. So let us click everything. And you can hit the shorted key that is Control plus J, or you can right click and you can click on this. Join I'll combine everything. So it'll join everything. So click everything place Control plus J, and you can see that our model has become a single model right now. And from this, I'm going to add a lattice. So press Shift A and create a lattice like this and bring it to the top. Make sure that your lattice is covering all the whole area of this chair, and your lattice is a little bit bigger than the chair. So you can go to the front view and you can check whether your lattice is covering. It is fine. Next, now this is very important. You need to click your model, you need to click on your model, then click on the Ad modifier and in search, you need to type lattice, so already it is here. So click on the lattice, and now you need to click on the eyedropper and you need to drop it to this lattice box here. Okay. Now when I click the box Lattice box and press on tab here and press on tab, you can see that I can move this chair using the lattice point. Okay, very, very useful. So from here, I'm going to go to the front view, and I'm going to turn on the bounding box, and here I'm going to set the lattice point, press tab, and I can click on this and I can make it shot like that. Okay. And also, I can click on this and select those lattice tices and bring it to top like that, which will place it correctly and select this and, like, bring it to here. Make sure you are inside the bonding box. It is here. Okay. Now let us go to the right view, and from here, we are going to adjust. So select all these things, and you're going to, bring it back like this. So let me bring it back like that. Also we can select this and we can bring it back like this. So as I told you, this pillow can go out. There is no issue with that. Okay? That pillow can go out. There is no issue with that, but we need to be careful with the legs. Okay? So yeah, okay, we need to bring it a little bit down. So let us bring this a little down like that. Okay. Okay, that will be fine. So let me go to the top view now. Let me look at it in the top view how it is looking. So this is how it is looking at the top view. So your model is going to be checked from all the views so you can see that there is some portion coming out. Sometimes you can ignore this or if you better want to, like, brick it inside the bonding box, you can do it. Just pay with the lattice points and you can do that. Okay, so I think it is done. So the purpose of this lattice is like, it has given exactly how we are looking. So I think this is done. We have fixed most of the things right here. Also, like, we use the lattice to, like, bring our model inside the bounding box, which is very, very important. So let me hide the lattice right here. Okay? The next very important, again, the next is the next tip is very important. In the argument reality field, we send our models with the pivot point in the center of the grid. So in this case, we know that our pivot point is in the center of the grid, but if your pivot point is not on the center of the grid, then it is going to be an issue. Okay, so Pivot point in sens, I'm talking about the origin right here. So your origin has to be in the center of the grid like this. Because whenever we are sending this model to the argument reality platform, the model is going to be rotated from the middle like this. So in that case, we need to be very careful. Okay, guys, so I'll be ending the video till here. So we have covered almost all the aspect for the modeling. In the next part, we are going to go for ing this single sitter sofa model. So till then, keep practicing and I will see you in the next video. 12. 12. UV Mapping Part 1 Basics and Workflow: Hi, guys. Welcome back. So in this section of the video, we are going to do the UVs of this model. But before we go ahead and create the UVs, I need to address some of the mistakes here. So the first thing what I need to fix is the lattice which we have created in the previous video, you can see that the lattice is already present here if I turn on the eye, let me turn off the bounding box. So the lattice here, Lattice is here. And if I delete the lattice, you can see that all the adjustment that we made is going to be reset again. So we are not going to do that mistake. So what I'm going to do is I'm going to come I'm going to select the model, and I'm going to come over the modifier tab right here and I'm going to apply the lattice modifier so that whatever adjustment we made in the last video to match our bounding box, that is going to confirm. So let me apply. So the lattice is confirmed. If now I go ahead and delete it, so you can see that there is no changes going to happen. So then what I'm going to do next is, I'm going to address another issue which I have made. So doing while using the sculpting brush, I by mistakenly, I just pulled some of this what is far ahead. So I need to fix that. So let me go to the face mold, select this phase, press L, and I'm going to press P and separate this. As you know, we have combined all the model for Lattice, so we are going to separate this back. Then I'm going to select this back and press slash like that, and you can see how the shape has been distorted here. So I can fix it. You know that this side is having perfect shape, so I can mirror this from this side. So press tab, press Control plus Z and press three for going to phase mode, select these phases, press X and say phase that is going to delete that. Okay. And then I can go press two, select this edge right here and I'm going to press, then X, then zero to scale that up. Okay? So as you can see that we have made it perfect, but we need to pull this a bit farther so that the mirror operation could work properly. So if I go to top view, you can see that we need to pull a bit more. So let me pull this till here. Perfect. Now I'm going to select this piece right here and I'm going to click on this, say generate and here I'm going to say mirror. But before we apply mirror, for example, if we apply mirror right now, if I go to tab, if I press the wireframe, if I have a closer look at this, you can see that the mirror operation is not working that great. So what we can do in this case is I'm going to just remove this and I'm going to what we are going to do now is we are going to add, we are going to move our origin to any of these vertices here, right here. In the end, we can align our origin to any of these vertices. So let us do that. For that, we're going to click on this, press origin, and from here, I'm going to go to the move tool and I'm going to o, before that, I'm going to click on the vertex and turn on this magnet tool, so it is snapping. So I'm going to click like that to SNAP. Then I'm going to click here and sorry, I'm going to click here and click on this origin. And now I'm going to add a mirror modifier, so click on this generate and mirror. So let me zoom and check. You can see that now the mirror modifier is working fine. In this case, you can just increase this to like two or three. So four is also fine. And then once that is done, just click on this and say apply now let us go to the Edit mode and select one of the agency if it is selecting. Let's select this. Yeah. So the mirror is working fine. So let me press the slash key. Come back like this. So now the model is fine for us. Okay? So this is done, so we have fixed it. So next we are going to go for the UVtab. To go to the UV tab, now, it's very simple. We can also drag something from here like this, a tab, and then we can click on this, you click on this and say UV Editor. You can even do that, but let me close this again. I can pull this back and I can close that like this. Also, we have a separate UV tab right here. If you click this, you can see that in one view, we can see our model and in the next view, we can see our UV. Okay. So to create the UVs, first thing, what I'm going to do is I'm going to separate all the pieces. Right now, only this object is separate, so I need to make even the rest object also to, like, separate. So let me click on this and press tab, press this. Go for three, press a phase, press L, press P, and press selection. Do it now do it for all the parts. Press L, press P, press L, press P. Then press L and P, press L, and then P. So this is the area, press L, press P, next is this one right here. So this one. So it is already I think by mistake, I clicked that pace. Let me control Z. Okay, I want to click on this pace, press L on guys. So I think by mistake I clicked down that face. Press this, press L, and then press P selection that is done. Then press tab, press L, press P. Then again, this piece right here, so tab, press a face, press L and P. So press L Press P. So we have separated all the pieces right here. Okay? The leg, we can only do it for this particular one. So press tab, select this, press L or select a phase, press L. You can also select this one. Select this shift select this, press L, then select P and selection. Can do that. Rush legs, we can delete for now. Okay, so let us start creating the UVs now. So what I'm going to do is I'm going to hide the bounding box right here. So for creating the US, I'm going to take this first piece right here. So let me press slash, and I'm going to tab right here. Currently you can see that our US is looking somewhat weird. We have to cut the seams, before cutting the seams, make sure this button is turned on right here. This is UV sync selection. If you turn on this, you can see your UVs. If you turn on this, you cannot see your UVs, that is simple as that. So let us cut the seams. So it's very simple to understand this. We need to cut the seams in a very appropriate places where we can hide our seams. We cannot go ahead and cut seams anywhere we want. If you do that in the texturing environment, you are going to see those seams visible wherever you have cut them. So my suggestion is always to cut the seams where nobody can see them. Okay? And is it should be some appropriate places where it naturally occurs. So let us go ahead and cut these themes. First thing is, we are going to select some loops right here. So in my solution, we can cut a seam right here. So just select the edge loop like that and press Control E. That is a shortcut. And also you can press here also in the UV environment, Control E and Martin. Okay? Same thing you are going to do it from this side. So select this loop, press Control E, markin. And again, we can now select everything and say ra Now, this is what result we get. Next, we are going to unwrap this piece right here, this UV shell right here because this is not looking correct. This has been unwrapped, you can see, but not this one. So let us have a seam cut to this one. So how we are going to do that is like, I need to cut the seam somewhere down here. Okay, we can cut it somewhere here. Also in my solution, we can do it in the middle. Nobody's going to check that. So if you click on edge light there, you can see where it is pointing out and just like all ship click to select that Loop and Conte to mark that scene. Now, select everything again and press and so this is how we are going to unwrap and cut our SMs in the US. Okay, so it's very simple. So let us press Slash again and come back. So I'm going to do it for this one similarly. So again, I'm going to show you how I did. So let me press press tab. Okay, select the edge loop like that. Also, I can come here and select it even this one. And then I'm going to press Control E and Mark SM. Next time I'm going to select everything and unwrap And here I'm going to come down like that and select an H and come here to that area and select this loop, Control E, marki, and slit everything again and say unwrap. So again, this is unwrapped. Okay, we have done with both shapes. And next, I'm going to show you another shape. So let us do this one. So press slash again, press tab again, so you can see that we need to create the UVs for this. This one is very simple. So either you can mark the same in the corners like this because this will be hidden. So never go ahead and mark something from here. So this will be visible. So don't do it from here. Do it from this area. This will be hidden as the pillow is going to stay like this, so it is going to be hidden. Also, the good thing about this is the way we created our model, so the edge loop is following all the way to here and it is closing like that. So it is a good topology. So let's press Control E and mark C and select everything and say. So this is done. Okay, so let us go ahead and go for the pillows right here. So I'm going to create this pillow right now, and you are going to you can follow the same steps what I did, and you can go ahead and create this one and this one and even the legs. So I'm not going to create this US. So it is an assignment type for you. So you should create this US. So let me just do this one for you and press slash tab and I'm going to select the SIMS. And I'm going to control E and say maxim, select everything, unwrap. And here I'm going to come down and select an edge right here and I'm going to select this edge loop, Control E, maxim, and then I'm going to select everything. Sorry, select everything and right click ra so we got that slash. Okay, so similarly, go ahead, guys, and create the UVs for the back rest and this pillow right here and for the leg. Okay, so create that. So once you have created, we can go ahead. Okay. So here I have created the leg, you can see, let me press slash. So as you can see that, I have created a seam right here. Then I have created a seam right here, then I have cut a seam right here. Then I have cut another seam like that. So that's how I unwrap this. So again, let me show the other pillow. So this is the other pillow. So this is how I got the UVs. So let me show the backrest. So this is the backrest. I have cut in the same from inside like that. So it is really hidden. No one can see that. Okay, so in my case, like all the UVs have been done, so you can again have a look for every object like that. I'm pressing Tab to check everything again. Okay, so all the UVs have been done here. Okay? So now, what I'm going to do is you know that we have only a single leg right here, so we can duplicate the legs now that we have finished the UVs. So let me go to the layout tab right now, and here I'm going to just duplicate this. So first of all, I'm going to right leg and say set origin to geometry, and I'm going to press Shift D and I'm going to press Y to bring that here and select both these legs, press Shift D and press X to bring these legs right here. H. Okay, now it's really right time to save our progress. So Control Shift S, and we are going to save it. So I always like to save in numbers, so let me save it to nine. So I will save this. So we have saved our progress right here. So in the next video, guys, we are going to learn how to use text tools to efficiently align our UVs. Also, we can use text tools for various other stuff. You are going to learn with me. So till nine guys keep practicing and I will see you in the next video. 13. 13. Straightening UVs for Clean Layouts: Hi, guys. Welcome back. So in this section, we are going to have a look at the UVs we have created in our previous class. So let us go ahead and check each and every model. So if the UVs are perfect or not, so I'm going to start from the top. So I'm going to click on this model, press tab and I'm going to have a look at the UVs in the left side right here. So this is good. I'm going to check this one. It's perfect. This one is perfect. So I'm going to check the back one. Yeah, it's looking good. Now I'm going to check this pillow right here. So this is looking a little bit of bend, we are going to fix this just in a moment, but let us check the other parts. So this is looking good. The legs are perfect. All these legs are going to be perfect because these are all duplicates. Next, what I'm going to do is here, I'm going to go ahead and teach you another really nice add on for blender, which is useful for the UVs. This add on name is textols. Let us go ahead and install this, then I'll explain about it. So to install the add on later, we have to go to our preference. So the shutter key is Control plus comma for bringing the preference menu here. So in here, we are going to go for the add on section right here and we are going to click on this button and say install from disk. From here, we are going to head to our project section. Okay, so I'm in the project section folder right here. So we have the add on right here. This is textual, so double click on that, and it is going to be installed. So this add on is going to be visible in our UV editor. Okay? So if you hit the N key, you can see that this textual is going to pop up like that. Yeah. So this is how you can bring the textuls by pressing N. Okay, so here it is in the tool palette. Now let us go ahead and fix the issue which I was talking about about this plow right here. So you can see that the UV shell right here is a little bit of bend. So the main issue in this scenario is if this is something like this, then there won't be a good packing when we will do the packing of this UVs altogether in zero to one space. The packing is not going to good, and this is going to eat up a lot of space in this area. So we can fix this. So before that, I'm going to select all the model right here. And I'm going to press Control A, and I'm going to say all transforms before I do that. Then next I'm going to press this pillow again. Then I'm going to go to the phase mode and I'm going to click a phase. Then I'm going to press L K. I'm going to turn off this one. Again, I'm going to press this one, press L. Now I'm going to press N to bring the text tools right here. I'm going to make this little bit of this side. In here, in text tools, there is a key where we can make our UV shell straight. So again, this method works for some of the UVs and this method doesn't work in some of the scenarios. So in this in this scenario, we can try if it is working or not. So we can select the whole UV right here, the whole UV shell, and we can press this button, which is called rectify. So as soon as I press that button, you can see that our UVSll here becomes straight. This is what we want. We bring this side again. I'm going to select all the model in press tab here and I'm going to press this key. This is how I can see the whole model right here. While pressing this key, I can see my whole, all the UVs of these models. Right now, everything is fine. We can go ahead and pack the UVs. But before packing, before packing, I need to show you something. So if we pack right now, suppose we are packing this, so I'll select everything, and I'm going to go to UV and there is a button to pack the eyelad. So if I click on this, this option, we'll get this option. And here we have some of the settings. So we need to scale this. Yeah, we need to scale this. If we need to rotate this, yes, we need to rotate this. So these are the two buttons for if we need to rotate or not, and this is if we need to scale or not, definitely, we'll do this let it be the default tick here. Just we are going to press the pack button and let's see what's happening. Okay, so we get something like this result, okay? So here the issue is already the stuffs have rotated like this, which we don't want to be rotated. And the next thing is the legs are really big, the pillows are really small, and we have mess going around in this UV shell. So this is what we don't need, right? We can fix this. Let me press undo here. We can fix this. What we need to do is we need to press UV and when we are going to come here to pack island, we have to click on this button saying the average island scale, and this is what it is going to do it is going to scale those UVs according to the model. It is going to properly scale them up. Which is going to be really helpful for us. If now we are going to click this and say UV and if you pack now, so let it be default. I'm just going to show you what is going to happen. So if I pick pack, so you see that now our UV packing, it's really nice, as you can see. So we have really nice packing going on right now. Okay. If you're thinking that, why don't we make this straight? I think if you go ahead and straight them, it might cause some issues. It also might work. So we can try them, but already the not going to be a big deal when we are doing the UVs, so it is not going to be a big deal while Uving. So we can leave them default without doing anything. If it is too much bendy, then we can go ahead and straight them. Okay. So this is one tip I want to say. But you can see that we have some free space right here, okay? So always it is a good idea to utilize those spaces. I would really recommend if there is free space, always, utilize them. So in this scenario, the legs are a bit of small right here. So what I can do here is I can scale the legs a little bit more and I can place them here so I can utilize this space. So let me select all the legs right here. Okay. Also, I can, um what I can do is I can uncheck this and I can select everything like that. So press A Z and select everything like this. The next thing, what I can do is I can come to this option right here. It is UV selection mode. And right now, if I click, I can easily click all those legs and I'm going to bring them up. So you can see that these are those parts of the leg. The smaller ones are those bushes and the bigger ones are like the legs, these around areas. So we can also select them. We can select these bushes and we can bring this right here, and here I can rotate them. Suppose I need to rotate them. I can just rotate them by using the rotation key like that. Okay. And here I'm going to select this, bring it right here, and here I can scale them. Like that. Also, I can scale them like this. And now I can go ahead and place them here. You can also even scale a little bit more if you need. We can use a scale tool to do this. So you can also scale them a little bit more. Why not use the space that we have? Next, we can align them. So we can place them somewhere like this. We can also take them, place it here, take this place it here, and this one we can place it right here. Okay. So now we are getting a nice. We are filling those UV space really nicely. So it's looking really nice now. You can see we have really nice filling up here. Okay, let me go ahead and press Alt Z right here and I'm going to come back and press this key so we can see our UVs What's going on? Okay. So what we're going to do right now is we are going to look how our texture is going to look before we go for the texturing. So we can apply a checker box to our UV, and that is how we can see that if the UVs are having some issues, we have some stretching issues or there is some issues going on or not, while we can have a look in the view port itself. So the add on which we installed earlier, which is called as the text tools has a feature where we can apply a check a map. Okay. But before that, what I want to do is I want to combine my whole model, so I need to combine it. So we don't need to keep it different to models right here. So it is not required while we are going for texturing. So we can combine them. There is no issue in that. So let's click Let's set all the model. Here I can press Control plus J, and that will combine my model right here. So even I can rename this if I want to something like share like that. Okay? So now, what I'm going to do is I'm going to press tab again. Right here. And in here, I'm going to, like, just click on a button, which is called as the um So here in the text tools, we can hit a button. So we have a button right here. It's called the here it is. It's called as the checker map. So we can click this button, and we are going to see the checker map in the whole model. So let us click on this button right here, and you can see that there is a checker box which is applied to our model. So let us go ahead and hide the wireframe for that. I'm going to come to Object mode first, and before that, I'm going to click before that, I'm going to select the whole model right here. So like this. Okay, so I'm going to select the whole model and I'm going to press the object mode. Okay, so before we go ahead with our next steps, so we need to have a look at our UVs with applying a checker box so that if there is some stretching issues going on or not. So it is very, very important that we apply a checker box and we see if the UVs are correct or not or it has some stretchings. So by using the text tools add on, we can apply a checker box very easily. We can read in manual method, but the add on is going to help us in this. So how we are going to do that one is, we are going to press N to come to the text tools option right here. So in this section, which is called as text tools, if we open this, we have a option to apply Checker Man. So if you click on this, you see that, we can see the checker box which is applied here. So if I go ahead to the object mode right now, you can see the checker box a bit more clear. And we can also increase the checker box tiling. So we, we can increase this number and the tiling is going to increase. So just increase this tiling and we can have a overall look if the checker box is perfect or not. So here we are looking at these boxes, and we are going to see if this box is square or not. If it is square, then the texture is going to be perfect. If it is rectangle or any other shape, then the texturing is going to look bad. But in our case, in our scenario, the box is these are really good squares. So I think we can it is good with it. I think we can I think it is good to Okay. So now that we have checked the model with using the checker box, I think we can now remove the checker box. So we have a button right here where we can remove the checker box, and we can come back to the V pot shading. So let us said our model, and we can now have a last check to our UV and we have done it. So we have completed our UVs successful here. Okay, great. So the next section of this video is going to be about texturing. So in the next video, we are going to learn about substance painter and how we can import our model to substance painter and we can start the texturing phase. So I'm really excited to go into the texturing stage. So yeah, before that, go ahead and save your progress still here. So you can do that by like Control Shift S, and you can just, like, make it ten, and you can save it. Okay. From next video, we are going to start the texturing. So thank you and I will be seeing you in the next video. Bye bye. 14. 14. Fixing Face Orientation: Hey, guys. Welcome back. So before we go ahead to Substance Painter for texturing, I just want to show you that there is an issue with the model and we need to fix it before we can go for texturing. So I missed this while exporting the model, but I thought to create a video for this and show you guys the issue so that you can be on the same page when we are going forward. So the issue is about the phase orientation. So if you click on this and click right here, you can see that there is a phase orientation issue going on. So to address this, I'm going to press tab and I'm going to select all the faces. So going for transparent mode and selecting all the phases and going back to the normal mode. And then I'm going to go for mesh and normals and here I'm going to regulate to outside. So this is how I can fix my face orientation. So let me turn off the pace orientation color here. Okay. So this is how you can turn off the face orientation. And if you have any other issues like normal issues facing some normal issues or some shading issues, you can just right click and say Shade Smooth or shaded auto smooth. So that will fix any of the shading issues if you're getting some shading issues. So yeah, that's it. Now I'm going to export this back. So export and export the FBX. 15. 15. Exporting UV Maps: Hi, guys. Welcome back. So in this section, we are going to export our model. Also, we are going to export our UVs. Okay? So we need our UVs in a later stage, so we have to export even that. So a copy of our UV Map. Also, we are going to export our model right here for substance per texturing. So first, what I'm going to do is I'm going to select my model. I'm going to go File, Export. And I'm going to export in FBX select FBX. So here I've already exported. You can also just write something like hair or something you want and just export this. Once you've done that, now select your model press tab. Okay. And from here, you should see all your UVs in this section, make sure this button is clicked. And then what I'm going to do is I'm going to just drag selet UV and I'm going to come down to Export UV layout. So we are going to get this type of interface right here. So I'm just going to go back to the FBX folder section and I'm going to export my UV right here. So before exporting, make sure you change it to four K, so 40 96 and 40 96. You can keep this at PNG, there will not be any issues and just export your UE. Just wait for a while and that is done. You can go ahead and check your UV map which you have exported. It will be successfully exported. Let me go to my project section right here. So you can see that we have our UV map right here. Okay, which we need in the later stage. So let me close this and close this p. Okay, guys, so let us go ahead, and now we are going to open substance painter for our texturing. So in the next video, we are going to exactly do that. So till then, I'll see you in the next video. 16. 16. Introduction to the Substance Painter UI: Hi, everyone. So in this section of the video, we are going to learn about substance painter basics. So currently, I'm using substance painter version ten. So you could be using the below versions also. But I would also recommend that if you have the latest substance painter, it is really good because substance painter as a texturing software is most powerful and robust, and it always gives different updates on texturing. So always there is some new tools updated. So definitely use the latest version of substance painter. That is my recommendation. Currently, by default, this is how the substance painter UI looks like. I personally like to use a custom UI because that's how I feel very easy to navigate around. So how I do that is my UI preference, see, it is like the preference of mine, so how I like it. So what I do is I just use this asset at the below right here, okay? And this is substance study asset. It's only available for online, so I'll just close this not required. And I like my layer tab to be here, because the layer tab is the most complex part here. So if I have a bigger space in the layer tab, I can go ahead and do more of the layering stacks, and it is going to be very easier for me to have a look at all these layers. So this is basically how my substance painter UI looks like. It's very simple, again, but also for me, it feels very easy to navigate around. You can use this UI, like mine, if you want. As you can keep your you can keep the default UI as it is. Let's go quickly to Substance Painter UI section, and I will be showing you, like, how the UI is set up. So first, we have the layer right here where we are going to do all the layer stacking and texturing. And next we have this is the three DV port. This is the two DV port. Okay, this is so basically here you can see your model, and here you can see your textures. I mean, your UV. And here we have the texture set list. This is the area where you can see your file name. For example, how many FBX files you have. And what is that FBX file or what is that materials name? You can see that here. Next, this is texture set settings. In this section, basically, we can, like, add more channels or we can do breaking and all those stuff. Let me go ahead and load my hair model so that we can know even better. So I'll click on file. I'll click on New. From here, I get this tab. This is the new project tab. So I'll leave everything default, but I'll be changing this resolution to two K. And here I'm going to select to select, and I'm going to select the FBX file in my project save file. So I'll bring my bx file and press. So you see that our chair has been loaded up right here, and you can see successfully, we have our UVs also brought in, and this is how our model is looking great. Next, what I'm going to do right now is simply, I'm going to change the environment. So I'm going to change the environment light right here. So clicking on this button right here, I get these display settings. And yeah, when I'm talking about the tabs, you can dog them anywhere you want, like this. So you can dock it anywhere you want in this. But I would not prefer to do it. I'll just keep it here. And I'm just going to click on this paranova I'm going to change the environment because by default, we have environment which is the light is not accurate. Seeing something yellow is going on here. So we need a studio lighting so that our textures will look perfect. So my favorite is this studio right here, Studio wit soft. This is what I use. You can also go for Tamaca studio also even that is good. So even this is good. So I will go with this. I'll be closing this. So you can see that suddenly our model lighting is looking far, far better than what it was looking before. Okay, so this is looking really nice now. So to navigate around this TD viewport, the shortcut keys are like if you have familiar with Maya, if you're familiar with Maya, so it is same like that. So all plus left bose button to rotate, plus middlemose button to pan, and plus right moose button to zoom in. And now let us talk about the UV viewport. So your middle mouse button, zooming in and out will zoom this in and out, and middlemose button and Alt will pan this and plus right mouse button Zoom. Okay, it's very simple. So here I'm not going to cover a lot of thing about substance UI, so I'm just going to go briefly here. So at the below here, you can see that we have a library. If I pull this up, you can see that we have tons of materials here. So this is materials. So which means these materials has been created using softwares like substance designer, and we can simply drag and drop this to our model and we can see some great fabrics or leathers or plastics, whatever it is. Typing anything, it'll bring it to the like you can get that. So you can type anything. For example, you can type fabric, and you'll get fabric. You can type wood. You can get wood. So like that. So this is materials. This is smart materials. Now, smart materials is a little bit different and a bit complex materials. So this smart materials comes under groups. So it comes under a folder and lots of tons and tons of materials combined together to create a smart material. Okay? Next, we have right here, it's a smart mask section. So here we have the smart mask. In here, we have all the filters. So we can use them for blur, direction blur, buw we have all these things. Here we have the brushes. Okay. Next we have right here, all the alphas. So here also we have some of these noises right here. So these are, again, the environment. This is the latest feature that is the text. You can add text to your model. So this is how the library looks like. I'll just break it down. So now, as you can see that our model is looking fine. I will always before texturing. So what I do is I always do a test before I start my texturing. So the test is about how my texture is going to look and also if my textures are looking perfect or not. So this is what I start to test. For that, simply, I just drag any of these smart materials to my model right here. So for example, I can drag any of these smart materials like that. I will just go I'll just come here right here. I'll just come right here with the tiling, I'm going to increase three. Next, what I'm going to do is I'm going to have a thorough look at the textures, if it is fine or not. I can increase this from two k to four k. So now I'll be having a better look. So I'm going to have a thorough look if the textures are looking fine. In my case, the textures are looking really perfect, so there is no issue. So Blender has done really nice texture UVs right here. So we can see that the unwrapping in blender is really good. Also, I can press C to go to base color. Now this is how I change the channels to check my color. So C for base color, again, I can press C for height, C for roughness. Then I keep on pressing C and the channels are going to change. So metallic normal this is normal height and mesh. This is base color. So again, if you keep on pressing C, you are going to keep on changing the channels, and that's how we can see only the base color or only the roughness. Okay? Again, to come back to the material, you need to press M, and that is how you are going to come back to the material. Very, very useful. I do this every time in the texturing phase to, have a look at what my normal is looking like or what my base color is looking like. Okay? So I'm going to stick with two K for now because four k is going to eat up your resources like the RAM and the graphic card. So it'll basically take your VRAM. So I will stick with two K. Okay, so next, you know that. So I'm going to remove this because I know it is fine. Whenever you create like you create any of the model, you bring any other model to substance painter, there is a default layer which is going to be created. You can just remove a layer, so it is completely fine. Okay. Next, we are going to look at some of these buttons right here. So here we have like file in file. We can bring a new project, open a new file, open recent files, all the stuff right here, we can export the textures, which we are going to do in the later stage. We can save our file very, very useful right here. So in edit mode, we can like the most important thing right here is project configuration. Again, this is the most used thing which I do almost all the time. Like, if you have something issues in our model going on for suppose there is some issues going on with the leg that your model has some issues. You need to re import the model, but you have already textured your model and you are afraid that if you reimport the model, you are going to lose that texture. You can do that. You can go here at Edit and Project configuration and you can bring that updated FBX right here and you can open that, press Okay, and that model is going to replace this model and your textures are going to be on that same places. So it will replace those textures until unless you change this naming. So do not change this texture set leash name. Okay? If you change this name, you are not going to able to load your updated model. So that is what project configuration is. In mode, you can see there are three mode, we have baking maps, we are painting, we have also the ra rendering. In Windows, we have these views where if you need any of these tabs to be like to turn it on, you can do that. This is display settings and you can see shared settings, all these things. But now, I'm not going to touch those things. This viewport, again, this is M and C, which we tauped earlier. So this is what this is. And rest is like rest we no need to talk about. Okay. So here we have channels. So usually, this is the channels we get when we load the substance painter material. So we get base color, we get height, we get roughness, we get metallic, we get normal. We can click this plus button right here and we can bring any of the channels we want. Okay. Currently, we need a channel called ambient occlusion, so we can press that. So we are going to get the Abid occlusion right here, which we are going to use in the atafase. Here, again, I was talking about the baking maps so we can bake the maps. So here we can click on this button and we are going to bake our maps. So we are going to do that right now. So let us press on the Bake Maps button right here. And if you're using the latest version of substance painter, your baking maps tab is going to look a little bit of different in Version ten. So this is how the tab looks. This is like you can get a look at how our model is going to look right here when you're baking. And here we are going to get the settings of baking and here. What are the maps that we need to bake? Suppose we need normal word space, normal ID ambient oclusion. What are the maps we need to bake? We are going to get those options here. Currently, if we have a high polymsh right here, suppose we can bring that high polymsh right here in this step, and we can bake all these maps. Okay? So this is how we bake it. Currently, we don't have any high polymps, but even though we don't have any high polymps, we need some ambient occlusion. We need some shadows going on in our model. So that the model feels and looks realistic. So that is the reason we are going to turn on ambien occlusion right here. So we are going to turn off everything and turn on ambien occlusion. So if I click on this, it is going to, like, select this and turn off everything else. In here, in this ambient occlusion, the output size we required is four K. So turn this to four K before we bake in. Okay? Rest, everything is fine. We're just going to bag this texture. We need to wait for a while, depending on your system. Yeah, it's already baked. So we are going to return to painting mode, and you can see that we have bagged some shadows right here. So you can see we have some shadows going on back and front and side. You can see there are shadows going on. The model is looking fine. The issue with this amine occlusion is we are not able to reduce the amide occlusion intensity. So in this method, we cannot reduce the ambient occlusion intensity. So I'm going to teach you a method where we can reduce the amine oclusion intensity right here. So first of all, after baking after baking ambien occlusion map, let us cancel this from here. Let us close this from here. So our amienoeclusion is going to go away. Next, what we can do right now is we can create a fill layer right here, write this fill layer like AO or ambien occlusion. Here I'm going to just go AO. Then I'm going to come to the properties right here. Okay? So I'm going to come to the properties right here. And here now we get this AO channel. So we get this AO channel only by, like, bringing this amid occlusion channel right here. So which we did this earlier. Now we have the AO channel. So we need only the AO channel right here. So click on the AO channel will only turn on the AO channel. So right now, what I want to do is I need to bring my AO map and drag it to this AO channel. So let us go to our project section, so I'll clear this. So I'm going to go to the project section, and here is our AO Map. So I'm going to drag and drop this right here. So that's how we can see our AO map is back. Now what I'm going to do is I'm going to come here to base color and change this to Ambien occlusion. Okay? And from this slider, now I can decrease this number and slowly see that the amio occlusion is fading away. So we can keep it somewhere around like 60 to 50 in that category. Here, I can keep around, like 60. So this is fine. Then I'll go back to the base color again. So this is it for the basics of the substance painter guys. So if you are Dental here, we can go ahead and save our progress, which is very important. We can go to Save As, and we can come to the substance painter, like project S file category and we have a substance file here. We can come here and save it like 01 and save. Okay. Then in the next video, I'm going to teach about the texturing process. So in the next video, we are going to do the texturing. So till then, keep practicing and I'll be seeing you in the next video. Bye bye. 17. 17. Creating Base Textures: Hi, everyone. Welcome back. In this video, we are going to start to texture our main model right here. In the previous video, we have created the AO and we have learned a few things about the UI right here in this video, this is going to be fully covering about how I'm going to texture this asset. The first thing is, as you see in here in the left hand side, I have the PUR F window just right here to have a basic look at what colors we need to assign and how the fabric is going to feel, so even how the wood texture is going to feel. So we'll have a basic look at this. So we can see the seams, we can see the stitches. So all these thing we can have a look. So let's start with the texturing them. So first thing is the fabric. So for the fabric, as you can see that this fabric is available inside the substance menta materials, library itself. You can go ahead and also download this fabric from any other websites if you want. So there are multiple websites where you can get this type of fabric textures. So you can go ahead and download those textures. But right now, we can search that fabric texture in the substance library materials tab. So just type here fabric. In here, we have different types of fabric. Okay. The one which we are going to use is this one. So fabric cotton, Jos. So let's click and drag this one. Okay? So this is how the fabric is going to look. So I'm going to change the resolution from two k to four K to have a better look at what we are seeing here. So this is how the fabric is going to look basically. So from here onwards, I'm going to change the color of this fabric. So to change the color, I'm going to come down here to property field. And from pink, I'm just going to give this dark grayish color right here. So I can click this eyedropper and I can, like, drop this color. So you can see that the color has been assigned. Now you can see we have this fabric pattern going on. We can scale pattern, the tiling, we can scale it. To scale the tiling, we can come here and in this tiling tab, we can just type a number which matches the reference. Let's try number four and see if it is enough looks good. We can also increase it to five and. Even this looks fine right here. Okay. Right now, as you can see that, in the channel here in a material channel, there is height applied to our fabric. So height will give that fabric feel. Okay, it is going to give the fabric feel, but the fabric fiel right now is too much, as you can see. So in this case, if we turn of the height and turn on the normal, the normal is going to give us certain look right here. You can see I'm just, like, rotating the environment light here. So by holding Shift and right mouse button, I'm just rotating it, you can see that. The feel is very sertle. The fabric patterns are very certle right here. So you can go with this look, which I like. Or if you need the height to be there, what you can do is you can come down here to the height channel and you can reduce the height. In my station, you can reduce it to, like, two, three, like that. So two, three, or four, okay, to give that fabric feel like this. So you can keep the height and normal, both, and you can get both effect right here going. Okay. But in my suggestion, I think there is the height is not at all required here. We don't need to give the height. We can just turn off the height and we can just keep the normal and it is going to be fine. Okay. So as you can see that we are having a lot of shadows going on here and going on here. So in this case, if you need to increase the amid occlusion again, come to Amdoclusion tab, and from 60, you can go to 80, and that's how you can get more shadows going on here. So even if you need a lot of shadows in this area, which I don't recommend you to do the shows a lot of shadows because most of the studios have the inbuilt configurator where they will generate the shadows for your model, which I don't recommend to increase here. So definitely you can keep it around 70 to 80. So let's keep 70. Yeah, this is fine. So the fabric, I'm having a nice feel of the fabric right here. So here I'm going to confirm this fabric. So to confirm this, to apply this fabric, I need to rightly same white mask. Okay. After white mask, I can come down here to polygon fill. And right now you can see that even the legs have the fabric. Okay? So I can add a white mask and I can mask this out. So while adding a white mask, what happens is, you only need to you only need the fabric to be visible and you can hide those legs. Now if I come to this mesh fill and drag it, you can see that I can hide this leg. Okay, so this is our fabric picture right Next, we can go with the legs. So the leg is having wood texture right here. You can see. So here if you search wood texture, you're going to get the default wood texture, which substance printer is providing, as you can see. Okay. So this one is looking good. You can use this. But there is another website which I like to mention here. This is the website which I like, even in the production work when I work, I almost go to that website most of the time and I keep on downloading textures from there. It's a pretty, pretty cool website. So the website name is Ambient CG. Okay, so this is the website right here. So this is ambient CG. I'll be providing the link in the notepad for you guys so you can use. So this website is having a lot of textures, okay? So this website is having a lot of textures. If you come to this website, you can see that we have HDRIs, materials, three D, a lot of things. So if you click on Explore all the assets right here, you'll be coming to this tab right here, where you can see mix of everything. So you can see the mix of textures and all the other stuff. In here, I just need to search for the wood texture. So you can search. So just type wood and let's Enter. You can see that we are getting so many wood textures right here. So you can see there are a lot of root textures in this category. If I bring down the reference image, this is the reference image which we have, and if you want to find a similar root texture, you can have a look at the texture that you need. So if you come down, we need a texture, which is this will be fine. We can use this texture. It is looking good. We can use this. If you need to change some colors to masses, we can do that even. You can see that even this is good, you can also use this one. Okay, this has more saturated. This has more contrast, so we don't need that. Okay, so yeah, those textures are fine for this project. So you can go ahead and download them. So to download this, suppose you want to download this, click on the texture, and it will be in this tab. So in here, we have two sections. One is the JPG files if you need, and one is the PNG file if you need. So the PNG file usually gives you a good resolution, but it comes with a lot of size. But in the same, if you download a four K GPG, the size is almost like half of this. So if you ask me what is my recommendation, I will say go with JPG and four K. Okay, don't go for two K, go for four k, which is going to give you a nice resolution. So just click on this. And you will grade it with the download and you can download here. Just now, I'm going to drag these textures to the substance nor tab right here. Okay? So I need the base color. So let me bring down the tab again. So here I need the base color, and I need the base color, and I need the normal GL, and I need the roughness. I need all these three images. So I need these three textures, so I can just dragon drop them. So once I drop them, I can select all this and I can say texture, and I can import them. This is Wood 30. This is 30. Let me just confirm. This is d 25. You can use even this or you can just use the Wood 30. I think this is the ood 30. This is the wood 30. I'm using this one you can use this, you can use this. So you can use anyone because I have already downloaded this before, so that's why I'm using that. So you can also use this. There is no issue with this. So it looks similar, so you can use any one of those. So let's drag all these textures, the color, the normal and the roughness right here, and we can create a fill layer and we can type texture like that. And here we can assign those textures to the particular channel. So color goes to color. Have a look at the color, how it is looking. So it's looking really nice. So let's drop the rush maps. So roughness goes to roughness, and we have the normal. The normal goes to normal. Okay, so this is how the good texture is going to look. So I'm going to right click and say, add a black mask, and, you know, I'm going to mask the legs, and I'm going to click on the texture right here, and I need to rotate the direction, so I'm going to type here, so 90, rotate it like that. Also, I need to increase the tiling a little bit, so I can add like four or something like that to match this tiling. Okay, so this is how I will match it. So suppose you need to change the color of this where I don't think we need to change, but suppose you need to change some colors on this, you can change it. Just right click on this and say, add levels. You can do it by levels also. So if adding a level, you can just slide this here and there, and you can see we are making this darker or lighter, depending on the reference image, what we need to create. So you can do that. Okay, let us keep it like this. It's looking fine. So here we are done with the fabric texture and the wood texture right here. The next thing what we are going to do is we are going to do some details. For example, we need to do the stitches. As you can see, there are some stitches going on. We are going to do some seams. There are some seam lines here and there. We are going to match that. We are going to do the wrinkles to make our sofa look really realistic. So we are going to do those wrinkles, stitches, seams, and all those details we are going to do in the next video. Till then, I'll be seeing you in the next video till then, bye bye. A 18. 18. Adding Shadow Details: High eyes. So in this section of the video, we are going to create the details. So the details like the stitches, the details like the seams that you can see. So there are seams, there are stitches going on. There are some details going on like here. If you come down, you can see there are some wrinkles going on. So there are tons of details in this sofa model. We need to create all those details so that our model is going to look really realistic. Currently, I'm going to focus on one by one detail. So currently, I'm going to have a look at this detail right here. So this opening. So this opening could have been created in blender itself when we were in the modeling phase. But if you create that in the model, the model is going to go, first of all, a very high poly. And second of all, this is going to be complicated. This is going to be very complicated to create. We could have done that. But today, I'm going to show you a unique method, okay, a very unique method to create this shadow, which I am doing in my studio. So I'm doing this in my company to create this type of pockets. So I'm going to teach you that right now. For that to work. You must have your US you must know where your US is located to create that details. So currently, this like this is the area where we need to create that pocket detail. So here. So let us draw that. So let me go to your layer and I'm going to draw that. So it is going from here to up like upwards. So it is traveling to upwards. So this shadow is traveling to upwards. So currently like this. Okay, so this is the UV that is affecting. So now I understood that this is the UV that is affecting this area. So this is the UV where I need to create that detail. The one problem I can see it is happening is, this is the problem like it happened when I was doing the packing. So the UV is the UV direction. This one is correct. This one is the correct. But this UV has to face to this direction. So this is wrong this is wrong direction. So I want this to face like this. So this pace has to turn and face it to like this. I want these two shells to, like, be in conjunction with each other. So it has to face this side. Okay, so this is what I need to do. So for that, what I'm going to do right now is I'm going to go to blender again. So my blender is already here. So here I'm going to click on this UV. So this is a UV that I'm going to click on this UE, press L, and I'm going to hold Control and I'm going to rotate this. So let me hold Control, and I'm going to rotate. Like that. Okay, so this is how I rotated the model. I'm going to check whether the shells are touching each other or not. So in my case, it is not touching, so it is fine. So this is looking really fine. So this is how the shells should be. The shells should face each other. Okay? This has to face each other like this. Then only the method is going to work. So after we have done that, now we need to update the model which is present in substance. Also, we need to take a snapshot of this UV too. So first of all, let us go ahead and export this model. So I'm going to press tab, I'm going to select the model, and I'm going to say file, export, and I'm going to export to Bx I'm going to go back, and I'm going to go to x file, and I'm going to replace that. So the bx has been replaced. Now it's time to export the UV, so I'm going to select the UV, and I'm going to say UV. And here we have export UV layout. From here, we are going to do four K And here, I'm going to export this. So before exporting, I'm going to select the particular location, the W click on that and wait for a while. And yeah, it's exported. Okay, now I'm going to go to the substance better again and I'm going to delete this and I'm going to reimport my UVs. So I'm going to teach you that. So I go to edit, I go to project configuration here and I'm going to select this. And here, I'm going to select my updated UV. So I'm going to double click on that and press. Okay. So we'll wait for a while and the UVs is going to be updated and you can see that the UVs are facing to each other right now, so this is perfect. Now this is going to work. Now we will go to Photoshop. So let us open Photoshop. Photoshop is already open here. I'm going to open the folder and drag and drop the UI to this app. Then I'm going to press on a new layer. And here, in this new layer, I'm going to fill it with a black color. So you can do that by going to paint bucket and go to black and fill it like this. You can even do that. You can also press odd plus backspace to add that foreground color to this, okay? And you can bring this down like that. And right now, I can see my UVsals, but if you want to see your UVsels even more brighter, you can select your UV and you can change this blending mode to something that looks brighter. Cream is looking fine. Even this is looking fine, so you can keep it anyway you want. So you can keep it in this color, so it's fine. Okay, the next part is very crucial. In the next part, we are going to create that shadow detail. So let me bring out the reference to show you what's happening. So in here, if I show you, so this area is looking like there is a shadow coming out. Okay? There is a shadow coming out and this area is looking like a opening. So this is exactly what we are going to create. Okay? We are going to create a opening type field right here. So how we are going to do that? So let me show you. So right now, what I'm going to do is I'm going to create, I'm going to go to the Pentl and click on the Pentl right here, and in here, I'll make sure my fill and stroke is turned off, and then I'm going to draw this. Okay, I'm going to draw this. Before drawing this, I'm going to go to my substance painter again and to make sure that I'm doing correct, to make sure I'm doing this right. So I'm going to turn on the cemetery right here and creating a layer, I'm just going to, like, draw this here. Like that. Okay? So after this, I can take a snapshot of this, so I can take a screenshot of this. So to take a screenshot, you can use your SnapetTols. Also, there is a nice application for screenshot that is light shot, so you can even use this light shot. I'll be giving you the link in the description. I'll give you the light shot website in Notepad. You can go for there. Also, you can use your snapping tools right here. So click on this and click on New and you can take a snapshot of this. Okay. And you can file, save us, and you can save it to your desktop right here. Okay, so from the desktop, what I'm going to do is I'm going to go to the desktop and I'm going to just drag and drop this to here. Okay, so that I can visualize what I'm doing. Next, I'm going to go back to Photoshop again, and I'm going to keep this somewhere like that. And I'm going to create these two lines in here. But I'll make sure that I'm creating exactly like a symmetry type pattern so that while creating this shadow, it looks correct. So again, I'm going to go to the Pen tool again as I told you, and I'm going to, and I'm going to click on here, then you can see how the line is. So I'm going to click on there, or I can click it right here. Then I'm going to click here. Then I'm going to click like this, and I'm going to click like that, and I'm going to close this. Second, close this. So you can touch this area. There is no issue. You can go ahead and touch this area. I mean, you can touch this shell. There is no issue in that. So this is how it should look. Okay? So this is how it is going to look. So once you have done that, you can double click on this and this layer style is going to pop up. So once this is pop up, you can turn on the drop shadow. So you can turn on the drop shadow. So right now you can see that we have a shadow going on. So this is the shadow which we are going to utilize in the model. So this is the shadow, you'll utilize it. So let me show you the settings for what I'm using. So in the drop shadow, you can use opacity slider two, like something around 80 or 70 so that it is smooth. And also, you have to use the white color for this, and you need to use normal in angle, you need to give 30. Okay, we need this angle to follow so that the shadow looks upwards, and the size you can use a bigger size if you need, but I will stick with this 24, it's looking good. Spread is 13, distance is three. So this is what I'm using. Just play around and have a feel like this. This is fine. So I'm going to press Okay right here. So once that is done. So once this is done, I need to duplicate this to this side. So again, to duplicate that, first I'm going to right click and say, I need to convert this to a smart object. Then I'm going to say Control J, and I'm going to press Control T, and I'm going to bring it here and say horizontal, and I can duplicate this like that. I'll make sure that I'm aligning this perfectly. So if this is the center line right here, and this is the center line right here, so make sure that you're aligning this properly. Okay. Once you're happy with this alignment, press, press the right like select both the layers, press Control plus G to group this, and you can add a mask like that, your group. And then I can go for the brush tool and I can erase these shadows, which is affecting the other shells. So I'm going to erase them like that. If you don't erase them, the shadows is going to affect even the other shells. So we don't want to do that, right. We only need to have that wacket right there. So this is fine. So once you're done with that, turn off your UV. You need the black and white mask right here. So let's go to File, Save as. You can save this in your desktop or wherever you want. So save this, save it as PNG or JPG anything. You can save it as JPG, no problem. Just save it UV. Or something you can give anything name you want. I'm going to just write UVM, save this here, and I'm going to bring that. So I'm going to bring that to the substance painter, drop it here and say texture and input. Next, I'm going to delete this layer. I'm going to create a fill layer. And in fill layer, it is very important to turn on your color and the height. So you need only these two to turn on. So how I'm going, that is, I'm just going to click Alt click on the color. Then I'm going to leave the alt and click on the height. So that's how we can select these two. And then I'm going to do then what I'm going to do is I'm going to come down and from the color, I'm going to go to black. I'm going to go pure black. Then I'm going to right and say black mask and I'm going to add a filler to the black mask and I'm going to drop this UV into this gracia. So now you can see that we are getting that shadow effect right here. So you can see we are getting that shadow effect like that. Okay. Now, though this shadow is looking nice, we need to create a depth right here, so the shadow looks good. So to create that depth, I will come to my fill layer right here, and the height in this height, I can increase this height like that. So you can see when I'm increasing the height, I'm getting that depth right there. So I can increase the height like this somewhere around like zero point, three, and then I'm going to come down to this black mask, right click on this black mask. And here I'm going to add blur. So if I add a blur, because you can see this line is very harsh right now, so I can add blur right here so that it is going to become soft and I'm going to play with this blur value like this. So it looks nice. You can also come back here and increase the height like this, and you can see that by increasing the height, we are getting that depth feel on this area. Okay, you can see we are getting a depth feel in that area. Okay. So this is how we can create that detail without modeling in that area. Okay, guys. So this is it for this detail right here. So in the next video, we are going to create the stitches. So till then, keep practicing and I will see you in the next video. Thank you. 19. 19. Adding Stitches : Hi, guys, welcome back. So in this section, we are going to create the stitches to create the stitches first, we have to look at our reference where all we have the stitches. So if you have a closer look, we have the stitches right here where we created that shadow detail. The next we have stitches right here, which is going to the way down. And we have stitches right here in this below. And if you have a closer look, we also have stitches, even this area. So here. The stitches are a bit of lighter in color, and it has a bit of medium size to this. So this is how we need to create it. Okay. So let us go ahead and start creating these stitches. So I'll just take my reference like pure to the next screen, and I can create those stitches right. So to create the stitches, what I need to do is I need to create a ad lon right here. Okay? There are different methods to create stitches in substance painter. In latest substance painter, we have latest stitch brushes where we can create these stitches, but I'm going to show you the best method to create these stitches. So I'm going to cancel this and I'm going to come to the brushes right here. So what we are going to do is we are going to just write SDI TCH stitch. So here we are going to get different types of stitch brushes. We can utilize them. Okay. So the one I use the most is the stitch one. Stitch one is very useful, and I use this in my company also, and I use this in my studio most of the time, because we can play around with the color and all those stuff, while we like to adding with a fill layer, we can do that. So if I show you this, let me show you how this stitch one works. So let me for doing that, I will delete this. I'm going to get a fill layer, and I'm going to just say, right click, add a black mask, and here I'm going to add a paint layer. Okay? So adding after adding a paint layer, I'm going to click on the Stitch bus right here. And suppose I need to add a stitch right here, I can add it like this, and I'm going to come back to this fill layer. And here I can change the color, and the stitch brush is going to, like, behave, and it is going to change the color life. So you can see. This is the one way where you can create the stitches. So this is also a really nice method to create the stitches. Okay. So the way we create stitches is we click on a place like this and we hold Shift and if we move by holding shift itself, if we move our mouse to a different direction and we click, we can create these stitches in a straight way. So this is how we create stitches. So we hold shift. We click and hold shift and press and hold shift and we can keep on holding the Shift button and we can create these stitches like this. Okay, so the stitches is going to rotate itself, so no need to worry about it. So let me undo this. Okay, the next way how we can create stitches is by using this type of stitch brushes right here. Okay, so this is the dynamic brushes. So if you click on this, okay? Okay, before clicking on this, we need to create a layer here, then we can click on this. So once you click on this, you see our stitch h is going to be activated in the property film. So here it is going to be activated, and you can have a look at what it is creating right here. So this is the color. Okay, this is the base color. If you're creating now, so this is how it is going to look. This is how it is going to look, the stitches. You can change your color to any other color like that, and you can add the stitches like that. Okay, so this are the method. For now, what I'm going to do is I'm going to, like, keep this stitch color to somewhere around light gray so that we can have a look at our stitch when we are creating. So this is what I need to keep to a light gray and the size. So if you right click, you can see the sizes in two. So I think the size is fine for this. Il going to keep that size. So some bigger stitches is going to be visible, then the model is going to look nice. So you can also decrease the size. Like, for example, 1.5 if you want, so you can decrease that size. Okay? It's jab ish. So let us keep 1.5 or else. Now let us go ahead and start creating the stitches. So the first ditch I'm going to create is this area right here. So this is the area where I'm going to create this stitch going all the way to here. So this is what I'm going to create. So symmetry is on. Okay, my symmetry is turned on right here. So let me create that before creating anything, I'm going to rename this layer two. Stitch I'm going to create this. So I'm going to click on this and hold my shift key. So click on this and hold Shift key, and I can just create like that. Okay, I'm going to create like that. So from here again, I can continue holding shift and I can create like this and holding the Shift key, I can continue till here. So if you see the other side, because it's a symmetry model, so it is going to continue. But if suppose your model is not perfectly symmetry, then it's going to be an issue. So in our case, I'm going to turn up the symmetry and I'm going to recreate the stitch again. So let me undo and recreate the stitch. So here, so yeah, another method, how to create dishes, we can create directly in the UV itself. So, yeah, I forgot that. So you can create that directly in the UV itself. So while holding this shift, you can just create it in the UV itself. So click like that. Okay. So you can create directly in the UV like that. So same thing you can do it right here. So click and hold Shift and you can create directly in the UV like. Okay. So this is how we can create the stitches directly on the UVs itself. Okay? So creating on the UVs will be precise. Rather, you created on the three D model. So creating in the UVs will be like it'll be more precise. As you can see, we have created, um, perfectly. Okay. So the next stitch. So let us pull the reference back. So the next stitch is going to the bottom like this from here. So we can create this also. So we can add a stitch here and we can pull it like this. So it is starting from the middle. So even you can do it on the UV if you want, but this is a small stitch. I can do it in the three D. And also another cool tip I want to tell you that while creating all these stitches or something, I will recommend you to turn on the orthographic view. So that orthographic view will show you your model in a two D manner so that it will be easy for us to, like, add stitches. It is similar like creating in your UV only, but the orthographic is going to be very feel like a two D view type. So let us create this stitch. So I'm going to create it in the middle. So I'm just eyeballing this, so I can create it right here or somewhere right here. So we to click on this like that. So this is going to be one more stitch. Okay. So I can create it till there, so there is no issue. So same thing. I'm going to come here and I'm going to click on this side right here and I'm going to click on here and I'm going to click on this area. And that's how I'm going to finish area. So in later stage, we can add some seams down here and we can get effect like it is going inward, so we can do that later. So this is like this part is done for the stitches. Now let us go for this pillow ton. So for the pillow, like, I'm searching the area where the UVs need to be created. So you can search this by creating this random stitch right here and you can see where it is affecting. So in our case, you can see, I think these are the areas where these pillows are. Better we can create it in the three D spread cells three space itself. So let me have a look at the reference first. So yeah, this is a small area, so just going to create that. So I can start from here. So can click this line like that. I can go all the way like this. So this work is a little bit of patience work. So while creating this, we need to be very patient, and we need to create this. So while I was working in the company, the stitches that the stitches that we create for the model has to be very accurate. Otherwise, the QC artist might catch that mistake, and he might like, send it back to us to recreate those stitches because these stitches are not matching. It can be like color or the size, so the QC artist might catch that. So we can skip that area because we cannot see there. So let us, like, create from this Like the bottom one. Again, we'll start from here and I'm going to follow this line. So creating these ditches is a tedious part in this workflow because if your model has a lot of stitches going on, so it'll be very hectic job. But luckily, in this model, we have less ditch, so we will not be having any problem. If you remember, we created the unevenness in our model where we are modeling. So that is helping us to follow that line so that it looks realistic, not just a straight line. I'm pressing Control Z do most of the time because I want my stitches to, like, be fine. I want my stitches to look good. So you can see that we have done the stitches right here. Okay. So next, let us go for the next stitch that is here in the top through this area. So let us do that. So for that, I'm just going to, like, come here and I can start it from here. If you see the reference, again, we have that stitch going on. So we can create that. So I can start from here. Then click here. I follow this line. So I would also love to know about how you guys create stitches in your worklow. Like, if you can send me a message or tell me in the review or like that. So I would also love to know how you guys create stitches. Is it this method or any other method that you create So I'm holding Shift key here to click like that. So it should be a straight line. So I'm holding the Shift key. And whenever I feel that the stitch is not looking good, I'm going to, like, press Control Z to undo that area. I suppose your system is not that strong, suppose you have a weak laptop, not a strong laptop or desktop, you can decrease this four k to two k while you are doing these stitches. So you can decrease that, then it'll be really faster that will be very fast for you to work. Though we cannot see our stitches properly, but don't worry. After you complete the stitches, you can see them really clear, as you can see. My PiC is a little bit stronger to handle this. So some pieces might not be that strong to create the stitches. So I would like such as them to decrease the resolution while working. So we are almost done. So in this case, I'm not doing it in the two D view. I'm doing it in the three D view. So it's a lot more fun like this. Mm mm. So here I'm just closing this area. So, yeah, we can close that. Nobody's going to check on those lines. So here I'm going to close that area right there. Okay, so this is done. So we have created those stitches here, we have created those stitches here. We have created those stitches right here. So we have created those stitches in those areas. Let me go and check if anywhere stitch is required. So I don't think we have more stitches going on. Yes, there are no stitches. Do we have stitches right here? Yeah, we have a stitch right here. So let us create that area. So this is the area where we have some stitches, so we can create this area. So let me deliver a small story what happened when I was working in my company. So like, once I got this complex model where it was having a lot of stitches. So the model was not that complex, but it was having a lot of dtitches. But while creating these ditches, by mistake, I like, made them a little bit smaller. So what the QC artist. Usually the model is going to be checked by the QC artist. So what the QC artist did is he just, like, um, gave me a review that telling that your model stitches are way too smaller than the reference. So like, he told to create all those stitches for me again. So I had to go there and create all those stitches from the scratch. So that was a very painful process for me. So yeah, that would be a suggestion for you guys that when you're creating the stitches, right, make sure you check the size of the stitch. Also, make sure the color is correct. And the next one is make sure the stitches are looking like they can literally see the stitches. Sometimes people create very small stitch, which will not be visible properly. So in that case, again, you might get a correction to that. So they will say that the stitches are not looking properly. So you might get a correction to that. So be careful on creating the stitches because it takes a lot of time. Okay, so here we have created all the stitches right here. You can see. So we have done with all the stitches, so that's completed. Okay, guys. So in the next section of the video, we are going to create the Sims. Okay, we are going to create the seams, like you can see here. There are some seams going on. Can see there are sims going on here. So we are going to create this stuff in the next video. So thank you and keep practicing as always, and I will be seeing you in the next video. Bye bye. 20. 20. Seam Line Creation: Hi, guys. Welcome back. So let us go ahead and create the seam lines. The seam lines are those lines which cuts our fabric like this. So we are going to create these lines. So before that, let us save our progress, right? We need to save the progress. So file save us, and here we are going to save to the next number. So I'll save it right here. It's very important that we save our progress, guys. If we lose our progress, then it's very difficult to gain back. So let us create the seam lines. The stitches are done. So let me go ahead and click on the ad layer again and I'm going to bring another ad layer and I'm going to write Semine Seam lines. In this, I'm going to create those seams. Do we have seam brushes? Yes, substance painter? Yes, it provides seam brushes too. You can have a look so can type seam and you can see we have Sam brush right here. You can use this seam brush to create Seam lines. Definitely, you can create them. Okay. Or else if you are like, you don't want to use this, which I tell you to use this because it'll give you realistic feel. But suppose you don't need to you don't want to use this same brush, you can use another technique by using the simple brush. So let me show you that. So suppose I can select the basic soft brush from here and I'm going to, like, I'm going to cancel this mode from here. So I'm going to cancel this mode from here, so I'm going to cancel this. Okay. And let me see if the brush is working. Yeah, it's working. So in here, what I can do is I can go to size and reduce the size, and I'm going to come down, turn off everything except the height. I'm going to increase the height. I'm going to, like, go backwards like this. And I'm going to, like, if you paint now, you can see we are getting this line. Okay, so we can use this and reduce the size like that, and we can paint the area like this, holding shift, and this is going to give us the seam line. Okay, this is also a method which we can use. I think we are going to go with the mixed method in this. I will teach you two methods. So for creating this lines right here, we can use this method. Okay, for creating this line here at here, we are going to use the same tool right here. So this one dynamic stroke on. So we're going to use this one for the lines, that is the lines. And for creating this area, we are going to use the manual method. So this is called the manual method by using a soft brush and just increasing the height and, like, going backwards with a value. So yeah, let us create that. So I have already done here. So let me continue this. So let me click on this and come back like that. So I'm going to follow this line. Here I'm going to end this. I'm going to go back. I'm going to create this detail again from here. So create some variations like this. So it looks very realistic. Like that. So we'll bring down like this. We'll stop it right here. So let us do let us do the same seems for here also. So we can create this. Come like that, can go here, click on this and click on this area. So be careful while we are doing this. So you might like by mistake, you can touch those other parts. So I'm going to start from here again. So changing my light, stating my light so that I can see what I'm creating. So we are done with this area. Both the areas, we are done with that. Okay, we are left with this, so let me finish this quickly. Okay, this is what we get. Okay, let us go and do the same thing from this side. So the details are what is going to make your model look very realistic. So the details are one thing that you need to focus on while creating. So even the model is very simple, you can see that we have a lot of details going on. So even thanks to substance painter, it has a lot of brushes so that it makes our process really easy. We can come down like this. No need to be very perfect. I'm doing a random clicks to finish this art. Let's create this one. The last one. H. So here, I'm going to finish this. Okay, so this is done right here. So we have created this looks fine. But, you know, the intensity is really high. So we need to reduce the height intensity. The one thing we need to do, and also we need to add a small blur so that it looks really realistic. So first thing is, like, we need to add a blur. So add a filter and add a blur and reduce the blur amount like that. Okay, so a small blur effect. So 0.17 or we can change to 0.15 like that. And from here, we can come to this seam line, go to height, and we can reduce this height. So somewhere around 60 like that. Okay. We can do that. So that it is not very intense when we are looking at it. We can also go to this blur and we can reduce this further. So 0.1 ten will be fine. Okay. And we can also decrease this a bit further. So it's 50, looks nice. Okay, next, we are going to create this seam right here. So as I told you to create this, we are going to write Sam and we are going to click on this brush right here. So click on this. So for this, I'm going to create in a new layer because I have added a blur here, so I don't want to add any blur for this right now. So I'm going to create this new layer and write. So I'm going to write Sam 02. Okay? This is another seam. So For this theme to work, we need to work with the path along, like paint along path. So this is only available in the latest version of substance painter. So if you're using a substance latest version, you are going to get this path paint along path. So if you're using the older substance, you are not going to get this option right here, okay? You're not going to even get this dynamic stroke thing. But if you're using the latest one, you will get it. For older users, who is using the older one, I will suggest to create it with a manual method, the lines. But if you're using a new substance painter, just follow me. So how I'm going to create this is, I'm just going to click on this stroke here and I'm going to click on this stroke here, and this is how the seam is going to look. Currently, the seam is also coming with some stroke like wrinkle strokes. So we can also play with this. For example, if I come down, you can see that, first of all, this is the offset. Then this is the smoothness, like this. Definitely should be sharp. And we can reduce this like this. This is stitch puckering. So let's go to technical parameter right here. So this is the height. We don't touch that. This is the height range. So definitely we need to be lighter note in the lighter note. So let us decrease this height range like this. Okay. So we can add some irregularity here to look realistic like that. I'm going to keep it far and I'm just going to Okay. So once we are happy with this, we can press Enter to confirm this and we can go for the next one. Click on this and click on this. The settings will be applied even here. So press Enter to confirm this. Okay, so we are done with the both, and next we can go back. So we are even in the back So click on this and click on this. Press Enter to conform. Then from this side again, click on this, on this, press Enter to conform. This is how we confirm this. Now, even we have it right here, can see. So click on this area and click on this area. Okay. In here, we can increase the irregularity so that we get a little bit more wrinkles like we have here. And also, we can play with other settings. This is the height range. This is a slice width. This is slice contrast. We have other settings also right here. So yeah, I think this is fine. No need to change any other thing. This is fine for here. So we'll just press Enter to confirm that. Let's come back here and we can click on this and we can click on this. Okay. That's fine. Let's press Enter to confirm that. We have done for the both now. We are finished. So did we miss anything? No to create on the bottom, nobody's going to check that. So I think this is enough. Okay. So another seam we have here is this area right here. So we can also add a seam to this area so that it feels like it has, like, a dip. So we can do this right in the stitch line. So click on this and let's click on this right here. Okay, like this and we can enter to confirm that. Again, we can go back to here, again click on this and you can click right here let me offset this to right in the middle. Swiss Enter and that will confirm there. Okay, so this is done. I'm just having a look at where else we can add some seams. Et's see back. Okay, I think that's it for the seam, I think. So what I'm going to do right now is I'm going to come to my brush here. It's very important so that I can see how the seams are looking here. So I can see that this seam line is not in the middle of this stitch, so we can fix that. Yeah, this is looking fine, but this is not looking fine. The one way we can fix this is by adding a blur, so we can do that. But also, we can fix this by going back to this line, clicking on this line again, and we can offset this and see if we can do it. Yeah. So for that, we need to come back to the paint along that, paint along path, and click on the stroke again, and we can play with the stroke. When we are done, we press Enter and we confirm and go back to the rust tool. Next, what I'm going to do is I'm going to add a small bevel, sorry, small blur so that it looks nice. So I'm adding a blur, so it feels like it is dipping in and I'm going to decrease the blur amount like this. So it looks nice. Okay, so I'm going to add it here. Decrease this a bit more. So it looks nice. Okay. So I think we need to add seams here, but I think there is no seams in this area. So let me have a closer look. So I don't see seams here, so we can skip this one. Okay. So I think, yeah, this looks fine for now. So we have added our stitches and the seams and those details are looking very nice. So let us go to the next part where we are going to create the wrinkles. So this is one of my favorite part where I'm going to create the wrinkles, and I'm going to show you how we can create it. So till then keep practicing guys, and I will be seeing you in the next video. And yeah, don't forget to save your progress. You have created so many details. So just click on file save us, and, like, you can save it on the fourth number. Okay, so I will be seeing you in the next class. Thank you, and bye bye. 21. 21. Adding Wrinkles: Hi, guys. So in this section of the video, we are going to learn how to add wrinkles to our sofa model. In the previous video, we learned how to create the stitches, then we learned how to create the seams, which gave a further more details for our model. But the wrinkles are the one detail that we make our model to, like, stand out. It is going to look really nice after that. So how do we do that? How do we add wrinkles? So the first is I have given you a lot of Alphas in the project folder. If you come to the project file and you'll see there is a folder called texture and Alphas. Here you can see I have given these folders, and inside this folder, there are a lot of alphas that you can go and explore, okay? Some are in PSD, some are in JPEG. So you can go and go ahead and explore them, and you can see which one you like. But personally, I will for this project, I'm going to use the free fabric bundle, this folder right here. So also, I have given a notepad. And if you open that notepad, I've given these three links which directs to the original place where this Alpha is belonging. So you can go there and, like, thank the original contributor. Okay, so these are completely free alphas, so you can download them. So as I was talking, we are going to open the free basic bundle this one. So we are going to open this, and we can use, like, some of the alphas from here. For example, the first one which we are going to use is the number 50, cloth and wrinkle Alpha here, this one. So we are going to use this one. So let me drag and drop this in the substance painter tab. So in the asset library, I'm going to take this as a texture, and I'm going to input. Now, the main question is how to use this Alpha. This is the main question, how we can apply this Alpha to our model. So for that, I'm going to create a ad fill layer right here. So then I'm going to all click on the height. So I need only the height, I don't need any other values. Then I'm going to right click and say, add a black mask. And in this black mask, I'm going to add a paint layer, so add paint layer. This is very, very important. So remember this one. Next in the paint layer, I'm going to come down and I'm going to search for the gray scale tab and I'm going to drag this Alpha, this wrinkle alpha, and just drop it to the gray scale right here. If you have done that, next what we can do is next, I'm going to come back to this fill layer, and in here, I'm going to increase this height value. I'm going to increase this height value. So here we can type this as we can type as wrinkles. Wrinkles 01, something like that. I'm going to come back here and I'm going to set the paint layer. Make sure you are in the paint layer button this one. So now that I'm going to click somewhere here, you can see that we can see our wrinkles are coming up. Okay, so let us go ahead and start creating some wrinkles. So I'm going to increase this brass somewhere like that. And I'm going to just drop these wrinkles right here. Then I'm going to drop some of the wrinkles right here. Okay. So once we have dropped these wrinkles, what I'm going to do next is, I can come down to this smrge brush right here and from here, I can increase this value of the brush, and slowly I can pull them back like that, and also I can rub them to make sure it is a very soft feel. Our wrinkles need to be very soft when we're doing this. You can come back and pull them back like this, and it will feel very natural. So let me go ahead and do this. So this is one of the most famous method that we usually follow in the studio. So sometimes your wrinkles might go to other parts. So be careful while using the smudge tool. So you can just pull them like this to the top like that. So this is how you can pull them. I'm using my left mouse key and slowly rubbing to those area. So again, I'm using the smudge brush to do this. This is how it looks right now. So if you feel it is very intense, you can go ahead and change it to the height, and you can definitely, reduce this value a little bit. So we can keep it at 70. So it looks very natural like this. So looking nice, right? So next we can do the same thing. We can even do it for this top area. So this looks nice. So let me just come back to the paintbrush right here and I can click this area and again, rotate this. So holding control, I can rotate this like that. So if I need to rotate, that is how I rotate. Like holding the Control key and let Mouse button key, I can rotate it. So I'm going to add that. So I'm going to rotate here, so holding control. So we can add that like this. So clicking it confirm. So I'm going to click it to confirm like that. So this is how I'm going to add these wrinkles. Again, I'm going to come back to the smudge brush, increase the size a little bit, and I'm going to see the light direction, and I'm going to, like, smudge it slowly. So here, my aim is to make sure the wrinkles are looking very realistic and also the flow is correct. I'll make sure the edges are very smooth. So I'm going to go for the top view here and I can smooth this even further so that it looks nice. So I can pull them down like that. So I can pull them down like this, but make sure it is coming very naturally, so it looks nice. I'm going to, like, rub these areas and make it smooth. This is how I'm going to get those wrinkles on the top. Next, we can add some wrinkles in this pillow area. Let me go back to the folder and I'm going to go back and we can search for some other wrinkles. For example, we can go to the folders and search, let us pull this one, rag this, rub this and this a texture import, and we can come back to the faint brush here and we can import this back to here. And we can drop it like that. Can drop it like this. And we can use the smudge brush again and we can spread this to the areas like that. Make sure the intensity is very subtle. That is the main goal we need to achieve. So the intensity shouldn't be very harsh. Like you see the intensity is very subtle and it's looking really nice. Okay. So even we can add some of the wrinkles to this area. So let me go back and see what we have. So I'll come back and I can go back to this folder and I can see we have wrinkle even I can drag this. So let me drag this both texture, input. So going back to the Brush tool again and can just track this like that. Okay, so here I'm just using my control key to rotate and finding the angle where I need to rotate. So Okay, so you can hold the control and left mouse button and you can slide this to increase or decrease the flow. Okay. And we can click on this. You can see and we can click on right here and we can click on the smooth brush again and we can smooth this out. Make sure the tip is really soft. The wrinkled tip has to be soft, or else it is going to look unnatural. You can pull some of this like that. Okay, I see there is some more wrinkles going on. I can soft this area a little bit. That is for the back. Now let us go for this side, we can do it even for this side. For that, before this side, I'm going to use going to go for the brush and pull this one. I'm going to just add it here. Let is increased to 97 and then click it right here. Go to the smudge brush and going to use this smudge brush right here. H. Okay. So next I'm going to add some wrinkles here. So I'm going to bring that same wrinkle that we used for 50. So I'm going to bring this same one. This really nice one. So we're going to use this. You can use any other one, whichever you like. I'm going to drop this right here and I can hit this right here. Rotate this. And I can click it right here and also click it right here. And next I can use the smudge brush right here and I'm going to erase the stuffs. I only need this. I can erase the stuff. Doing it very subtly. Okay, so let's do for the other side. So I can go to the Don't forget. You have to change it to paint again and click on this and click on this one right here. Again, I'm using control and leftmost button to rotate. So that's how I'm rotating. So let's add some variation. You can pull this like that. The wrinkles are going to look bigger. Pull it like this down. We can reduce this 70-60 to get a bit more soft fill. If you want, you can even add more wrinkles on this side and also you can add more wrinkles on here. But for this, I'm going to call this as done because this is looking really nice now. As you can see, the model is looking very nice with the wrinkles that we added. I'm going to switch back to base color. You can see that Okay. So till here, we are going to call this as done. So our model has been turned really good. It is looking really nice. So this is a really perfect model. We can use this for GLB right now. So that is what we are going to do in the next video. So in the next class guys, we are going to learn the most important part of this course. We are going to learn how to export our model in GLV, okay? I'm going to teach you two methods. So I'm going to teach you how to export from substance painter. I'm also going to teach you how to export from blender. So by using this two method, you can export this model to GLB, and you can submit that to the studio or submit that to any of the client you are working for. So that is what if they're required, you are going to submit that. So then, guys, keep learning, and I will see you in the next part of the video. Thank you. 22. 22. Exporting GLB from Substance Painter: Hi, guys. In this section, we are going to learn how to export our model into GLB, the GLB file is a very unique file which is really important for creating the argument reality models. Only when you convert your model to GLB, it is also known as GLTF so only when you convert that to that format, then you can import this file into a configurator, and that is how the customers can view that particular sofa chair or whatever it is. They're going to see that in the in the space. Okay, they can see that in the argument reality space. So that is what we are going to learn. It's a very simple process, and I'm going to show you that. But but this is a back and forth work, okay? It's not like you just go ahead and click Export and the GLV is going to be created, and, yeah, that's done. It's not like that. You are just going to export the GLV and have a look whether it is looking nice or what. So if it is not matching, it is not looking great, you need to do the adjustment according to it. So after that, when you're satisfied with the look, you're going to, like, call that as done. So let us go ahead and export our current model to GLB. So what I'm going to do is I'm going to go to File. I'm going to go for Export, and from here, I'm going to click here and I'm going to come to my project save file, and there is a folder called GLB file. I'm going to select that folder, and from here, I'm going to press already you can see that there is GLT PR metallic and roughness. So this is what we need to export too. So if you need that, by default, you will be into something that is PVR metallic rough. So click on that and press G on your keyboard, and that will take to GLTF PR metal roof. So click on that. And from here we are going to hit Export. So I'll take a while to export all the maps, so you'll get a message like that. Yeah. So export successfully finished. So whenever you finish this, you can click on this button to open the files, the directory files. Now I'm going to show you a website where we are going to test our models, where we can view the GLV files, okay? So we are going to go to Google right now. Okay, so this is the viewer where you can see your GLB file whether it is looking good or not. So this is called asmdelviewer dot the. I'll be giving this link in the notepad for you guys so that you can come to this website and check your model. So currently, the file which we have exported, this GLB file, we just need to drag and drop this into this viewer. It'll take a while and it'll load. So you can see that the file has been loaded. So this is the file, and it's been loaded. So currently it is looking something like this, okay? So you can see it is looking something like this. The issue is what I'm seeing here is this is too much harsh, so this depth is too much harsh. Also, the wrinkles are a little bit too much harsh right here. So we can go ahead and reduce a little bit of those harshness. And rest of the things are looking fine, there is no issue in that. Russia is looking good, so this depth is looking nice. I think everything is looking fine. Let us fix this one right here. We can fix this and then even we can reduce a little bit of this, uh, wrinkles height value. But it's looking fine. If you need, you can keep it like this. But if you need to reduce also we can reduce, there is not a problem with that. First, let me come to substance matter again. So I'm talking about this shadow right here. So we can decrease the depth of this. You can come to this fill right here. So this is what affecting that shadow. So you can come to this. You can come to this height. You can reduce this height, and that shadow is going to, like, fade a little bit. So you can do that. But my recommendation would be like, not to change anything from here and you can come to Photoshop, so come to Photoshop. So if you remember, we have created, this one, this file. So we can change it in here. So we can come to group and we can reduce the strength like that. So pacity, we can keep it under 60. Okay. I'm going to turn off this, and I'm going to save this again. So let me save it to the peg or PNG, whatever it is. So let us save, and you're able to save it. Let me go to the project files, and I'm going to this project file section, this one, and from here, I can drag this and drop this and I can say project Import, say texture and import, and from here, I can go to the fill a tab and just drop this. Now you can see that it has been blurred. So the strength has been reduced. You can see the strength has been reduced. So now we can export it back and see how it is looking. So file export, you're going to export back to GLB, Okay, this is successfully exported. Open the output directory, close this, minimize this, and let us import this back. Okay, let's have a look. Let me import that again. This is how it is looking, so we can reduce the height now. I think we can reduce the height a little bit. How we're going to do that is we are going to come to the substance painter. From here, I'm going to reduce this height. Something like that. Let me export it back. Again, this is a back and forth stuff. Till then you feel that's looking nice, we have to do it. Yeah. So this is how it is looking right now. Okay, this is how it is looking right now. So you can keep it like this. If you need more depth, you can add a bit more depth like that. File export texture. You can export this. Cancel this and you can explore this right here. This is what we get. Also, if you need a bit more detail right here, we can also do that. So let me show you how we can do it. So if I go to substance painter and I'm going to create a new ad layer and I'm going to only keep the height, increase the height Okay. So this is what I get. So I'm going to increase the height right here and I'm going to decrease the brush size. And then I'm going to click here and I'm going to click right here. Okay. And then what I'm going to do is I'm going to right click and say, add a filter, and here I can add a blur. Okay, that is how I'm going to get this depth fill like that, so you can see Same thing we can do it even this side. I can come back here, click on this, click on this. That's how we are going to get the depth fill. Let us go ahead and export this again. File export texture, let me export this. Open file directory, so I opened this. Let me minimize that and let me bring that GLB back. So this is how it's looking. Okay? You can keep it this way if you want, or we can reduce the height. So let me go back and let me reduce the height. To something like 60, and I'll export it back. So this is a back and forth work, as I told you before. So this is a final we are doing this finalization of our GL we exporting. So we have to, like, play around till we get that effect. So you can see that we are starting to get that effect right there. It looks fine now for me. So this is fine. I don't need to do anything else. Next, I can come back to substance painter. From here, I'm going to save the project, which is very important. Come here and save us and already this is gone till fifth, so I'm going to save to sixth. Okay, so I have exported all I have saved the project right now. So we'll wait a while. Yeah, it's done. Now, it's very important that we export our textures. So file export textures, and from here, I'm going to select that directory. So I'm going to select a texture PBR, and I'm going to select the PBR metallic roughness option. So PVR metallic roughness option, and I'm going to put PNG, ad wit, and I'm going to four K Export. Okay, so it has been exported. You can see. So we got all our texture maps like that. So we have learned how to export GLB from substance painter, and this is how we got all the GLB files. So this is how we do it in the substance painter. So now, let us go ahead and we can see in the next video how to export GLB from blender. Okay? So let us go ahead and see that. So thank you, and I'll be seeing Una next video. 23. 23. Exporting GLB from Blender: Hey, guys, so welcome back. So we are back in blender, and we are going to learn how to export GLB or GLT file from the blender itself. So anyone who wants to try to export this GLB file from blender, they can do it. The blender has its own exporting method on how to do this. So let me tell you how to do that. First of all, we need to go to the sharing tab. Okay, this is the sharing tab. We need to go to the sharing tab right here. And let us click on our model right here, and we are going to assign texture. So let me assign a principle VD texture right here. Okay. Next, we need to bring all those textures that we exported from substance painter, if you remember, we had in the last class exported all the PVR textures. So those textures, we need to bring it and apply to our model. Okay. The process of bringing those textures are different types. The one is you bring it manually and connect the base color to base color, roughness to roughness. So this is one process. The second method which is my favorite, the second method is we can use nod wrangler to bring all these textures at once and we can export the GLV. Okay. So let us do it by the nod wrangler method. So nod wrangler is a add on. So we have to go to that add on section and we have to enable the nod wrangler node to work here. To hit Control plus comma to get to my preference, control comma and preference. And from here, I'm going to in the addons menu, I'm going to search for node and no wrangler. Okay? So this is the add on right here. So I'm going to click on this tick and I'm going to close it. Okay, so this is the first step. You need to do this. Again, in the next step, what you're going to do is you're going to select your principal VRDf shader like that, and you're going to press a shortcut key that is Control Shift and T. So click on the principal VRDF in press Control Shift T, and you'll be like, coming with a tab like this. Now we need to navigate to the texture section. So let me quickly go to the text sections. So here is my textures, so texture PVR. So this is the textures that we exported from substance better. I'm going to select everything, and I'm going to select. I'm going to say principle texture, and here you can see that all the textures has been connected. So don't worry about this height value. So you can see that this is not looking correct. Okay, don't worry about that. So what you can do is straightly select file. And just select export. And from here, you just export it as a GLTF that is here, GLTF two point oh, so click on this and you can export it to like any of these source. So this is GLB five, which I exported for the substance painter, if you want, you can send it to a different folder if you want. But if we can create another folder, it will be fine. So this is blender. This is Blender GLB. This is the blender GLB. I'm going to select this folder and I'm going to click on Export, and this is the model name hair. So let me export this to GLTF. So just wait a while and it is getting export So, yeah, it's done. So let us minimize this and go back to the folder right here and we have the blender GLV. So this is the blender GLV. So let us open the model viewer right here and we input it to here and see how it is looking. So as you can see, we are getting the same GLV that we got it from substance painter. So both the process are same, but we can do this even in the blender. Also, we can do it in the substance printer.