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3D Environment Art Speed Course in Unreal Engine 5

teacher avatar FastTrackTutorials, Premium 3D Art Education

Watch this class and thousands more

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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.

      Introduction Trailer

      1:52

    • 2.

      01 Introduction

      3:16

    • 3.

      02 Creating Our Metal Detector Part1

      38:36

    • 4.

      03 Creating Our Metal Detector Part2

      44:41

    • 5.

      04 Uv Unwrapping Our Metal Detector

      31:58

    • 6.

      05 Texturing Our Metal Detector Part1

      47:58

    • 7.

      06 Texturing Our Metal Detector Part2

      27:27

    • 8.

      07 Importing Models And Modular Design

      20:38

    • 9.

      08 Creating Procedural Textures Part1

      23:05

    • 10.

      09 Creating Procedural Textures Part2

      30:09

    • 11.

      10 Doing The Level Art For Our Environment Part1

      25:21

    • 12.

      11 Doing The Level Art For Our Environment Part2

      26:00

    • 13.

      12 Lighting, Post Effects And Final Polish

      38:09

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About This Class

Budget 3D Environment Art –Tutorial Course
This course is a bit different then our usual courses. In this course we will give you a brief overview on how 3D Environments are constructed. Showcasing various topics like Asset creation, Material creation, Level art & lighting.

3DS MAX, SUBSTANCE, AND UNREAL ENGINE 5

This course will cover various topics including:

  • Explanation on the core elements of 3D Environment Creation.
  • Creating 3D assets for environments
  • Creating modular 3D assets for environments
  • Creating procedural textures
  • Level art
  • Lighting & Post Effects

The general takeaway of this course is that at the end, you will have general knowledge on how
3D environments are constructed, and you can apply this knowledge to almost any type of environment.

6+ HOURS!
Even as a budget course this course still has 6+ hours of video content.
This course has been divided up into easy-to-understand chapters.

We will start this course off by explaining which workflows are used when creating 3D environments. After this we will continue to showcase how to model and texture a basic 3D asset.

Once that is done we will cover the concept behind modular assets and also create a simple but fully procedural materal.
We will finish things off by creating a small 3D environment using various assets and do the lighting and post effects for this environment.

SKILL LEVEL
This environment art tutorial is considered an beginner/intermediate course. It is not an introduction course meaning we will not cover the basics of any programs. – It is here to explain how 3D environments are constructed along with showcasing examples.

TOOLS USED

  • Unreal Engine 5
  • 3DS Max (you are able to use other modeling software)
  • Marmoset Toolbag 4
  • Substance Designer
  • Substance Painter

Please note that most techniques used are universal, so they can be replicated in almost any 3D software like Maya & Blender.

YOUR INSTRUCTOR
Emiel Sleegers is a lead environment artist and owner of FastTrack Tutorials. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.

CHAPTER SORTING
There’s a total of 12 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.

SOURCE FILES
This project does not include the environment scene but does include the 3D asset and materials we create.

Meet Your Teacher

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FastTrackTutorials

Premium 3D Art Education

Teacher

At FastTrackTutorials, we are passionate about empowering creators in the 3D art industry. We specialize in developing and publishing high-quality tutorial courses and learning content designed to help you master the art of 3D design. In addition to our educational offerings, we also operate as an outsource studio, delivering top-tier 3D environments, assets, and materials to meet the needs of our clients.

Explore our website to discover our full range of courses, each crafted to provide you with the skills and knowledge to excel in the 3D art world. Whether you're just starting out or looking to enhance your expertise, we're here to support your learning journey.

See full profile

Level: Beginner

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Transcripts

1. Introduction Trailer: My name is Emil Sigas. I'm a lead Treaty environment artist, and I will be your instructor for this course. Now, this course is a little bit different than our usual courses. I like to call it a budget course. In this course, we will give you a brief overview on how treaty environments are constructed. Now, this course will cover various topics, including explanation of the core elements of Treaty environment creation, how to create treaty assets for environments, how to create modular assets for environments, how to create procedural textures, and doing some level art and lighting and post effects. The general takeaway of this course is that at the end, you will have the knowledge on how tree environments are constructed, and you can apply this knowledge to almost any type of environment. Now, having that set, to make this course a budget course, it is quite a bit different than our usual courses. Rather than showcasing you the entire process of creating an environment from start to finish, we will showcase you how to create each core element of a treat environment, meaning that we will showcase how to create a simple treaty asset, create a procedural texture, explain the concepts behind modular assets and smart materials, and we will showcase how to do some level art and lighting along with some post effect. Now we will be using three Max for any of the modeling. However, this can of course be replicated in any Tree D modeling software. We will be using subsisPainter and designer for texturing and for the rest, we will be using Un L Agent five. With a total of six plus hours of video content, I feel confident that at the end of this course, you will have the knowledge in how Trey environments are constructed. Please note that this course only comes with the project files of the Tweed assets and textures that we create. The full Tree environment in UnrulgFV will not come with these project files. This course also comes with out generated subtitles in English, Chinese, and Spanish. So I hope that you will enjoy this course and that this will have a positive impact on your life. 2. 01 Introduction: Okay, welcome, everyone to this budget environment tutorial course. So what makes this a budget environment tutorial course? Because as you can see, we still have quite a fancy environment here. Now, for the people that already know me or know fast tract tutorials, is that we often specialize in very large scale long form courses that show the entire process of creating environments from start to finish. Of course, this process is very long, and because of that, it's also quite costly to create. And in turn, it means that those products are a little bit higher priced. But we wanted to go ahead and give you also some more cheaper tutorial courses, and that's what we're working on now. So what's the goal of this course? This course basically will showcase the main elements needed to create an environment, but it will not showcase how to create the entire environment. In this specific instance, what that will mean is that I will show you how to create a simple asset. In this case, it is just going to be a simple metal detector. I'm going to show you how to create some modular asset. In this case, sorry, my voice broke up a bit. In this case, that is going to be, for example, over here like the simple walls. After that, I'm going to show you how to create a simple procedural material. For example, these floor tiles over here. And once that is all done, I'm going to show you how we basically put this stuff together inside of unreal to create a small environment and then how to do some lighting, post effects and stuff like that. So the general goal is that I don't show you how to create like every single asset or every type of asset or something like that. I will give you a general overview on how the assets are created, how the materials are created, the textures, and how everything is set up into Unreal. Should essentially give you enough knowledge in order to create a full environment. The only difference between it is that you just have to spend a lot more time to actually get to this type of scale because you will need to create a bunch of different assets. I do, of course, highly recommend that if you have the budget, you also view one of our larger courses because it will go much more in depth in the different types of assets and materials and all that kind of stuff. So as you can see, this is what we'll be creating, although I don't know why we have some floating screens over here. So the first thing that we'll do is we will go over on how to create a basic asset. And in that case, we will go ahead and create a simple metal detector like you can see over here, featuring the few specific elements like using weighted normals in order to quickly create an asset without needing to do the full height, low poly type modeling, and also a few different metals like you can see, we have some plastics in here. We have some metallic stuff in here. We'll add some little dirt in here and we'll also add some small logos and texts like you can see over here, which will give you a pretty solid overview on how to create most different types of assets. So let's go ahead and continue on. In the next chapter, we will jump in and we will start by the creation of this asset. We will be using threes Max. However, the mulling techniques that I will be using is universal, so you can basically replicate it in whatever tremlling software that you like to use. So let's go ahead and continue to the second chapter. 3. 02 Creating Our Metal Detector Part1: Okay, so let's get started by creating a basic asset. Now, whenever I start with this, the first thing I want to do is I want to create a folder structure. In this case, what I like to do is I create a new folder that I'll call assets. And in here, I can create a folder that has my asset name. Now, if you want, you can give it an ID. For example, what we often do is we do an ID like this. And basically, as a studio, it allows us to keep better track of our assets. But honestly, if you're making this for a personal project or something like that, you don't need to do this. So what we'll do is we'll just go ahead and call this metal detector. I also recommend to use underscores because some program sorry, some programs don't always read normal spaces as well as underscores. So what they then will do is your links will look like this, which is always a bit M. I don't like that. So underscore. And in here, I like to create a few folders, a exports folder, which will contain all of our exports to unreal and painter, a ref folder for our reference, a saves folder for all of our save files, and a textures folder. That's often the basic setup. So first, we need some reference because else we don't know what we're making. Now, for reference, it's actually quite tricky to find the reference of metal detectors on Google images. And the reason for this is because, of course, it has to do with security, so there are less images out there. But what I like to do is often I like to go to my Google Images, and I'm just going to go ahead and call this airport security metal detector, and then you end up on this page. For some reason, it's already on, but what I then usually like to do is I like to go to tools and then set this to Large. First of all, over here, I just like to see if I can find some interesting images like this one. Right click Open Image in New Tab. This one, open image in New Tab, maybe this one, open image in New tap. Tatas are another. Oh, yeah, this one here. Open image NTAP. And once I have done pretty much like the base images, this one, this looks like three D. Yeah, this is So I don't I like to use real life images. Once I've done that, you can also go in here. And for example, they give us some tips, and I will go, for example, walk through metal detector. Once again, that'll set my size too large. And now I get a bit more specific Examples. Let's open this one. Also, something cool that you can do is once you are kind of like running out of images and you feel like you still don't have enough, 1 second. Let me just first of all, actually check, quite like those strips here. So I'm just going to use this one also. Yeah, so let's say that at this point, we kind of ran out of the stuff that we want, although this is a really good image to already give us some size. Then what we can do is or you can go down here and you can go ahead and you can search similar images. However, with the similar images, the annoying thing is also that when you click on it, you have no longer control over that resolution. So if I click on this one, you can see that this one is only 800 by 1,500. Another thing that you can often do is you can check the titles because sometimes these images they come from products. So for example, over here, you can see that this one is a product name and then you can see the product name. Let's do this one, for example, True scan security. You can even visit the website to double check what it's like. If it will load here through scan SX security walk through metal detector. Now, if I, for example, then copy this and throw that into Google, I might be able to get the actual model. This works better if you have a very specific model that you want to work with. But you can already see that this already gives us some images of this specific model. And you can just keep refining based on this. Now, we have quite a simple metal detector, so I feel like at this point, I'm pretty much good to go. So I'm just going to go to those tabs that I opened, and I'm just going to drag them all into my rev folder. I think one, this one also looks quite good. Let's go probably for this one as our main model, although I don't like the console, but we can see I want to keep it quite simple because, like I said, I want to keep a budget tutoil and not just turn it into, again, a large tutorial. This one looks a bit weird. But we can see what we will create. Okay. Maybe if it just go back, walk through metal detector, sometimes just typing in close up, looks like my virus can find something. There we go. If you find it close up, you can often also find some really nice images. And then based on that, we can also go in and see if there's anything that's improved because I just want to see the top a little bit better ideal. I see something that has to do with the top. Like, these are just the same close up. Like I said, normally, you have quite a bit of an easier time. So for now, let's just leave it at this. This should be good enough, at this point. And I can just go ahead and move this over. Now, what I like to do is I like to use a program, and this program is called PureRef. It's a free program that you can use to basically I'm just going to skip for now. It's a free program that you can use to view images altogether in a very flexible way. You basically just select all of your images from the ref folder and you drag these. And give the second to load. Here we go. Now they are loaded. And now, if you hold your Mal Mouse button, you can just kind of, like, zoom in and look around, stuff like that. And here we can see some pretty good reference styles. Okay. Awesome. So at this point, let's have a look. What are we going to create specifically? Let's go ahead and go for To be honest, you know what? I feel like this actually looks a little bit too basic. Let's go ahead and go for some legs that look like this. And then a body with a little top. This can also show you how to do something like Billions over here with some extrusions. Then for the center, do the width and height. Let's see. For the center, is there something specific that I want to do? I know that what we did. Oh, it's not showing up for some reason. Oh, there it is. I know that what we did over here is we gave it like this little console, which I quite liked. So I might just go ahead and just, like, make up some type of a console like this just to make it a little bit more interesting. But I do quite like so I have some problems with my windows bar where it's not properly loading up, but I hope you don't mind. I do quite like over here, having this roundness to it, although I don't see it as being very popular. So it's something we'll figure out. Okay, As Cool. We now know what we want to create. So let's go ahead and move this over. I'm just going to move it over to my top screen. Come on. You can do it. I'll just switch like this. I hope you guys don't mind. And what we can do is we can start with our model. Now, the first thing is that we kind of need to define the scaling of this. What I have, and I will include it in the Exports folder for you guys, is a handy scale reference. Let me just quickly go ahead and import it. Here we go. And the scale reference is basically just like a simple person that you can see over here. Now, nice thing is if you have images that actually have people also on it, that gives you also a better sense of the scale. But in our case, we just have the dimensions here, and you can always go ahead and also Google the dimensions. Now, since I'm to tres Max, my grid is a bit too small, and this is because I'm probably set to like centimeters or something. So if I just right click here at the top, Ah, over here, I can switch this from centimeters to 100 centimeters, which gives me a slightly bigger grid. Okay, awesome. So as I said before, the first thing that we need is we kind of need to define the scale. This is often called a blockout. I still like to do it even when I will probably create the model white after. So for now, I'm just going to create a simple box. And let's make it like this large, going to turn on my edges and faces so I can see it. And then over here, I can set the width and the length and stuff like that. We're going to start with 82 because I'm basically just following this image, and a height of 220. There we go. Now, for the width, I would say that often, if we just go ahead and go to the top, when I walk through these things at the airport, it's not too white. So shall maybe also go for 82 or maybe a little bit No bit less. Let's go for 70 or maybe 65. Let's do 65. I feel like 65, if I compare it to just like a person walking through is quite a good option. Now, at this point, I like to go ahead and center over here my box by just simply setting, in my case, the transforms to zero, zero, zero, and my scale reference can kind of go to the side over here. Okay, now what I want to do is I kind of want to figure out the gap. Oh, I can see over here, actually, that's 50. Let's do that. So I was pretty close. There we go. 50. I like to do 55 better. Okay. You can always change the scale a little bit if you want to. So we are going to define the actual thickness of the hole that you need to walk through, so that's converted to an added pole in my case. And once again, you can just replicate the steps that I'm doing in your own modeling software. As long as you know the basics of it, you should be able to follow along. I will make sure to only use very universal techniques. I'm going to basically place two edges. I'm going to use these to figure out roughly the thickness. And I feel like if I set these to it is quite thin. Something like this. And I'm basically just eyeballing it at this point. But I feel something like that looks quite good. And I also need to set the top, and for the top, it might be good if I have my little person here to make sure that there are still enough space for also tell people for the top, I feel like I do need a little bit more space. Something like that looks quite good to me. Okay. And now at this point, we can also decide what type do we want? Yeah, I do still quite like this one. I feel like, yes, it's a little bit more futuristic, but I do quite like it. So at this point, what we can do is we can go ahead and we can delete. Actually, we can just delete all of these phases. And then you can also again select these phases and just bridge them together. Like this. So the reason why a blockout is easy is because it is very, very simple shapes and we can still kind of figure out what we want to do with everything. For example, now I can just select these sites. And once again, I'm going to use my connect tool to create two etches, and each edge will become one of these assets. So basically, I need to keep in mind that these etches become a little bit thicker. But what I want to do is I want to evenly basically space this all out, probably something in the direction of 30. And then in my case, I'm going to chem for it or you can bevel it. It's up to you whatever program you're using. And when you bevel a flat edge, it will just split into two edges. If it's on a corner, it will give you an actual beveled corner. But this is a useful trick to basically split edges into two perfectly even spaces, and it works pretty much the same in every software. Probably 4 centimeters. How is that? Maybe a little bit less. 3.7 Yeah, I feel 3.7 is pretty good. Now at this point, what I can do is I'm just going to go ahead and create one more edge, just a single one. And I'm going to move this one up because I don't want to hit it all the way to the top. And for now, you can literally just select these two and press bridge again, or oh, that's Bevel. Where is bridge. There's bridge. Like this. Like I said, with the blockout, you just want to get the absolute base shapes just to get a feeling for it if it works well. And I think this works pretty good. Yeah, like, nice and cozy. Okay, awesome. So now that we have a general sense of the base shape, now what we're going to do is we are going to further define this shape. In this case, let's go down here and let's use this basically as our definition. So as you can see over here, we have these little feet, and it does kind of like the feet do kind of, like, continue. But what we'll do is we'll make a standalone feet and then extrude this out and then just mirror it to the other side. So for this, it looks like a cube it ends up straight here see. It ends up straight and then it goes into a bend. With stuff like that, what I like to do is I like to go to the top, and I'm just going to create a simple box to get started with. And this box should be roughly the width that we want. And most of this honestly is just eyeballing it. That's literally what I tend to do most of the time. So I'm just going to go ahead and work on this. I'm going to make this. Actually, let's just select all of it. Let's make it a little bit thicker because we want to have this as like a small ring around it. But the most important one is figuring out the depth. I feel something like that works quite well, because we still are going to extrude this out. I'm mostly talking just about this little ring over here and saying that I actually want to make it a little bit less. So to basically make one side round it, we can just select these two edges, chamor it. And in most cases with ham of Bevel, you have control over how many of these segments you want to place in between. Now I'm just going to go ahead and isolate this. What you can see is we have a little error. This mostly happens only in actually, no, it happens in all tree software where sometimes it's just not bending properly the way that we want to. What you can do is you can often lock the transforms or reset. In trees Max it is called reset X forms by going up here in the utilities, reset X forms, and that will basically just reset the general shape. Inside of blender, I believe it's called log transform positions or something like that, and inside of Maya, it's just removing the history. Now when we try again, it should be a little bit more round. Not perfect yet, but it does work a little bit better. Now, another thing that I can do. I could do this, select these edges. And shape them a bit, and that probably does the trick. Or what I can try to do is I can try to go in and use a spline. Now, this one is a little bit more specific to Tres max, which is why I wanted to show you the first one first. What I can do is I can use a rectangle spline over here. And usually when you have a rectangle spine and then convert it to an editable spine, you can select the ends and you can fill it them. Wait, let me just move this to the side so you can see. And when you fill it them, they become a little bit more perfectly round, see? Because, see that it's small difference. Here, but you can see that the difference is there. So that's just something to keep in mind that sometimes a spine actually works better, but that's mostly a tus max and a Maya thing. Yeah, yeah, Awesome Maya. So at this point, we have a fillet. I'm going to set the interpolation a little bit higher. That's basically the segments in between. This shape until they are nice and high. And then what I'm going to do is I'm going to use a modifier, which is my extrude modifier. Now, I have a bunch of modifiers here. You can find them probably if you watch any basic Tres Max toil. But just make sure that over here in this little button, you turn on show buttons. And then if you go to configure modifier sets, you can drag in here, you can set the total buttons, and you can just drag in whatever modifier you want. So you won't be seeing me go all the way down this list because it's just too much. Let's go ahead and add the next root. And now what you can see is over here, we can nicely, like, extrude this out. And then looking at it over the entire shape, I feel 6 centimeters is pretty much good enough. Okay. Awesome. So we now have this general shape over here, and what we're going to do is we're going to basically extrude something out of it. For this, what we need to do is it looks like that the extrusion is flush with the rest of the shape, which means that we need to go, Oh, sorry, we also need to set this to an angle. So let's do that first. We have our extrude. Now, to keep things non destructive inside of three Max, what I like to do is I like to dd and added pool and that is different than converting everything to an added pole because then you lose your modifiers. Art and dipole is pretty much the same thing, but now you can just go ahead and you can change it. I'm going to turn on Snap rotation, which every single software has, and I'm just going to rotate this a little bit at an angle. Maybe a bit stronger. Yeah, that's a pretty good angle. I'm just going to quickly go to my side view and grab this one and just make it straight. Like I said, often, you can just kind of like eyeball things, and it is more than good enough. At this point, I'm just going to add a Oh, let's just remove this edge. We don't need two of them. Oops. And of course, if I would not be doing this as a tutorial, I would be a little bit more precise and make it a little bit more nice. But for now, we can just go ahead and add an edge here. We can delete the bottom because we don't need the bottom. And then just select the rotations that we have over here. And basically, at this point, let's just go into isolation mode and extrude these out. Probably like this. I know it will look very bad. Don't worry about it, and then move this all down. To probably around this point. I feel like I want to, which is a little bit annoying to do after. I'm just going to move this down. There we go. Give it a little bit more space. And for this one, I think something like that should be fine. Okay, cool. So we now have this shape. Now, what you can see is you can see a bunch of really nice soft bevels all the way around here, and we can also create those bevels. That is no problem at all. However, we might get a few issues around this area. So for these bevels, there's a few ways that we can do it. Or what we can do is we can literally select these and move them down. And this is a little bit more non destructive. And because we are moving them down, they should automatically create a bevel because they're already on an angle. And Yeah, that's already creates like a little bevel and then all we have to do is bevel this. Technically, you could also do what I'm about to do with this edge, which is that you add a ChEMFO to it. Give it a few segments. But here, as you can see, is that when edges come closer together, the HEM fv, they break a little bit. A way that we can hopefully fix this is by going here and switch to, for example, triangle. Yeah, because uniform is breaking, and Quad definitely breaks. So let's go for triangle. And let's add do I need an extra segment? No, you know what? I don't even need extra segments. Just T is enough. There we go. And now this all looks nice and soft, and you can, of course, do the same thing over here. Hem for this. Here, we do need to do a little bit of cleanup, but you can see that we have a nice and soft leg. So, what else do we need? We need to go ahead and create a little hole in here for like a screw that we'll place in the bottom. And for this, what we can do is we can use a very traditional boolean. So in the case of Trees Max for boleions you first of all, create a shape that you want to cut out. And what I like to do is I like to not end it on an edge because if I end it on an edge, it will just create messy geometry. And then what I will do is I will go ahead and move it all the way up. Trees Max often creates additional segments you don't want. Make sure that you figure out how many segments you want to have rounded. 18 is fine for me. I will convert it soon at a pol, go to my left u and figure out how deep I wanted to go, and I'll have it just below over here and make sure it's sticking out properly because else you want a bolly and everything. Now at this point, we can simply select our shape. What a Boolean in TSMx hates is when your shape is open. So just select this and press cap. That's all you need to do. We will remove this um tree later on, but a boolean just really doesn't like it when the shape is open. Sometimes it works, so don't take my word for it, but often it's just better to merge it. Now try is max with Booleans. You go down here into your geometry, sets to compound objects and pro Boolean. In Blender and Maya, you can just use a modifier. That is called Boolean. I like to then go down here in the advanced options and turn remove only invisible. This will keep the Boolean a little bit cleaner when it's removing edges. Press start picking and simply pick your shape. That's it. Now, what we're going to do is we're going to go ahead and go to Adipol and we're going to have a look at our shape. Now, there is a quicker way in tres Max to select Wong vertices, which is that you go to selection, and by numeric, you set your edges to two and press Select. In this case, there is nothing Wong, but just in case you wanted to know that if you have a Wey messy Boolean, it will select some vertices that you don't need, and then you can just press Control Backspace. I'm just going to show you the more logical way. I'm going to do a target welt, and I'm simply going to weld these eedges together where they are logical. So over here, you can see that it's just close enough that I'm not moving the edges too much because if I move them too much, we no longer have a nice round shape around these edges. And then what you can see over here is that we have a few edges left that are oh, wait, sorry, that are not connected. We, of course, do want to connect these. However, remember, we are on a slightly round shape, so you want to be very careful with your geometry. If you make it too messy, you will get smoothing issues, which we cannot have with our weighted normals. That means that, for example, with these etges, I like to actually grab it and go all the way to the site. I know that it adds a little bit of extra geometry, and I like to also give it a bit more space. Instead of doing this, I go over here. But that extra geometry will in the end look a lot better. Nowadays, also in our case, we'll be using nanite which means that we can also afford a bit of extra geometry, but I don't like to t that way because you should be able to create assets also for engines that don't have nanite. And over here, we can just go to the site. Now, every vertex is now selected, which means that at this point, we can double click on the edge, and we're just going to go ahead and we are going to jam for this. And I feel like we probably don't have enough space, but it should not be a big jam for so Let's actually sent this one to uniform. In this case, uniform works better, and I'm just going to give it a single bevel. So nothing in between because we are going to use weighted normals in order to basically improve this. I'm going to extend this out a bit more probably to this point. And then I'm going to make use with the fact that these etches are so close together by simply merging them, which should fix most of our smoothing issues that you are seeing right now. As you can see, looking pretty good. Okay, cool. So at this point, this shape is pretty much done. Now, a nice trick is if you go to face mode and select by angle and set the angle to low like five, you can quickly select full angles. Once again, this is something that every tree moding software has. Now at this point, just to do some very, very quick cleanup. Actually, you know what? I will wait with the cleanup because first what I want to do is I'm going to insert this. Yes, insert this. So let's do an inset. Make the inset roughly the thickness that you want it to be. Let's say 0.2, and then I'm just going to push this down. At this point, you will no longer be able to see this phase because there will be another shape around it, but I'm still going to keep the phase just in case you can see in between this tiny little edge. So we have this. If I just go down here. Although over here, it looks like it goes inwards. There is actually pretty much nothing there, but it is going up a little bit. So I'm going to now first create an edge, and just to make things clean, I'm going to create a cut that goes from this side all the way to the other side like this. Going to go ahead and select it, and then deselect oh, sorry, I still have ignored back facing turn on. The select everything on that round bend, and I'm just going to flatten this using my scale. This ensures that this edge is perfectly flat like this. The reason I'm doing that is so that now I can just create a very simple swift loop, which just place an extra edge in here, probably halfway, and this one I can just properly flatten. So this shape over here, it will become nice round, which means that at this point, looks like that. Oh, turn off slack bi angle. Looks like that at this point, we roughly just continue. How does this look? So it goes down into a little bend, which means I probably want to simply select this and extrude this out to roughly the center. This is also a reason why we center stuff. So if I extrude this out into the center, these two, I can make nice and smooth quite easily. I can do that by just selecting this one and adding a simple chamfer with some segments. So that's not an issue. What I want to make sure is that this flows over nicely, but I think it does. Like here, there is a little edge around it. So if I just make this quite a large roundness, let's give it one more segment like this. That should do the trick. Sure, we have some messy geometry, but that's something that we're going to fix in a bit. I do also want to flatten out this last tiny edge over here. I should probably flatten out that's annoying. You can also add tiny extrusion like this to flatten it out if you want to. Go ahead and let's just select this one. The reason I like to select this one is because then when I extrude it out, it flows a little bit better. So let's just go in and, let's extrude this out a little bit. And then just going to deselect these vases and this one. Move this up a little bit because AZA becomes very messy geometry. And now over here, we have a bunch of random junk that we can just kind of merge together. That just happens because I did an extrusion that I should not really have done. I should have done it in the first place. But modeling is a dynamic thing. It's something that you sometimes just need to change your mind while doing stuff. Now, a nice thing that you also can do is you can select all of the vertices, go down here to weld and weld settings and just set it at a very low weld setting like 0.02 centimeters. What that will do is it will remove any overlapping vertices. Whenever you also have smoothing issues that you cannot really figure out why, I also recommend doing that because then often it will fix the smoothing. Now over here, this geometry, yes, it can work, but I like to make it nicer. I'm going to select these edges and press control backspace to remove them and do the same over here. Although technically, you could also do a mirror, but we're going to do it this way. And the reason I do that is that I can use my cut tool to place a vertex from one side to the other. A cut tool is once again something that you have in every single three D modeling software. And over here, I simply move over to these points, though I could even do, let's see. Let's move this one over. I'm just trying to keep my jom tree quite spaced out because it will help when we our weighted normals. And we still need to add some bevels to this stuff. The reason we need to add bevels is because weighted normals works on bevels, actually. Yeah, let's just merge down some stuff here. I know it looks quite ugly now. But once it is connected, that you do a totally fine job. See, that's now pretty well connected. We can do the same over here. After that, all we have to do is create some quick bevels, and at that point, the feet up pretty much done. And I'm then going to end the chapter here and I'm going to continue it next time where we will just go ahead and continue with the model. There we go. So that was already probably the most difficult shape of the entire model funny enough. So we now have to feed over here. That's looking fine. The last thing that we need to do is we need to add some bevels, and we need to add some bevels because of the weighted normals. Weighted normals is a modifier. Also, at this point, it should actually save your scene. That would be quite useful. So that saves, and I'm just going to call this metal detector, there we go, because you never know when you're going to crash. So for weighted normals, the reason why we need it is if I apply the modifier, you can see that over here. Weighted normals needs a bevel as a buffer zone. It's not needed here because we already pretty much have a bevel. Here you can see what it looks like when there is a buffer zone. See, it almost feels high pol and that's the whole goal of weighted normals. However, we still have some issues now. Now, a few issues is that we don't have bevels everywhere. Another issue is that there are some places where we don't want to have weighted normals. For example, if we go ahead and go into our added poly and we select everything in our phases and score all the way down. This is more specific to Tres max. In blender, what you can do is you can simply separate the phases that you don't want, and then you can solve it that way. But inside of Tres max, you can set your smoothing groups. If we set everything to a smoothing group of one, it will be 100% smooth. And then what we can do is we can use smoothing groups to define where we want to have our weighted normals and where not. If I turn off the one on these pass, they will not receive weighted normals. And that's the important thing about this. So at this point, I can see like, Okay, where do I not want to have weighted normals? For the end, I'm literally going to delete it. And I'm actually also going to merge this together because we are going to mirror the end so we don't need anything. For the sites over here, what we want to do is we definitely want to add some weight normals or sorry, some bevels, and we want these bevels to actually be a little bit bigger. So that's why I'm not selecting the entire tops over here. So I'm just going to go ahead and chamfer it. And this can again, be like a single chamfer. But make it nice and large, something like 0.13, for example. And I can even merge this to make it a little bit cleaner. There you go. Now, we also have these corners. So basically on every corner, you would need to add a bevel in order to have weighted normals work unless you, of course, turn off the smoothing. So over here, we have these ends and we have these ends. Yeah, you know what? Let's also select the end. I'm just going to give this a willy small chavre. Yes, we are adding a lot more geometry. But in return, what we're also doing is we are saving a lot of time by not needing high to low poly baking. Again, the geometry over a model like this is quite minimal. If you have a super, super complicated model, then you want to think a little bit more about where you place your geometry. But for something as simple as this, what we can do is we can just leave it like this, turn on weighted normals, and in the hard edge detection, press U smoothing groups. My apologies, I need to redo my smoothings because I added edges and then it gets confused. So let's go ahead and redo that. And there we go. If I now turn off Edge faces, you can see that we have a model that feels like a hipoly model, even though we've done no type of baking and our geometry is still quite minimal. You can check your geometry by pressing seven ints Max. If you go to the plus and configure view pots in here, you can go to statistics, and you can turn on triangle count also and then select total plus selection. This allows me to also show the selected model over here. But this was by far the most difficult model. So at this point, all that we need to do is temporarily delete the weight normals, add a symmetry modifier on the x axis. And let's move this. And in my case, I should be able to literally move this to the center. Sorry, not this one. So if we just reset this transform to the center, this way, it will end up perfectly on both sides. R add our weight normals with smoothing groups. Double check, and that's looking good. Awesome. So that is now done. I will go ahead and enter the chapter here, save your scene. In the next chapter, we will simply add this entire thing over here and like a top and probably also the center. So this was by far the most difficult part. So let's go ahead and continue on to the next chapter. 4. 03 Creating Our Metal Detector Part2: Okay, so let's go ahead and continue with our model. So as you can see over here, pretty much. Well, it looks like there's a tiny edge over here, but fluoresce is pretty much like a flat model. So that should not be too difficult if we just go ahead and go in here. It's too bad that I did not save the Edge. Spine. Sorry, save the spine. But that should be fine. Let's go. Place a new spine roughly in the same position, convert the edible spine, and once again, do a nice fillet over here. And you know what? I can already just do a quick extrusion. And let's see. I feel like I do want to add some additional interpolations that somewhat matches up. But I think something like this is enough. The reason why we don't need as many segments over here is because on such a large scale, sorry, long scale, I should say, on a large scale, you can see segments, but on a long scale, it will be harder to see them. So this is pretty much fine. Add a poly, get rid of the center one. And then what I can do with this one is First of all, let me just I'm just going to go up here to my hierarchy and center my pivot, which makes it easier for me to do a tiny bit of scaling. There we go, just so that we can see in between. And now at this point, we should be able to pretty much push this out. And yes, we can use some clipping in this case. I don't often like to do it, but this is one of the few cases that I'm fine with it. So let's see. So we clip this out, and then technically over here, there is an entire trim that goes around it. We could do that, but I feel like for our design, it will just be a lot of wasted effort, I would almost say. What I do want to maybe do is I might want to make a little gap over here. So if I add a swift loop, so I'm basically just diverting from the original design just to make something that I like myself that still fits our design a little bit better. And it's just because to be honest, I just oversaw that the trim was supposed to continue on all the way to the top. We can still make it, but it's honestly just not even worth spending so much effort on it when I can just grab these two etches over here. Now, let's just select both of these, isolate, and then still having those edges selected. We can just make a little corner. Let's go maybe to like the side. Push all of this stuff out. There we go. And once we add a little bevel to this, that should look nice. So that should already be good enough. We have this trim. I'm also going to go ahead and create a little shape later on for this stuff over here. But for now, this should be fine. I'm going to keep this quite simple just because like I said, we're just going to go over on how to do some basic modeling now, not how to create an hero asset. So having this asset over here, let's see. All I have to do is pretty much move it up to the top and then create a top piece, which means that we can already prepare this side, and then later on, we can just symmetry it. So for preparing the side, it looks like all I need to do is to delete these faces and probably also the top because we don't need that. So that should already be it, which means that we do not need Let's see. No, those faces we can see. So I do actually want to place those back. I'm just thinking if I even need weighted normals for this because yes the faces go around it. I guess it would be best to add a very, very thin weighted normal strip around these sides. Something like that should already be enough just to give it some smoothening. At this point, I'm just going to also move my block out out of the way a little bit, move this over here, just so I can see it a little bit better. And let's go ahead and do a symmetry on the x axis and once again, set it to zero. And I need to Okay, that's not correct. Sorry I need to click on my symmetry so that I go into the actual mirror modifier and then set it to zero. There we go. And with that done, that should pretty much be it. At this point, I'm also going to go ahead and just convert to Adipol. I'm going to merge some of these together because it's waste geometry. Let's actually merged over here. And the center edge we can also get rid of Contrabgspace. Then if we just select the top, we can move it all the way up to the Not all the way, but super, super close to the top. Somewhere over here. Okay, so now all we have is we have this piece over here left, which seems to be pretty much I'm going to keep it simple. I'm going to keep it as an extrusion. It has a little trim around it, and I'll probably just stick to that. Now, cool thing that we can do for that is we have over here this edge if we just right click and then we can create shape. And what it will do is it will create a shape based on our selection. And I believe most tree molding software also have it. I know Blender Define has it, which probably the one that many people are using. And if I just center the pivot, we now have this seam over here. So what I'm going to do with this is I'm going to go ahead and let's move this up to our top. And then let's probably do I think just an extrude should be fine. Oh, that's a lot of segments. Check Y. Interesting. Let's set the interpolation down and see if that okay. So, for some reason, interpolation created some invisible segments, which is definitely not what we want. I'm just going to go ahead and push this Shall I push this up? Yeah, let's push it up. Move it down a little bit like this. And at that point, what the mouse is going to do is just add an added poli. I'm just going to go ahead and select the entire ring, and I'm going to do extrude and then extrude settings and set it to local normals. And this basically allows us to extrude based on our local normals. At this point, we can go ahead and we can extrude this down. And I need to give it a little bit more space. Sorry, guys, let me just extrude out a little bit further. So local normal. I'm going to set it to 0.6. And then what I'm going to do is I'm going to add a quick segment probably around here. And doing that at this point, if I just go ahead and select the center face, hold Shift and click on Edge to convert it to edges, Control Backspace. So that now has become the new edge and at this point, if I extrude this down, see, we have a little trim still. I can now push this I'm going to push it down a bit further, and then I want to just taper it off. So if I push this down a bit further, I'm going to then add two connections. Probably, let's say, let's taper it off from here. Probably here. So you can just select this edge and then push this up. I'm actually going to push this entire thing down a little bit so that it fits a bit better. And next, I just want to go in and say, I know that I could have done symmetry, but for some reason, I decided, oh yeah, wait. The reason I didn't do that is because we converted it from an edge. That's why. I'm just going to place a center segment in here. Select the center segment. Push it out a bit and then select the edges and then just champ for it. See? And that kind that already does enough. You can even give the bit more segments over here. Then we have over here, just a corner and here a corner. Let's go ahead and also champ for that one. Just a single champ is enough. And then finally over here, over here and over here, let's also make this extra smooth. We do also have the one over here on the end. And then after that, I need to just clean some geometry up. I just select this edge hold control and double click to basically loop the edge. Then I can go ahead and hold shift and convert this to an edge or two edges and give it just like a nice trim like that. Okay. Let's have a look at it from distance. Maybe turn off edge and faces. Yeah, I think that reads quite well. I have the urge to select the entire thing and scale it up a little bit more so that it's a little bit more visible. Just because when it's a long shape, it's sometimes a bit difficult to see. There we go. See? That looks nice. We have a top, bottom, great stuff. Okay. Now, at this point, I'm just going to go ahead and clean up the geometry, and then what we can do is throw on a weighted normals, and that's pretty much it. I'm going to go ahead and select the top over here, hold shift. Contra backspace to get rid of those segments. Next, I'm just going to go ahead and I'm going to merge this one, this one, this one, and then merge these and you'll see where I'm going at with this. Same over here. Just merge all this stuff together. If it was a very complicated asset, I would, of course, just resymmetize it. But right now, it's not really worth doing because all I need to do is just merge this stuff together here. There we go. And now what we can do is we can basically just double click on all of these edges, except for the main ones that continues straight and press contraband space. See? Yeah, there we go. Same over here, this one, this one, this one, and that we'll just instantly get rid of a bunch a bunch of edges. Not sure why. That selection wasn't working. Contrabgspace. Double check. Looking good. Weighted normals. And what you can do when you have long shape. Now, you need to be a bit careful. You can turn on snap to largest face. This often does make long shapes look better. However, it might sometimes also make the corners look a little bit jacket. You'll see the corners. But in this case, it looks about fine. So I'm just going to do that, and it will give me slightly better weighted normals. Okay. Awesome. So at this point, what do we need? We just need to go ahead and create some extent details on the bottom and the top, and then I am quite happy to already just, like, call this piece done. I guess if we want, we can also, like, a little model on the center. And after that, we can focus on the top. So for these accent pieces, pretty much, let's just go ahead and height selection, our blockout stuff, and let's go to our site view. And we're just going to use lines for this, so I'm checking my reference. And it looks like with the reference, it's going up here, going to the top, and then I like to click and drag, which allows me to basically smooth my curve. It's called the Bezier curve. You will probably find it in every tree modeling software. I'm going to turn off my rotation snapping. There we go. That looks pretty nice and round. And I'm just going to hold insert because I just want to create a quick insert here. Let me make it a little bit nicer just because want to be able to look myself into the mirror and not be one of those people that makes really messy jomry Although My jomr is still pretty messy. After a while, you just kind of get desensitized to it. I've been doing modeling for more than ten years now, and it just yeah, sometimes you just get a bit bored, especially because nowadays, I'm technically not a tree artist anymore. I'm more of an art director. So this kind of stuff, it's fun to do once in a while, but it's not something I do quite often. I just to push this back in, but not over the bevel, so that we just have a thin strip which we can later on, make it look nice. In our textures. I'm going to go ahead and delete that. I'm then going to connect some of these, give it a very quick tiny bevel because I think in this case, the bevel will look nice. Yeah, you can just connect this to the end because it doesn't have a backface. So Sorry, if you can hear a lot of clicking, there we go. Select this side, shift. And do we need to give it an end bevel? No, because we don't see that stuff. So just give it like a very small let's do 0.15. There we go. We can widely check if the weight and normals like this is enough that looks fine. However, you can see that there is a tiny bit of, like, a messy edge. So in that case, just go to our added pool, and in our smoothing groups, set everything to one. But then select this entire corn edge over here and set this to not one and then turn on smoothing groups. And that should already be enough. A, that's too bad. Here it's fine. Here it's a bit too messy. Okay, fair enough. If it's wy too messy and the smoothing groups don't work, then you just want to go ahead and select these and add a small bevo there. And at this point, yeah, let's just re smooth, so let's smooth everything, but then turn off everything except for the top. There we go. I'm just going to go ahead and I'm going to center this pivot. And, you know what? I will just do a very simple symmetry. It's probably easiest on the Xaxis There we go. Let's see. Do we have enough space? It does over here. Let's just go all the way back to our added ply and we can turn this button on to basically still see our symmetry. I'm just going to push this in a little bit more. So that over here, it also gets pushed in a bit more. There we go, and move the weight normals above the symmetrize. Okay, that works quite well. Can I just use this one for the top? That's my question. No, because it's a little bit more inserted, which is too bad. In that case, we're just going to go ahead and do the top manually. And yes, at this point, I am trying to go quite fast because I don't want to waste too much time on this kind of random small stuff. But here, if we just give it a small bend up until this and square it off. Let's see. Let's push this down here. Let's go to push this in a bit further, but that should be good enough, as far as I can see. Let's hope that we have enough space here for the thickness. So let's go ahead and extrude this. There we go. Minus or let's 0.1. Just like a very thin extra, we need a bit more. 0.5 is too much. Three. Yeah, there we go. Okay. Going to go ahead and once again convert that. Delete this. See, I can also delete this edge and even this. Now that you think of it, we could have also done that on the other side because you don't see anything else. So that's my bad. Sorry about that. Like I said, I might miss stuff sometimes because I no longer model every day. And when I do modeling, it's not so much like, Well, sometimes or it's really highly detailed props, or it's more like stuff like modular assets, like for big structural elements that I need to create in order to properly know what a level is going to look like. So it's almost a bit sad to think about that my mulling days are sort of over, although I choose for them to be over, but still, that's just how things go sometimes. But I still get to do some mudding here. Okay, cool. Nice. For this one, I'm just going to go at ter weight normals, snap the largest face also. Double check that snap to largest phase does not here, see. Here you can see that actually, it did more bad than good, which is why I'm not going to do snap to largest phase because it looked a bit too messy. But that should be it for the side of the metal detector. We do have some screws over here and we have Wi small details, but what we can do is we can add those later on. The screws I probably do want to have as actual geometry just because they are quite obvious. And also, what I want to do is I probably want to get something like this in here because we are going to go for this design. And speaking of that design, at this point, just unhide. Let's move this in the center or back to roughly the center. Over here. And I'm going to just duplicate this over. Later on, of course, what we'll do is we will UV unwrap one and then duplicate it over again. You can even re use one in the UV so that you can save some UV space. But for me, I feel like that's too limiting for the textures I want. But anyway, for now, we're just going to have this. And we are basically going to create this with a little trim around it, and this little normal edge what we can do is we can probably just have it inside of substance painter. We don't really need to create that as geometry. So you probably know how we are going to create this. Let's go to our side view. Create a rectangle spine in the location of our spine over here. And then essentially, we're just going to go ahead and convert this to an edible spine, select all segments and fill it them all the way to the top. In this case, what I'm going to do is I'm going to select the top and press Fuse, which will turn it into one point. This can save you needing to select an edge again and then remove that edge on the top and the bottom. Now at this point, I'm going to just height selection temporary, temporarily, I should say. Turn on action faces. And let's see. I want to push this. Let's move it out. And because it's now round, I feel like we need a little bit more space. I'm going to extrude this We Alexei, I don't need to exclude that much because I'm just going to mirror it. But the general goal is that when I look at it, it feels like a logical spacing, which it does to me. Maybe give it even a tiny bit more space. You can turn on once again the show end results. Yeah, you know what? That works quite well. At this point, we have our extrude. I'm just going to create a very quick swift loop probably over here. Now, as you can see, what we can do is yes, we can do a very simple extrusion, or what you can do is you can actually extrude this in and create a little gap. This creates a little bit or this requires a little bit more geometry, but I find it that sometimes it does actually add quite a bit more visual interest. Basically, what I will do is I will create another extrusion. Let's see here, let's do something here. Then I select this. I'm going to go ahead and extrude this out quite thin like this. And then I'm going to go ahead and press Plus to add another extrusion, and this extrusion will be the final thickness, something in this range. I can see over here that we have some messy geometry, so let me just quickly fix that by collapsing these points. And collapse is basically just a merged butt or like a target weld but in center. You should have a collapse or something similar to that in any three molding software. Not sure why these are there. Actually, I don't trust that these are there, so I'm going to select all of my vertices, and I'm going to weld on a very low level. See, here we removed eight vertices. So there were probably some overlapping vertices which cause the issue. I'm going to select the center. And yes, you can select by angle, or in this case, I can just press grow selection twice and then delete. Whatever you need to do to basically get the selection. And at this point, I'm going to go to my top view and extrude this out again. See, so now we have this little edge over here. What we can do is we can give it like the tiniest chamfer just to be able to not get any errors. This edge over here, we can get rid of because we don't need it. And then we have this end edge, which we can give slightly larger Bevel, 0.07, something like this. And now we're out by weighted normals, that should look quite nice. Just turn off my edge and faces to check. See? So just going inside there, it just feels sometimes a little bit more grounded. And I'm going to actually push this back a tiny bit. So let's go to added pool. There we go. I'm going to make it a little bit less. Once that is done, actually, let's remove the weighted normals for now because we are just going to symmetrize it. Let's first center the pivot. Centering a pivot because it will always start the symmetry from the center just makes it easier for me to see. And there we go. It's already actually at the right position, I would say, white? Yeah, something like that. And now we can once again arteright normals. And you can also try to do by largest edge. But once again, here see, it just messes with the top a bit too much for me to like it. So we have done this one. Now, yes, you can have an extra trim around there, but I'm going to keep this a little bit more simplified in this case, just because it is a tutorial. However, I do recommend making it a bit more interesting with a trim, stuff like that. What I'm going to do is I'm going to save my scene and probably going to start first by creating these screws, which should be quite simple. If we just go to our side view, we only will need to create one of them. So if we go ahead and create a cylinder, make it roughly the size that you want. And once again, I'm just kind of like eyeballing it and then putting it on the side. And then look at it from a distance to get a feel for it, and I feel it can go a bit smaller. Now, as you can see over here, there are quite a few ridges. Now, this is quite a bit of extra geometry. It's up to you if you want to create these ridges, you can also create them inside of, for example, um substance painter or you can have them in here. What I will do is I will go ahead and I will create them in substance painter. And the reason for this is just that I can show you a little bit more norm map creation for more optimized measures. However, if you want to go full on nanite, yeah, you can just go ahead and then create it in here as geometry. But what I'm going to do is I'm going to have it here. What I actually what to do is I want to move this to the very end because I want to see the bevel on the end go in inwards. I'll show you in a bit what I mean. Yeah, that feels right. So now, if we just select the top and bottom and convert this to edges, we can add a nice bevel or chef, whatever you want to call it. See? And then over here, it feels like it goes inwards a bit. And I feel like that is also the case in real life. Although this is, of course, not real life. This is a random, but I just in general, like the idea of that. Now, over here for this little hole, we can go ahead and we can probably just use that. That should be no problem because we already saved a lot of jom trees. I'm going to just push this in. And what do I want to do? Do I want to give it a bevel? Yeah, you know what? Let's just give that inner circle, also, a bevel instead of changing our smoothing groups. There we go. And wait enormous. Quite nice and simple, and it would have one, for example, over here. They don't feel fully in the center. Like this, they feel correct. And I can now also unhide all and just temporarily because once again, this is something that will UV unwrap later on, I can move it over here. There we go. See, even assets that seem simple, you're still in the end spending quite a bit of time to just make them nice and perfect. Now, at this point, what I'm going to do is I'm going to be a little bit lazy if you guys don't mind, and I'm going to just take a screenshot of this because normally, I can of course, think of a nice consol or something like that. Or what I can do is I can just take a screenshot of what I already have and use that as reference. So I apologize for my laziness. But now that I have the screenshot over here, that just gives me a nice inspiration. I'm going to go ahead and go to my front view. So I'm going to go ahead and create a simple box, probably starting from the top to this end panel over here. Oh, looks like I'm on the wrong side. That's no problem. Just going to push this here and just see where it fits nicely. Let's keep it a little bit from the end. I feel this is a pretty good size, something like this, yeah. And what I also want to do is I also kind of want to go ahead and continue with the general shape flow that we have. Of course, this one is quite sharp, but you can often see like everything kind of follows the same flow where here. A lot of stuff is around, so everything else is also around. So I'm still going to take some inspiration from other elements. Give me 1 second. I'm just organizing my reference for a moment here. Okay. So that's pretty good. Let me just go in and you know what I'm going to do is I'm going to push this out, and I'm going to give this quite a large jam for ab, I think. Mmm. I do like large chamfer, but it definitely needs a lot of round edges. Yeah, so let's do quite a large chamfer. Let's start by making these ones, very, very round, and then I'm just going to soften everything out. Add a bunch of segments over here. Maybe triangle will work a bit better in this case. Here. So some really soft segments. I kind of also want to give it a little bit of an angle. Now, I look at it. Yeah, you know what? I'm going to before I do those round segments because they just making an angle annoying. How is this or if I pushes out a bit further. Maybe let's go to my side views that I can see. I want to know quick trick about scaling is just use a line. And if you then, for example, place the line here, you can just move it down. And here, see. Now I can very quickly see that this one needs to be pushed out more in order to kind fit the same scaling. See? And now it all fits the same. So just random trick. But it's really specific to Tres Max because in blender, using splines really sucks. So that's where I often avoid using them at cost. I'm going to give it probably six segments just to give it a little bit more geometry like this. Okay. That looks quite good. And what I will do is, let's see. Let's insert this. So at this point, I'm basically just making stuff up. That's why I'm also going a little bit slower to really think about it. I'm going to insert this. I'm going to place a single connect and move it probably over here and I'm going to chem for it to give it almost like a little strip. Now I'm going to extrude by local normal, these two edges. But of course, I didn't need to make this round because else it doesn't fit in. So let's make this round a triangle It's a bit hard to get to the same roundness without greatly messing up the geometry. But I do want to sort of like match the roundness. So I am actually going to mess up the geometry quite a bit. Then what I can do is I can select my angle, and hopefully I can just select this and delete all of it, and then hopefully I can clean it up in a bit. So am I happy with that? Yes, I'm going to move this edge here, this edge here, and I'm doing that so that I can bridge everything a little bit more cleaner here see? Because now I can bridge sorry from over here, simple bridge to here and also from oh, it's hard to select edges from here. Come on to here. Okay. Now you can do the same over here. And the reason why we want to do this is because if we just try to bridge the entire chunk, the edges will go all over the place. But if you do it carefully by first selecting this and now you go to press three, which is a border sect, you can select this border. These selected two ends, see, instantly create a clean bridge. Because when the bridge is small, the system is better to understand what we need. Example over here, it's again, quite tricky where I'm probably going to go ahead and I'm actually going to only bridge these points. And then this one, I can just bridge or cap whatever you want. Again, these points and And again, bridge. And that will make it easier when we start adding some extra bevels and stuff also. This one, yes, it's a little bit quite tight, so I'm actually going to remove it because it's not even needed. Now I look at it because we already have it connected at the top. Okay, so that's a pretty clean looking console at this point. I'm going to go ahead and do I maybe want to like art something interesting? Maybe like art like some type of extrusion going down. Nah, you know what? I feel like that kind of breaks the general flow of the smoothness that we're going for. So at this point, let's just go ahead and start by adding a nice extra smooth bevel. Here. There we go. Let's add a small bevel. Wait, let's first of all, select these inner etches, shift and convert them to edges, and then select the outer etches, and now we can add it like a small chever. There we go. I believe there was a backface that we don't need, do I need that I also don't need this corner. So what I'm going to do is select this backface and grow it to also select the bevel and just delete. And wait normals. There we go. Now, as you can see over here on the inside, I kind of forgot to actually make some connections. I do like to do this by hand. Yes, technically, your engine will probably like, merge it for you. But the reason I like to do it by hand is because else the smoothing might be slightly different between, for example, subsisPainter, marmoset real engine. When this smoothing is different, you will often get problems where you are texturing using a very specific norm map, for example, and then all of a sudden the smoothing doesn't work. So, trust me on it, often doing it manually is better. If you really want to save time, what you can do is you can connect just these ends over here. And over here. And then basically to force the smoothening to go in a very small area because the problem is when the edges become too long, you can cut it like this. Now, when you do this, what you will do is you will force the system to only triangulate these areas. But honestly, at this point, you can also do this to do it yourself, and it's a lot cleaner. But if you are will in a rush, you can just leave it like this and the system will kind of clean it by itself without going crazy. If you wouldn't do that, it would, for example, place an edge from here all the way to here and just like criss cross it all through each other, which doesn't look nice. But here, as you can see, this literally just takes an extra second or two, which over the grand scheme of things, is not a lot. And this one actually has an extra bevel. There we go. See? Okay. Awesome. So we got those panels over here. At this point, you can choose if you want to have some type of buttons in your actual panel or if you want to have some actual physical buttons. I feel that in this case, would I want physical buttons. It does feel a bit nicer if we have some physical buttons just because in Tri D, it's a bit easier to see physical buttons, while having buttons just in the texture, it always feels a bit off, especially when the texture is not high enough resolution. So I'm just going to go ahead and create some very simple buttons like this. Get a bit thicker. Yeah, that should look good. Awesome. Okay. I'm going to have a button over here. And what I'm going to do is you don't really need to do you need to rotate? Yeah, let's rotate these buttons a little bit. And then we don't need any type of backface. We can just go ahead and select all of these edges and just instantly make it a little bit smooth using a jumper. There we go. Weighted normals, nice and simple. Now at this point, as you can see over here, if I would move this, it would move based on world space, which means that it will push in a bit more. However, what you can do is after rotating is you can set it from view to local movement space, which once again is something that every three moling software has. And this way, we can push it out. Funny enough, I messed up the rotation, so I still need to push it in a little bit, but it also works on other side. So if I go, for example, over here, that gives me enough space to add some additional graphic details and stuff like that, I'm going to just snap to larger face for these ones. And that's it. I would say that at this point, I pretty much have everything done, I think. Let's art these details over here. However, what we can do is we can mostly just add them into as just a sphere. And after that, yes, I guess you have some connection points and this and that, over here for the cables. But I'm going to just ignore that just because at this point, I feel like I've shown you more than enough. I just like to have those round details just because they add some visual interest to the entire model. Let's move this over here. And for those round details, we can make it super simple. I'm going to probably do it at the 1 meter mark. I'm just going to create a simple cyna bit smaller. I'm going to set this to 23 segments, sorry, 23, 24 segments. Try to always go for even segments. I don't know why I did 23. I'm just going to delete the backface, select the front, add a quick env to it. There we go and await normals. That's all that you need. And this point, you can also go ahead and like convert this to the other side. Okay. Awesome. So what I would be doing at this point is in the next chapter, we are just going to go over on how to do the UVNwpping. Now for the UVNmpping, normally what I like to use is to use Rhythm UV, but since that would be an introduction to entire new modeling software, that might be a bit overkill. So instead, what I will do is I will go ahead and I will use just TS Max. However, I'm going to use a plugin called Text tools, which is quite popular for TS Max. For now for these versions over here, you can go ahead and if you click up here to your toggle layer explorer, you can add the blockout into another layer. Call it blockout, and then you can easily turn it off. So now you can see that now we have over here our model. If we just have a look, it looks like a pretty solid model. Of course, we need to copy some stuff over here and there, but that's something that we'll do after our UVN mapping. So let's go ahead and continue with this in our next chapter. 5. 04 Uv Unwrapping Our Metal Detector: Okay, so let's get started with the UV unwrapping of our asset. Now, for this, I like to use quite a famous tool, which is called Text tools. So if we just go ahead and go in here, Text tools threes Max. And you can simply just go in and type it into Google, and then it will bring you to the first page. And if you scroll down, you can get it here, but I recommend getting it over here in case there's, like, a new update, I download URL, and just go over on how to install a typical script, which literally just means dragging it into Tres Max to install it. At that point, you can add it to your toolbar over here. If you don't know how to do that, just go to customize and go to customize user interface. And if you go to toolbars in here, you are able to find text tools over here and just grab the one with icon and just drag it over here into your toolbar. But I assume that you already know a little bit of basic URN wrapping, but in case you don't know that tool, it is super useful. So our goal right now is to go in and UVnwap just pieces that we want. So I'm going to first of all, go in and select this piece and probably this piece, and also these three I think that's about it. And just right click and I'm just going to freeze the selection because I only want to unwrap the stuff that I need, everything else, we will just replace. And let's go ahead and get started. You know what? I will do an easy one for you guys. Just get start with. So let's go ahead and start with this one. What we can do at this point is usually Well, it's more about I don't really do it anymore, but you guys should do it, which is, oh, sorry, I forgot to freeze this one. Which is by selecting it, Ctravi copy, and then do a new layer, which we'll call backup. Make sure that after you've done the backup layer, you click back on the default because if you keep it on backup, whenever you create new assets, they will end up in the backup layer. And this is just to get a quick backup because I'm quite lazy and I usually just grab this thing and then convert to added pool. So that's just like a clean mesh like this without any modifiers. But you get, of course, keep your modifiers if you want. I just like to do it this way. And then I turn on text tools, press Edit UVs on it. Nice and simple. And now we have our UV editor over here. Do I get out with. So for this asset, what do we need? We pretty much only need one seam and we want to place it in a location where it will be hard to see. If I just select everything, pressing Contra A and press iron, you can see over here that's not looking very good. However, if I then go to Edge, select this edge over here and go to Explode and press break. This way, we can now break the edge. And now, if we would go in and I often just like to do like a quick peel, you can see that now it is all nicely peeled together. Of course, I do expect that you already know the basics of UV unwrapping because this is a very quick tutorial course. Why is there a double oh, because backup is still on. That's not very smart. I did the wrong one. Give me 1 second. This one needs to go to backup. And this one needs to go to default. My apologies. There we go. Okay. Awesome. And at this point, if you want, you can turn on the checker box, which will ensure you that you have a pretty decent checker. Over here, you can see that it's a little bit angled, which actually is a little bit surprising. What you can do is you can press relax. And often here we go. That seems to fix that. Normally, quick peel doesn't make any errors, so that was actually quite surprising, but it can sometimes happen. And what I like to do at that point is I just like the height selection and then continue on. Now, these ones are very easy. We can just go ahead and select them, and I think it's already good enough to just iron it. Yes, if you want, you can place like a tiny seam here, here, here, and here, and then break it to stretch it out if you don't relax here, see, to stretch it out a bit more. But often for such small buttons, it might even be overkill. Gonna add my checker. And now another cool thing that is quite well, it's not unique to Tris Max, but it just works much better in Tres Max is that you can just right click and copy your UVNrap and literally just paste. On your other models. And as long as the models are exactly the same, as you can see, they will just copy over the UVs, at which point we can hide selection. This one is also looking nice and cleaned up. So let's just go ahead and already going to Arthur checker box. And for this one, you can see that this one is quite a bit more messy. Let's start one by one. We're going to, first of all, iron these ends. That's a nice and simple one. Now, for these pieces over here, you know what I'm going to do? I'm going to actually grow my selection over here. And iron these pieces. That will make it a little bit easier for me to handle the rest of the edges. And as you can see, they still work quite well. Now if I just press contra I and just to get rid of this mess, I'm just going to do an iron. And let's see. I'm going to for this one, probably only grab the front and then add a seam to the side, which means that I want to go in here. Oh, sorry, it's because I have my how you say it, planar angle turned on. Let's go to the side. There we go. That front is not so extremely bend, which means that we can just iron it like this. And then we have the side. And for the side, I'm just going to go in, and I'm just going to add a simple cut here. At which point, if I would go ahead and straighten selection and then relax, it will place it into a straight line. Straighten selection doesn't always work. It depends if your jom tree is messy, it will just completely break it. In those cases, just use your quick peel. But that's another one, the, ight selection. And like that, we can continue. Now for this one, what I actually can do is let's convert at the ply. I don't need this phase, so that's just wasted UV space. And for cylinders, cylinders are still quite easy to unwrap. Let's iron them, and another trick is just going here and I'm going to oh, I need to because over here, I didn't merge it together, which is a little bit bad on my side, but I can always do that later on. I'm going to go in and I'm going to break this one A to break here. In this case, I'm actually going to place the seam over here on the bottom. And the reason I want to do that is because it's the least visible area because you often look at the asset from the top. And at that point, I'm also going to break it. But at this one, because you look at it from top, I'm going to place it over here at the top, because once again, it's just about how you look at the asset. At this point, you can see that we placed a bunch of seams, and now if we just would do a quick peel, this one's Oh, that's why it's not working. I forgot a tiny seam. That's quick peel. There we go. And now you can see that our wedding nicely organizes all of these additional assets. And if you want, you can always add a checker, just to double check. I feel like I forgot to say something about that one, but I don't know. Anyway, let's go ahead and go into something that's a little bit more complicated, which is this one over here. Although, honestly, it looks quite easy. I'm going to convert the Adipol and let's just see what we have. Quite an easy one. Let's start by just grabbing the base, and let's maybe grow it once to also grab that bevel around it. And that's quite a simple Plane. Let's go ahead and grab this top base. Once again, let's go ahead and probably no, you know what? I'm not going to grow this one because I don't want to seem to be too visible in case we are doing some type of texturing on that. And all that is left is this piece around here. And this piece, if you look at it, it's pretty much like a cylinder because it just goes around. So if I would grab this piece, and let's say that I place a Seam over here, and you always want to make sure that the seams are somewhat in the location, it will be hard to see. And literally while saying that, why would I not grab this one? Of course, because this one is a shorter edge, so it works a bit better. And because it's quite a long asset to go all the way around, I'm also placing a seam on the other side because else it becomes a really long strip and really long strips take on a lot of resolution inside of UVs, which we don't want. So now let's go ahead and do a quick peel, and I'm just going to go ahead and do a quick relax. As you can see over here, the relax and Quick peel, they get a little bit confused. This sometimes happens when we did not reset our X forms on assets. Doesn't always happen, but if you notice something is wrong, just quickly convert this to added poly. Don't worry. The UvN wrapping will stay on there. Go to your utilities and reset the X form. And often after doing that, when we go ahead and edit UVs again, for example, grab these and now try to relax. Huh, try Quick Peel. And else that's quite surprising if it that is quite surprising. I guess then this is the actual look of it, but I don't like that look. Let's do a check box and just temporarily, I'm going to make it quite large so that I can see what it's doing. I don't like that. So what I'm going to do is I'm going to give the bit more space. I'm going to go in here and grab this seam and also break that. And I can do the same over here, grab this one, break that. Let's try that. So if we select this side, here, now it's just like a nice thin strip. And often when you break it like that, it gives a little bit more space to the other pieces over here, where I go ahead and now here see. So now you can see that these pieces, they no longer deform. If I would relax them, you can see that nothing happens. So now the jom tree is looking nice and clean. Of course, we are later on going to fix the orientation, but this is good enough for now. So let's go ahead and close this off, and this one is now also done. These pieces, they are very easy because they're just like some ardon pieces. So what I can do is I can select both of them iron relax. See? Because there's only two phases to it. So it's almost like Uvnwrapping a plane. I can do the same over here, I believe. Yeah, this is a like this bend is not too strong. So once again, I can go over here. Iron. There we go. It's already good enough. Alright, selection. Let's go ahead and go to this one, and I'm just going to convert to addi pool and get rid of this seam over here. Yeah, this over here, like, it's a little bit dense, but I'm okay with it. But if you want, you can always just go in and lower this by just selecting every other edge. It's up to you, see? And it does kind of like yeah. I feel like that is a nice optimization. So that's nice thing about modeling. Often, you can just go back in and you can kind of, like, work on it to further improve it. As long as you keep your jom tree nice and clean, this should not be an issue. There you go. See? A little bit of extra optimization. Anyway, save our scene, and let's go ahead and UVnwap this one. You will get quite fast UVNwrapping, especially if you don't like it like me. Like, I'm not the biggest fan of UVnwapping. Some people find it very relaxing. For me, I just want to get to like all the other fun stuff. Um, I will actually go in. Oh, for this, I cannot use my plane selection tool. 1 second. Let me just go for some reason, it's not able, there we go to select that line. But when I hold Shift and then select the face next to it, it looks like this time it did work here. So I'm just going to go ahead and iron this one. There we go. And what I will do is, let's iron this and then place a little seam probably here. Cut, straighten, relax. Don't worry about the scaling. That's also something that we are going to fix. Later on, iron this, place little break here or seam or cut or whatever you want to call it. Straighten, relax. Okay, so that takes care of those. We can actually do the same on the inside. And the inside, it will actually be really hard to even see. I'm just going to place a quick seam here. And this time because it's such a large model, I'm just going to fold it. Wait, straighten it and relax it. Okay, seems like that default, because it has the bend in it, it just needs that extra bit of shape to it, which is totally fine. But there's no problem at all. Nothing has to be perfectly straight. Sure, you can force it to be perfectly straight. But often you're spending a lot of time while not actually improving the UV that much, maybe saving a tiny bit of space, but it's often so little that yeah, it's not really worth spending an additional 20 minutes on it unless it's like an absolute super optimized hero asset or something like that, but I'm also going to select this and what I will do is I wanted to grow it, but I don't want to accidentally give this any weird faces. That looks fine. Re iron it. That's what just take care of that little extra bit. And now let's have a look. What do we have left? If you just select everything in this box, it's easier for you to see. I want to probably place a cut. Let's place a cut here. Here and then here, and then I want to try to loop it around. We need to be a bit careful because these cuts are, of course, a little bit more visible. So I want to go in and loop this around. The only thing that I'm not super happy about is the top over here, which might cause issues. So what I might want to do is I'll just select those by hand. You know what? Let's just do an angular select over here. And let's then go ahead and grow my selection and then deselect these few faces over here because, of course, we already UV Nwrapp those, so we don't want to redo those again. They can probably be included in this one. That's also fine if you want to do that. I'm just going to go ahead and keep it like this, which gives me a U shape. Grow this one. A bit annoying angle. There we go. U shape. I just realize I can literally just go in here and just deselect it but for some reason. I didn't think of that. And now we have this shape left. If I go ahead and iron it and ironing it does lose my connection. And what I also want to do is I want to actually probably double click, except for the top, like I basically I want to get rid of this shape. Let's actually do face. Let's do phase. There we go and grow. Here we go. So that's the bottom. And now, I should be able to just place a single seam here, here, here and here. At which point I can select this side, iron, this side. And then all that is left is this little piece which I can try to just unpeel and see how it works. Let's relax it a bit. Yeah, you know what? That's fine. I'm okay with that. This is going to be plain plastic. So unless you need to have very specific directional patterns on it, this is totally fine for what we need. So I'm just going to go ahead and do art and tile relax, and this one is now done. Awesome. Selection, and this is probably the last one. If I just go ahead and oh Oh, no, wait. Over here. I forgot about this one. What I'm going to do with this one is just because this is a giant end gun, I'm just going to scale this in, and I'm going to collapse it. There we go. Same over here. Scale this in, collapse it. Quickly grab this one, scale scale, go down, copy, move it to the other side. I know it goes fast, but at this point, it's just about getting this done nice and quick. And then the last one over here, what we can do is we can go ahead and probably make it one long unwrap. I do want to make sure that I have enough resolution when I make the one long unwrap. But the worst case is that I just split it down in the middle. Of course, I want to avoid that because it's a very visible seam, but that is we can do that if needed. Let's go ahead and grow, iron, relax. Select crow iron, relax. And then all that is left is this entire piece. Iron it. And for this seam, there is not really a good location. So I'm just going to so I need to, like, unisolate it. I'm going to place it on the inner side over here. Cut that. And then let's just go ahead and actually, let's do a straightened selection. Here you can see that straightened selection didn't work. What we can also do is just an unpeel and then relax. And then if we relax a bunch of times, now it seems to give us a proper unwrap like that. And that should do the trick. Awesome. Okay, so we have these pieces now done. We can go ahead and we can unhide. And now with these pieces done, I believe that's about it. What we can do is we can go ahead and move these over to the other sides. I'm not going to pack them yet because I want to keep these as unique UVNwps. If there are some pieces that you want to reuse the UVs. So, for example, with these ones, if you just want the textures to be exactly the same on all four in order to save some UV space, then just don't copy them over now, but do it a little bit later. In my case, that might actually be beneficial for this one. The reason might beneficial is because it needs to have normal map details, so I want to make it a little bit larger, and it might be better for me to make one piece larger than to make all four of them larger in UVs. So I'll show you what I mean with that. I'm going to go ahead and let's see, this point to this one. Something I'm also thinking about. Yeah, that's good enough. Is to copy over this one. That's a little bit more of a difficult one where I'm like, arts a lot of shape, but because it's so large, it will be a shame if we lose so much space to this. But if we go ahead and first of all, centra pivot so that we can do a proper rotation. Oh, sorry, I'm still set to local. That's why it's messing things up. If we go ahead and select this and then do a simple rotation. Hopefully that doing that rotation will give us enough difference in the texture because we will never see the exact same texture once that we can just copy over this entire thing. Wait, I'm saying that, but that means that I don't need to copy it over. So we are going to copy this over later on. For some reason, my mind is not completely here because copying it over later on means that I don't want to copy it over now. So I think that's already it. If I look at it. Yeah, you know what? That's already it pretty much. Okay, that went faster than expected. I'm going to go ahead and just select everything. It's isolated. So this is going to be the model that will give our final UVN maps. Let's go ahead and save. We also need to keep in mind occlusion mapping when we copy things over. So what would happen is when I grab this one, it will give me an embit occlusion map on these sites. Then if I would copy, for example, this over here without rotating it, what will happen is that you would literally see occlusion on the flat angles over here. That's another good reason why you want to rotate it and keep in mind where occlusion mapping will happen. In any case, I'm going to select everything. I'd like to always at this point, do a reset X form and convert everything to added poly. The reason I like to do that is to make sure that all of the scaling is logical because we are going to use automatic packing in order to pack most of this stuff, and then we make some small adjustments. So right now, the reason why we need that automatic scaling is because, for example, this shape is way smaller than a tiny shape down here. If we select everything, scroll down and press this button, the rescale elements, it will rescale everything based on the actual three D model scale. At that point, what we're going to do is we are going to turn on rescale and rotate and set the padding to 0.001 and press pack, normalize. This will give us a very quick pack. Now at this point, I'm going to go in and I'm going to check if there is, first of all, here, turn on elements select, any type of rotations that I want to change. I'm just going to turn off snap rotation. And see if there's anything that I want to rotate a little bit more straight. In this case, there isn't really much, so it's pretty much this. That's totally fine. The next thing that I need to do is I need to figure out where we need to have some additional resolution. So I know we have this one over here. Now, I know that I want to, I have a lot of free space, so I still have the space to do this. I know I want to have quite a bit of extra resolution on these pieces because they will have text on them. So what I can do at this point is I can just grab this piece, hold control, and scale it up a bunch. I'm then also going to grab these pieces scale them up even more because I know that most of the text will be on these pieces, but I might add some bar codes on the side and stuff like that. This way, it will give us a little bit more resolution, which in turn means that the text on it is a bit sharper. Next, we have this little piece over here, and I'm going to also make that quite large. And what I probably want to do is I want to make sure that it's rotated somewhat straight. Maybe I can straighten selection. That would make my life a bit easier, but yeah, here. If we relax it, yeah, it should be fine. So we now have those additional pieces that are scaled up. Sadly, this one we cannot scale up and because it's long, it creates a lot of empty space. It's up to you if you want to add an additional seam here, which might save on space. I can show you that in a bit, but let's first of all, select everything. Make sure to turn off rescale and then pack again. And now you can see that here. We don't have as much space anymore, and we now have quite a bit of space on this piece over here. I actually argue that for that piece, this one, and this one is a little bit too large. Reason it's too large is because you want to tie and still keep a general even resolution space. Across your model. The reason you want to do that is because else what will happen is that this model over here looks super high resolution while the one behind it looks lower resolution because it is not taking up as much space in our UV. Basically, the bigger it is in your UV, the more resolution it uses. However, the only time when we break that is if we need specific elements like text to show up better because you don't want to have one of those three models where the text is just blurry. Now, I'm fine with this. I'm fine with the additional space that we have over here. But if you feel like you want to split up even more, you can always convert to AdiplPlace a quick connect here. And then go ahead and select everything again, like this. And you can try to basically double click, break this seam, and do, again, a repack. Sadly, over here, you can see that it literally doesn't make any difference. But that is a way that you can split it up into multiple pieces or maybe split it up down half and on the side to reduce the amount of space you need. However, again, it will add very visible seams, and these seams might be visible in your actual texture, which is not nice. So I'm just going to go ahead and not do that. Cool. So we now have these pieces. I am now going to go ahead and select all of this over here. Once again, center my pivot just in case. An important thing is that it is exactly rotated in the center. Turn on my snap rotation. And the reason for that is because I want to reuse my AO map. So as you can see over here, we will have AO or embitoclusion on this side. As long as this is exactly aligned, as you can see here, the emboclusion will also show up on the other side when we bake it. Like that. Next, we have this one. I'm just going to go ahead and move this down. What I like to do just to change up the texture a bit is just rotate it a bit. I know that means that our seam might be a little bit more visible, but just by doing it this way, see, it will be rotated a bit more. And at this point, once again, we want to select these center and then do shift and rotate 180 and move these ones over here. I'm just going to go ahead at this point, height selection, unfreeze Al, the lead lt, unhide l. So now you can see that we have everything, and then I need to do that because I want to make sure that over here it is you see, I want to push it out a bit more. Okay. Awesome. I think at this point, we have a properly UV Nmap model that is ready to go. See how nice it is when you don't need to do a full height, the low poly and you can just very quickly create this model. So just to prepare this model, we want to go ahead and turn on our material editor, which is always a bit slow in trees Max. And we just want to assign a simple material to this. If you get a much larger editor, just click and hold and make sure you grab this button. The name that you give to this material will also be the name that is in your textures. So metal detector and apply. So now everything has one material, which means that when we export this to substance painter, it will have one material set. At this point, that's looking good. We can save. Is my weight normals, correct? Yes. And I think we are ready to go to start with the texturing. So what I will end this chapter on is by exporting this. So that's file export selection. I call this metal detector, and because it pretty much will also be like this in unreal engine, I don't think we need to call it underscore painter or something like that. That's only if you have something that's specific for only painter. But seeing as we are going to bake this and leave it exactly how it is, this should already be fine. So that is now exported. And in our next chapter, what we can do is we can jump into Substance Painter and we can start already with the texturing of our model. 6. 05 Texturing Our Metal Detector Part1: Okay, so in this chapter, what we're going to do is we are going to texture our metal detector. Now for this, I have a substance painter scene, and I also have a marmoset scene because I like to often render my assets in MomsetS. The lighting is a little bit more accurate and everything just looks a little bit nicer. I will go over my Mm set scene in a bit. First of all, oh, my TAs bar isn't working again. Let's go to Substance Painter, file and create a new scene. Now, I personally always have a template scene that I'm already using. I'm going to use it now because when I use this and give this project to you guys, you guys automatically also get it. But I will go ahead and I will show you what is different in this template. I can then go ahead and go to my file, and I want to grab the FBX for the metal detector over here. And document resolution can be four K, and that's pretty much all that we need to do. We can just go ahead and press Okay, and then it will load in our scene. Sorry for that noise. So in this scene, what is different compared to the very default substance painter? That is mostly that if we go in here, I have a different environment map, which is just called unreal scene, and you guys should also have it. And for the rest, I turned on some post effects. In this case, some color correction, where I just like, very slightly change the brightness to make it a little bit more accurate compared to unreal engine and Mm set and also with the tone mapping because without this, substance paint the default scene is quite far away in terms of similarity to Unreal engine and Mmset. I turned on some antalsing and I added a color profile once again to match it a little bit more to Unreal Engine. So you guys can just, use the scene. You can even open this scene and then save your own template if you want. You can simply do that by going to File. And I believe over here, you can have more safe options and save as template. But for the rest, like I just have Man grit, and as you can see, it's just a slightly nicer render. Okay, at this point, what we're going to do is go to your texture set list. If you don't have any of these panels, you can always just go to your window views, and here you can find all of them. But I assume that you already know the basics of painter. I'm going to go ahead and just want to double check that looks correct. Yes, everything seems to be looking good. I'm going to double check that the text set list is called metal underscore detector so that when we export our textures, this is what the name will be. Next that I'm going to go to my texture settings, scroll down, and I'm just going to bake all of my maps. For this, it's super easy. You just want to make sure that the output size four K, turn on use low pol measures high pol so that it will just use the base, and we do not need a an ID map over here. The rest we can kind of just bake. We don't need all of them, but let's just go ahead and just press bake selected textures. And now, what you can see is that it will just go through and bake all of these texture maps. We mostly need these texture maps in order to use generators in order to use mask, generators, and that kind of stuff, which we can use to allow us to add bunches of dirt and all that kind of stuff. So once that's done, we can press to return to painting mode. And now, what you can see is we have our AO. That's the main one that we want to just double check our Ambit occlusion map. If you go ahead and press C, you can cycle, sorry, not C. E, you can cycle through your baked maps. And here, Oh, as you can see with your embitlusion now, because we perfectly align it, it feels like everything is just exactly how we want it to be, even though we are re using textures. So that's a nice thing about this. We also get some nice seams around here and everything like that or some nice darkness. So that's looking great. You can press M to go back to your material. Now, usually, I have a bunch of, like, preset materials that I already use to speed things up quite a bit. However, right now, sadly, I cannot use those because I want to show you guys, how to properly make this stuff. What I'm going to do is I'm going to go ahead and figure out what I want my texture to be. I'm going to probably get started with norm map details. So just checking about, like, what would be a nice thing to art I do like that there's some type of detail here on the center. So yeah, even here we ordered it. Let's start with some no map details. I'm going to get started by which one was it? Oh, yeah, this one, this one was it. Over here, let's add some details to this one. I like to create a new folder. So in your layers, just create a new folder. Call it normal details. And in here, we are going to get started probably with a simple, probably simple fill layer. And call this down. The reason I call it down, and if you hold alt and click on your height, it will only apply the height and move the height down. That's basically why I called down because it will create normal details going inwards. Now, at this point, we can go ahead and we can add a black master disc and there's various ways that we can add the normal details to this specific piece over here. We can drag stuff on. We can paint stuff in. One that I do like to sometimes try is I like to go into my symmetry settings. And here if I set the symmetry to radial symmetry, and set the amount a little bit more like this. I don't are you? There you are. And then if I go in and set this radiosymmetry to be exactly on our line, we are able to just drag in. You can also just drag in a bunch of masks. This is not the best technique, I would say, but I wanted to show you because it is a bit useful technique. The only thing is that it's annoying to line up, which is why I don't use it too often. What I said this to 0.135. No, sorry, one, two, five. 123. And then this 10.95. 0.96. And basically, where you said it roughly to, like, the centers be a little bit more perfect. What you can see is that now, it allows us to basically drag in a bunch of lines. The only thing is that I want there we go to set the angle back. And at this point, if we go in and we go to our brushes and grab, let's start with the basic hard brush. But then if you scroll down, set the hardness down a little bit. Now, what you can see is if I go ahead and go in here and click and hold and click in here, you can see that now it will instantly create these shapes. And what I would say is I want to make my hardness a tiny bit less, and I'm going to make the count a little bit more. Go in here, click. Click. There you go. And you can now also play around with your height over here to make it a little bit stronger. And what you can also do is on your down, you can go in and add a filter and add a blur filter. And if we just lower that in, see if we can control a little bit more like how soft we want this to be. However, because we are the blur filter, I don't want to use this same layer for other stuff, so I will call this knobs. There we go. And that's why he does the trick. I can turn off my symmetry, and that arts those ones. Now the next one was going to be maybe to add some lines in here, and I kind of need to play around with it, see how I want to create this because I don't want to go too over the top, since that might not look very nice. Let's see. If I go in, let's create another layer. Um Tin lines, height down black mask. Let's add a fill layer in this case, because adding a fill layer to this allows us to basically insert a texture. In this case, we want to insert something that has a bunch of lines. Let's just check over here my Alphas. So normally, you have the anastropic Oh, wait, sorry, it's in textures. Here, the nistrophic. That's why I couldn't get it right, which is often like a bunch of thin lines. However, they don't always work perfect. I need to go into my noise and set the X amount all the way down, and then I can set the Y amount. And another nice thing that you can do is instead of projecting based on the UV, you can project based on the triplanar projection, which allows us to do here see an overall rotation and view like this. There seem to be some small issues with these lines which actually is not something I'm used to seeing. Let's go ahead and check. Like, oh, I guess it's just like a small error. That's weird. I've not seen that one before. Okay, in that case, there's another one that we can use, there are many things that we can use. Another one that we can use is we can go in and we can use some type of a generator. If we go ahead and go turn this off to our Alphas and let's see, probably use a tile generator. Sorry, I think I need to be in There we go. I need to be in this textis one. Tile generator, I always get mistaken about where it is and stuff like that. And in our tile generator, if we now go ahead and just alt click on the mask, we are able to see our tiles. And what you can do is in here, that's at the wire mount on a way that's a scale. Let's set the X amount down. Let's set the specific shape a little bit lower so that we get like these thinner shapes. Let's at the Y amount to, like, let's start with one to eight. So that only creates like a few thin lines. But now what we want to do is we want to just go in. I'm going to set my scale to two, and setting it to two basically just pushes it all the way out. And now I can set my Y scale to basically make it here to give the lines a little bit thickness. I wonder if this will look nice to have a few lines like that, to be honest. But we have to see set the Y amount still bit higher because that might also not line up as well. I'm I'm going to set them to 512. There we go. What I'm a bit worried about is that it is giving me this gradient over here, but it should not have that gradient because I already pushed it out. I guess it's my resolution. I set my resolution to four K by four k. Or just leave the Y resolution that seems to fix it also. Fair enough. I don't care as long as it's fixed. So that probably works quite well. If we go for something like this, now let's go in and back into these lines. I think what I also want to do is I want to go in and I want to add a levels, and I'm just going to invert the levels. Because the issue right now is that it feels like it's Oh, yeah, there we go. So sometimes it's a bit hard to see, but you can see that now the lines are going inwards, and I'm going to now go into my tile generator and maybe play around a little bit more with my skill. Don't know what I want exactly. Maybe something like this. I think that looks quite nice from a distance. Awesome. At this point, we just need to define where do we actually want to have these lines, and we can do that by adding a very quick folder. Card them lines, twag it in here and go ahead and add a black master dis and I can go up here to my polygon fill, and I can select this. Here we go. I can select these phases, and it will fill in those polygons. Often, I can also go to make it a little bit quicker. What I tend to do is I tend to just basically and it will just copy it over, scale or select all of these, and then just deselect the ones that I don't want to have. And it will just be copied over to the other side, which is nice. There we go. So is that everything? On this side, let's not forget. Wait, there's another one. I feel like this one. Wait, that's like this weird. Oh, it's because I forgot the entire mask. Sorry about that. I didn't really realize that it went that far. Okay, so we got that one. Now I do want to kind of go in and but I will do it a little bit more careful just by clicking dragging. There we go. I like that one. And I think that works quite well. Awesome. Yeah, I like that. Like, it's not too overpowering, because if you add too many lines, what will happen is you will be able to see the antialising, which will not look nice. But I think at this point, that's pretty good. I would say, if you want, we can also add something like screws inside of here. For that, what we would do is just add another one. Scarlet screws. And I'm just trying to show you a bunch of different techniques. So for this technique, what you can do is, for example, if we grab a screw Alpha, and you can often find a bunch of screw Alphas in here. Let's see if I have, like, a nicer looking one, or like a bolt alpha or something. I should have more. Yeah, but those are non maps. I don't want to do it height. Well, I can show you with a bolt. Of course, I can go out and find an Alpha and all that stuff, but those Alphas have copyrights and because I'm making a course, I technically cannot really use that. So let me just see if I can use something like this one, but then slightly change it. Anyway, what you can do is you can literally click and drag it on here. You can drag it on as a believe it was a mask. And then you can drag it, but I don't know if the scaling is Huh. Let me just see. Oh, wait, probably because we cannot see anything. So let's go to height. There we go. So if we set the height, it will create a new mask, but as you can see over here, it allows us to simply drag the shape on here. And in our case, we need to kind of move it down. So it's another way. Of course, for screws, it would be a bit overkill to use this. But for more complicated shapes, you can definitely use this. So we could do this, and then we could add like a quick filter with a blur to blur it. And also, what I forgot is I forgot to give it some additional resolution in this area because as you might remember, it just doesn't have a lot of resolution. So at this point, we could also use a technique like this. The only annoying thing with a technique like this is that you would then need to keep duplicating fill layers, which might be a little bit more performance heavy versus just like manually selecting stuff. I don't know why it moved all the way there. I guess it's in, like, a local position mode. Here we go. So that is a way for, like, larger details. However, for screws. Oh, and set this to be, um, where are you? Art. Linear Dodge Art. So yeah, you can see, it's good for one detail, but if you want to do it for multiple details, often, just simply using a brush and applying this Alpha to that brush might be a bit easier. Anyway, so that's pretty much our normal details. Let's just leave it here for now. I think that will be good. I'm going to just drag this one in like this. And let's go ahead and start by saving sen. It would always be a good thing to do. Save metal detector painter. There we go. Now what we want to do is we want to go ahead and start focusing on our textures. So we have a few textures that we need to define. We have metal and let's say aluminum because it's not pure metal, like you can see over here, it's more like just aluminium type metal. We have some plastics. We have some graphics. And I would say that that's already about it. Yeah. So let's go for that. Let's start by creating new folder. Color base colors. I'm now going to go ahead and go into my smart materials, and substance painter already has a lot of smart materials. Sadly, I have a few really, really good smart materials in here that we created ourselves, but I don't want to use that because that's a little bit cheating for a tutorial course. Instead, let's start by defining our plastic. Now, plastics are often quite easy. All we need to do is we need to go down here. And let's see plastic made scratched. You see where they have a couple plastics in here. And what I'm going to do is I'm going to go for probably Ah, plastic soft dirt. You want to go for quite a hard plastic, so let's start with plastic used. Over here, just because it adds, like, a little bit of additional like wear and tear to it. I'm then going to go ahead and I'm going to decite on the darkness, and I'm probably going for a very, very slightly blue darker metal. You don't want to go too dark because nothing in real life is pure black or pure white. The closest to black you can get is coal. So if you keep that in mind, often plastics are often not that dark. And you will notice it, especially when we are inside of Mum's toolba. In that sense. So I have that one. I then define roughly my shine on it using my roughness. And I can see over here like it has a grinded finish. The guinded finish is fine, but I'm going to set as a bit higher. So it just gives me like tiny nor map details, and I'm going to give it the intensity a little bit lower. So it just adds, like the tiniest bit of nor map details as if that it still has some surface area. However, we don't have the resolution to really go into super, super micro details. We then have our ware over here. The first thing I need to do is I need to go in and I need to add some tie planer mapping to it. You know, let's do triplanar, and I want I'll set my scale a bit down over here so that it actually becomes a little bit smaller because else, yeah, it would look very good. Now what I like to do, in this case is I'm going to add another fill layer on top because I want to break this up with something. It's too much right now. So I'm going to add the fill layer on top, probably set it one to multiply. And then if we just grab a random crunch, we can use that to break things up a little bit. So I personally like the cop web. Yeah, let's try that one, the cobweb crunch over here, see? And now already doing this, if we just Alt click, you can see here, I already just breaks things up quite nicely. At this point, I'm just going to tone down my base color. And give it just like some very slight damage. And in my roughness, oh, yeah, my roughness is already good. That's a little bit less. Let's do the cob webs, and let's set the projection also to triplanar over here for cobwebs and play out a little bit more with our contrast and our balance. Here, see now you can start seeing it go away. It's quite subtle, but it needs to be subtle. I think that looks quite, quite good. So we have now, for example, a plastic. That's called plastic dark. At this point, just to apply it to your model, we can simply go in here and add a black mask, go back to our polygon fill and set this to lemon or to mash fill, sorry, and we can simply select the pieces that we want to apply our black plastic to, which is going to be only these ones, I believe. Yeah, that works quite well. Then we also have a whiter plastic, which, as you might imagine, is going to be quite easy because all we need to do is just duplicate our plastic dark. Plastic white. Let's make it again, a black mask. And for now, I'm just going to only apply it to these elements. Although, of course, we don't want to apply it to the stripes over here, but bear with me. And I'm going to make it not so much white, but, like, a very, very slight yellowish to make it feel like a little bit more like older, dirtier type plastic. Maybe something like that might do the trick. It doesn't definitely need some additional dirt and everything, but this might do the trick. So what becomes white? All of these pieces become white. I don't know why my PC is so slow all of a sudden. Oh, and in my dark plastic, I'm going to make these dark just to really make them stand out. Or not, they might actually not look as nice. Yeah, you know what? I'm not going to do that. Instead, what I will do is I will make them a bit more gray, and I will show you a cool trick for that. But first of all, let's keep focusing on the white. I'm also going to make these knobs over here white. I think that will look quite nice. Then if we go to our UV select and set the colour to black, I'm just going to click to take the UVs away from those points over here. No, and let's go to our plastic dark and apply it also to this model over here. And I feel like it's also this one. Another thing is, what if we make this ring over here, dark? I don't know if that would look nice or if that would feel a bit cliche. For this, what you can try to do is you can try to go to TD and then over here, we can, for example, set this to Face select And we can select this entire ring, and then we need to go to plastic White, and we need to actually deselect it over here except for this. And let's just quickly check. Hmm. Yeah, you know what? I like that. I like that. So let's go ahead and do that. It's a bit annoying because we are trying to switch between modes, so let me just quickly turn it off here, click and drag here. And here, set this one back to white and set Let's see. So this one to dark. These the dark. I know I'm doing this way too difficult, but at this point, I'm committed to it. So let's go ahead and just end up with whatever you want. There we go. Okay, arson. So we've done those pieces also. That's looking pretty good. We definitely need some little bits of dirt and stuff like that. Okay, just a random fun trick that you can use. If you want to make these just slightly darker, let's say we have over here our white plastic. You can grab your white plastic instead of duplicating the entire thing, if you want to keep your seen more organized or more optimized, I should say, simply add an anchor point to the plastic white and create a new fill layer. And then in new fill layer, what you can do is you can just in the base color. We don't need a height. We don't need the metallic, normal or pastoreo. And in our roughness, you can just go ahead and set this plastic and call this plastic underscore gray. Go in, make it black, and then just select those two models over here. You can hold Shift and use that to rotate your sky around. And then what you can do is you can just add a very simple levels and set it to luminosity. And then what we can do is over here, see, we can make it just a bit darker like that. And I noticed that I forgot a line. So let me just There we go. Yeah, that should be it. Okay, ask them, see. And now they're just a little bit darker without us needing to do a lot of extra duplicating and all that kind of stuff. So the next one would be our metal. And for our metal, we can go ahead and we can grab a new metal, and it's going to be more aluminum metal, or shall we go for more shiny? Going for shiny, of course, it looks a little bit more interesting. So let's go for a shiny aluminum just because in game environments, having stuff that looks shiny is always a bit nicer. So if we can add some of those elements to it, that would be good. Now, where is the metal? So over here we have actually a pretty good one, I think. It's literally called aluminum. Aluminum brushed warn. Let's start with this one and just edit it. Go to call it aluminum. And let's see. So we have some scratches over here, which quite nice. The brushed, I'm not going to go for actually, no, you know what? I like brushed. Let's go and set the length only a lot longer because the reason I like it over here is because there is quite a bit of directionality to this actual shape. So set the intensity quite a bit lower. So that will give us some very slight brushed aluminum look, which is quite nice. And then let's go ahead and just for the scratches, I'm going to go in and be a little bit lazy, and I'm just going to because I believe it's only in the roughness, I'm just going to go to my roughness over here and just lower it until it's very subtle. I think that already does a really good job. So at this point, we can go ahead and we can add a black mask. And what we can do is we can Oh, wait, we cannot do that. I wanted to add an anchor point for our lines. But anchor points only work from down to up, not from up to down. In that case, just copy your mask. And then because we probably don't need to change this later on anyway, so we don't need to keep it super flexible. Where's copy mask? There's copy mask, aluminium, paste in the mask. There we go. That does the trick. If you happen to see any type of annoying information for example, your plastic white because technically below, this is the plastic white. You can always grab plastic white. Add a fill layer. And in here, you can Oh, wait, we cannot do that. That's a little bit annoying. Well, let's just say that by hand, you can kind of go and just remove it. I wanted to say that we can copy the mask, but technically, it doesn't work like this. Another way is that you could art a folder, add a mask to this folder, all that stuff, but we just don't need it. So we now have these base shapes over here. I like to keep the graphics until last. So I will finish this chapter off by probably just doing some very subtle dirt and stuff like that. So let's go ahead and create a new folder, call it dirt. And what we can do is we can go in and in here, let's add a fill layer. OCC dirt is a classic. Basically some occlusion dirt. You just want to have a color and a roughness. Set the roughness quite dull. And the color, it kind of depends. For interior assets don't go for brown dirt. That's actually not how it works. In interior assets, it's more like a very slight brownish, but more grayish dirt, like this. Seed more as like dust and stuff like that. We can then go ahead and add a black mask, and this is where all of those baked maps that we were working on comes in. Well, we have a dust occlusion, but there should be a better one for very small etches, which is called Uh, OCC dirt, I believe it is called. But now I cannot find it all of a sudden. OCC dust. Occlusion. Huh. Or I might be just, like, thinking about it won because I always call it OCC myself. I don't see it here. So I guess what I will do is I will just use the dust occlusion. That's weird. I'm probably just having a brain freeze here. I believe it is actually dust oclusion, but we can see. Let's go Alt click. And as you can see over here, yes, we have some AO issues where it is way too strong, but that's something that we can work on. In a bit. First of all, we're going to go ahead and let's see. Set the duct level a bit lower. I can press M here, just ask a little bit of dirt set our grunge scale a little bit higher to make it a little bit smaller. I'll click again. Yeah, so it just adds some additional dirt, especially in these areas, which is where I want them to be. I am going to actually make let's set my grunge amount down, but I'm going to increase the level a little bit so that I get, like, a little bit more dirt in these areas. But then, of course, what we have is we have to issue that over here, it's way too much dirt. So that's what we'll be working on next. I would say at this point, yeah, it should be about fine. Let's go in and just add a simple paint. And often it's just easier to just very quickly grab some type of a soft paint and set it in the flow not to be too high. No, press X. I don't like this one. There we go. My brush size is quite large. Set the flow, not too high, and I'm just going to even do this just by hand. I'm in the areas where I don't want the dirt, I'm going to simply click and paint out the dirt. Don't forget that these things are definitely not cleaned a lot, so we can keep a little bit more dirt around the top, and later on we'll also add like some dust and stuff like that. But for now, that's just very quickly. There we go. And maybe also not too strong there. There we go. Press M. Now it is just like some subtle dirt that you can see in some areas over here, and I can now go in and I can just work with my base color to maybe make it here a little bit darker over n. I'm probably going to keep it as a balance here so that we can see both on the black but also on the dark areas. And at this point, let's go ahead and duplicate this layer and call this dust, for example. We can just add a new black master disc Sorry, to say dust. And we can see if we can have something that has like just dust. So we have dust soft, but dust soft often doesn't work very well. We need to kind of, like, check here, see. For some reason, dust doesn't actually is not actually the dust that I want. So what I like to do is I just like to often add a paint layer and do it myself where I go in here. I go to my brushes and grab something super soft. And the one that I like that you guys also have is the fur soft white. And then I just go in. Oh, and art. So dust to the tops. Makes it a bit smaller. If it's too much, just paint it out again and paint it back in. Normally, I do use a drawing tablet, but in this case, I'm not using it. And let's see if I just art click. What I'm going to do with this is just because it gives me, those lines, which actually I don't like too much. I'm going to add a filter. And I'm just going to blur this a little bit. And I'm going to go in and I'm going to make this dust. A little bit more like white brownish dust like this. And I will probably also add additional levels on my mask just to be able to, like, just I'll click, play around with it a bit more. There we go. Like I said, it's gonna be a clean model, so we want to work with, like, quite a lot of subtlety. Now, another one that I like to often add is my roughness variation. If we go ahead and go to our roughness, what you can see over here? Oh, wow, where does that come from? I guess My plastic white has a bit. Okay. I guess it's just a grinder look. Okay, that's okay. So basically, with my roughness, I want to add some additional roughness variation to this just because right now it doesn't feel too interesting. And this can be more a bit of like an overall roughness variation. So if you just go ahead and call this Roughness, there. But you can also set this more on an individual type level, for example, on just plastics or just metals and stuff like that. If I only set to roughness, add a black mask with a fill layer and then grab just like a nice grunge that is quite soft. Often these wipes work quite well. I don't know whether it's a filter. It's supposed to be fill. Here, see, we get these really large crunches, and now we should be able here to add that to our roughness to give it a little bit more additional shine. And it's something that will be subtle, but once we go into marmoset, it should show up quite a bit better. So we have stuff like that that we can add on top. We can also add like these, like little scratches and stuff like that, especially in some of these areas. Oh, what is that? That looks like a norm map, but I'm not sure where it is coming from. Yeah, here, something in my no map details is causing some very strange issues. It's the knobs for some reason. Let's go into my knobs. At a Let's add to paint. I'm just going to go to selection, and I'm going to paint out whatever that was. Let's double check. Okay, still looks cract. Weird. I don't know what that was, but oh, well. As I was saying, yes, we can also add maybe, like, some sketches and stuff like that. That's something that I feel because these are being used a lot, like people bump against it, scratch against it. So let's add one more fill. Scratches. Let's make this a little bit darker than our plastic and set the roughness also to be I'll do I want to set it. Now, I'm going to set the roughness a bit duller, but not too dull. Add a black mask, add a fill to this, and let's grab some like here, let's see, this one, it looks quite good. See, it has a little bit of scratches in there. We can go ahead and we can set the scratch tiling to be Ooh, actually, yeah, quite like that. I also like the color a lot. Something like that, for example. Now what I'm going to do, I'm just going to create a folder. Coloured scratch mask and just throw your scratches in here. And I'm going to add a black mask disc, and then if we just grab, for example, some type of a brush. Don't know why I keep grabbing the one that I don't like. You'll see. We can just paint in areas where we want to have these sketches. They would be, for example, mostly in the center, and then maybe on the outside. Oh, set is a bit careful. They would be more like at the bottom, for example, scratch out. And there would not be a lot at the top, but maybe someone just accidentally scratched some of these ends because they often walk past it, something like that. If you also want scratches at the bottom, as you can see, they are too strong, you can play around with that, of course, also by just adding a different type of sketch for the bottom. And I can see over here that my dirt is too strong, so I'm going to go and set the sketch dirtiness, I believe. No, that's not the scratch spots. No, that's also not the one, although the spots can use some tiling. That's good. I guess it's dust. Let's set the dust tiling quite a bit lower. Yeah, there we go. That looks quite a bit better. Okay. And I wanted to quickly, like, fade them out. Yeah, that's actually another thing that you can do. You can over here, add some scratches. Especially here, and then set your flow, press X, and set your flow very low, and then very carefully paint them out. Theoretically, you are just working with opacity. So this will also make the scratches feel less intense. So I guess that's a nice one. We would want to probably have smaller scratches on that, but I don't want to make the sketches smaller in these areas. Okay. Awesome. So let's start with something like this because this chapter has been going on for quite long. I'm going to save my scene, and I'm going to showcase this in marmoset. And once that is done, we can finish off the next chapter by creating some simple graphics and maybe adding some additional polish and then importing it into Unreal engine to see what it will look like. So for this, quite easy, let's just export it. And it's in our metal detector. And I'm not going to use my export presets just to make it simple for you guys. So I'm just going to use the traditional PBR metallic roughness export, Targa file, eight bit, four K press export. Nice and easy. Now, if we go to our marmoset scene, first thing that we want to do is we want to go to our export and import our metal detector. In my case, I make sure that you are in the image cam because that's the one that has, like, all of the settings. And what I'm going to do is I'm going to Make a bit of, like, a nicer presentation for this. Here, maybe something like this. And the floor is super, super shiny, so I'm going to go in my shadow caster and lower that over here. And what I also have is Oh, no, wait, sorry, I don't have that in this scene. So this already gives me a pretty interesting looking scene. I'm going to move this one. My shadow caster is a little bit floating, so let's push it up. Here, you can see, these nice little gaps down here, so it's still good that we added that. And this is often how I quickly render out an asset. Now, at this point, I can save my scene. It's in your safe folder. And in the metal detector, super simple. Because often you have standardized naming like base color height and all that stuff. You can simply select all of these textures and just drag them onto your material to instantly apply them everywhere. The only thing that we are missing is the ambient eclusion one, which I do like to have. I'm also going to rotate my sky around. Oh, and it looks like I have exactly the wrong angle. There we go. That's the angle we want, so that we can at least see our You know what? Let's do this one over here, and then this one also at the angle. There we go. Why not? I don't know. You know, let's add this one to the font and maybe do this one No, this one. I am a bit picky always when it comes to rendering. There we go. Okay, so as you can see, now we have a quick render. What was I saying? I was saying that I might have wanted to have the embitclusion also in here. 7. 06 Texturing Our Metal Detector Part2: Okay, so let's go ahead and finalize our model that we have over here. Look. You know what happened there. So let's go ahead and quickly switch back to substance painter. And a few things that I'm going to do so. We're going to definitely focus on the screen over here. And let's start by just making the buttons a different color. So for the screen, yes, that one is a little bit more tricky because you kind of need to figure out based on, like, very limited reference, what you can find. What you can do is you can, of course, look up different reference that doesn't have to do anything with a metal detector to get an idea. Over here, what you can see is we did like very typical, like warning and then below that, caution. So we do quite basic stuff, and we just give it some random name stuff like that. Now, I don't know what we'll be doing for this one. We'll just figure it out. The first thing I want to do is I want to go ahead and probably add some little buttons. And that can be a simple fill layer. Scarlet blue and only have it in the color, and that's also the roughness and make it like a blue collar. I'm going to set my roughness a little bit lower, actually. And just black mask. Select your buttons. There we go. Just something visible from a distance. I actually want to make it a little bit less bluish, something like that. That works quite well. Okay, awesome. Now the next thing that we need to do is we need to go ahead and probably use Photoshop for this text. However, you could also do it inside of substance painter. If you want to do it inside of substance Painter, what you would usually do is because you have over here text where we have a bunch of different texts. So yeah, you know what? We might be able to do this in substance painter, just to keep things easy and not introduce another software. I am going to go ahead. And I'm going to start probably by let's do some text. So I'm just trying to figure out a good text. You can just add it over here and just add it as like a mask. And now, what you can see is that we have a text over here. If we just set this only to color and just make the color black for now. Here's a text? Oh, once again, it's like some little box in there. That's a bit weird. Everything seems fine in my bake Maps. Sometimes it has to do with the Bake maps, but this should not be the case right now. For my font size, I'm going to go ahead and let's first of all, lower this down, and let's make this very simple warning. I don't know why I didn't type. Why are you not typing? Come on. Warning. There we go. Okay, so we have just some simple warning sign, and I'm going to make this quite small over here. You know what? I'm going to move this over here and I'm going to probably have the logo here. But I just want to show you basically how that we generally can go about this. Let's make a new folder, call it text. And then over here, yes, we have our warning. And then what we can do is if we duplicate this layer, call this one warning and text. And now we're going to use something like JatTP to basically generate a very generic piece of text. So that's one of the nice things of using chat GTP, if I just drag it over here is that we can very quickly generate some text. So I can just say here, generate a piece of warning text that can go on a metal detector. Saves a bit of time. Here we go. That's already good enough, blah, blah, medical advices. Yeah, sure, why not? Then we can go to this text, and in our fill, we can simply paste it in here. Then when we press Enter, it should show up. I'm not sure why it's not showing up. We have the text. And that's all looking good. Oh, wait, I see something here. So it might just be that No. That is very strange, to be honest. Let me just quickly check why. It seems there is an issue with not being able to show enough text, but I'm also unable to scale it. I'm going to use a different technique because I sadly I am not able to find the reason for this. What I will do is I will use a more classic one, which is our projection mapping. Sometimes it's easier to just go in and just quickly use a different technique. Then in the Alpha, we can select our text, enter it. Oh, sorry. I'm I'm not in the correct projection. I need to be in this one over here. Strike it in here. There we go. And then go ahead and do this. And what we'll do, which is a bit strange, so we want to start spacing it. Individual base. So you can now just hold S, and then you can change the text scale. So what we want to do is we want to give it like a write scaling, an alignment, something like this. But of course, we need to make sure that we have it like a right or medical devices. Let's do an end or there. Should avoid close proximity to devices. And what you also want to do is you want to make sure that the text is not perfectly aligned on every line. As you can see, even here in the reference, it looks a bit interesting when there is just a little bit of spacing. And even when you're writing anything like an article 0R book, this is also similar how you say it, similar rules to this. Alarms. Here, let's do something like this. I think something like that will work well. And we basically just align it. And at that point, if we just make our brush a bit smaller, we should be able to simply paint it in. See? So that's another way that we can work on that. So we have warning and what else do I want to do I want to probably do something like how about instructions? Just give it some instructions. Okay. And why let this whiting? I can go in and the warning one still works. So I'm going to hopefully at least hopefully it still works. I'm going to duplicate it. Call this. Instructions. I need to scale up a bit because it needs to kind of like fall in line with the original. Yeah, so stuff like this, that's why I prefer to use Photoshop myself, just because it's a little bit faster and for me, easier to use. So here we have warning. How about instructions? And then instructions, and this one is text. And I can now go in and copy my text. However, this one will probably be a little bit more difficult to properly paste. So let's see. There is this weird thing where it just doesn't properly remove text. So let's see. What do we have? Remove metal items, please remove all metal items. Including, let's do this, including belts, jewelry from the metal detector, and then we'll have another. And, I think what is wrong is that it doesn't detect my enters, always. Yeah. I wonder if I can use HML code. No, sadly that. That would have been nice. Well, you can kind of use them, but, uh not the way I wanted to, but that should be fine. What I'm going to do is I'm just going to go ahead and I'm going to place it in smaller sections. So we have this one, which I just want to go in, give it roughly similar text. So we have this. Then the second one is going to be so I'm just copying it over. Follow instructions at all times. I feel like it's a bit too large. Let's make it a bit smaller. Yeah, I kind of wish I use hotshop. I'm someone that, like, in the moment, just decides random stuff. But in this case, it might not have been the best decision. But we're gonna stick to it. You can just speed along. You already know how to do it at this point. Mm. Let's do for security clearance. And once again, I'm going to keep this quite simple because we're not even going to use this metal detector in the actual environment later on because I already have one that has had a lot more time and care behind it just because it was made in a slower pace than in tutorial pace. So there we go. And the last one In case of an alarm, you may be subject to further there we go. That needs to be bit up. There we go. I feel like that already looks good enough. As you can see, the text looks a little bit different in terms of opacity. This can sometimes happen just because of how we paint, so we can add levels on this, and then we can kind of like make sure that the text is roughly the same, something like that. Okay. Awesome. So we have that one. That's now also good. We definitely in the end now need to have some type of plastic, and I want to make the plastic probably a little bit more reflective behind it. So what I'm going to do is I'm going to go ahead and for my text, let's make another one that we will call colored bars. Have it only in the color and make the color to be a little bit more like a dark bluish color. And then we have a black mask. And then what we're going to do is we're going to go in and grab a normal basic hard brush. Actually, know what, no, even better. We're just going to use a simple projection mapping. And I'm going to find a simple square alpha, which is always down here somewhere. So it's a bit slow to load. Here, square of. Set the hardness all the way up. You can set the squeeze amount. You probably guess what we're going to do with this. We're just going to go ahead and move this all around. And I'm actually going to give it like a little trim around it. So just give me a second while I scale things up. I think that works quite well. This one. Oh, I need to make my brush Mal. This one. Hm, that's interesting. How are we going to fix that one? Because we already moved it around. Yeah, that is a little bit annoying. The reason that's annoying is because this text, we moved it around. So actually just casually moving it up, it's a little bit tricky to do sometimes. Now, there should be a way if you just give me a second. Yeah, I forgot. Sorry, I'm thinking too difficult. We can just use a transform. So we have our text over here. If we just go ahead and add a filter to that mask and then add a simple transform, here we go. We can just shift it over. For some reason, I was thinking of a projection mapping, but it doesn't make any sense. That's just me forgetting stuff, which as a tutor, I probably should not forget, but I'm only human. So, fair enough. Let's go back in and do this one. Also this one. There we go. Now, of course, what you want to do is you just want to go ahead and go into a polygon fill and just deselect the buttons. There we go. Okay. Awesome. So from a distance, that's already starting to look pretty good. Now what I'm going to do is I'm going to probably get started first of all, I want to add a fill layer. Glossy, sorry, plastic and see if I can get something nice looking out of this where I make the plastic quite glossy, and I'm going to make the text probably like maybe a little bit more like greenish, actually. I'm not sure if green will be the right one. We can see. I'm going to add a black mask dis and I'm going to only have this here and here. No, green is not the right color. Maybe just some blue Yeah, maybe just like a slightly bluish. Yeah, that taxi works quite well. Okay, cool. So what we need is we just need a little bit of additional text, and that is going to be if we just go to text and instructions that's duplicated. Move this up. Scale up a bit. And this one will go or will become white or yeah, let's make it a little bit white, not pure white, but just, like, a little bit. And I'm going to call this one, sensitivity. Duplicate it. Uh sensor I'm just adding some spaces to make it kind of like the same just because I'm lazy. Let's duplicate this one. Menu. You can, of course, also to set the font if you want, but in my case, I'm just doing it this way. And we have, if we duplicate this again, not menu, but I don't know. Um, revert, for example. Yeah, I think that revert works quite well. Revert. This one is sensor. I'm keeping it a bit more organized. Menu and sensitivity. There we go. That should do the trick. And having that done, let's just add a logo to this. And for the rest I think I'm just going to leave it at that. I'm just going to leave the left one empty. But you can do, like, a fill on screen or some type of graphics or something like that. In my case, just for a simple logo. If we just go back to text, I guess having a different font would be nice. Here, let's just make it as a mask. And I'm going to call this one FD M 600 plus. So FDM is just a fast track, and M is metal detector, 600 plus. It's just something like that. Like you don't have to go too overboard with it unless you want to, of course. Et's do something like this, and let's make the text. Uh, shall we go black or No, you know what? White is probably nicer. So let's go for something like this. And then let's go for duplicate this. And call this one. Metal. No, wait. It's a bit fancier words. Security scanner instead of metal detector. And let's go in. And you can also just play around with the fontie if you want. You can set it to lower and let's leave it in center. There we go. Super quick and simple. And I think for now, that should be fine. Like, I'm not going to go too overboard with it. I think this will give you a really good idea, and we already spent 20 minutes on just this. So I'm going to leave it here for now, and let's just see if there's anything else. Let's go back to our mom set because I can't remember there was something else that I wanted to do. Oh, yeah, maybe like a tiny bit of, like, leaks or something. That was it unlike the little knobs. But we need to be a bit careful that we don't overpower it. Just go to our dirt and we can grab, for example, the OCC dirt again and duplicate it. Call leaks. I already now showed you roughly the technique that you would need. But what you can do is you can go in and find online on text.com or R Station marketplace, whatever you want, you can often find a bunch of leak textures. And if you just use your projection mapping, and then if it's willing to load, projection mapping and then grab some type of leaks that you got. There are many tutorials. I even have free tutorials on my faster tutorials YouTube channel that shows you how to create some of these. And then also in the Alpha of my brush, I want to make that a bit more soft. 1 second, let me just grab a brush that's a little bit more softer, something like this. So double click on this one. And set the flow quite actually, now the flow can stay high, but I need to set the size quite small. You can see that I can add a few very, very small leaks. And don't worry, like, work on this a bit more. But just to give you a sense of what I mean, Yeah, let's make it just like very subtle like this. And then I'm going to first of all, exclude the buttons. And at that point, we can make this one like a shinier roughness, and we can just, like, set this back to base color and just play out with your past to make it very, very subtle. Something like this. If you just want some type of leaks or something, of course, you have to argue the logics in why there would be leaks here because technically, there's nothing here of wetness to increase those leaks but in general. Just in case you want to do it, that's often how you do it. Now, for my base color in my aluminum, I was also going to go in and lower the roughness for that. And I believe after that, I can call this one pretty much done. Another thing that you could technically do is also have the aluminum, um in here. So if we just go for a simple basic hard brush, you can do that. And then you would probably also want to go into black plastic and press X to flip your color around, although I don't know why it's not working for this one. Might just be because it's too dark. Yeah, it might be because the AO is too dark, which would be a little bit unfortunate. Yeah, see, here, the ambient occlusion is just too dark. So in my case, I'm just going to leave it. It's not really an issue. But yeah, you could technically just also add some aluminum in here if you want to simply by clicking on it. But in this case, it just makes it more dark, so I'm going to leave it like this. I'm going to save my scene. Gonna export my textures. Make sure to set this back to just the normal PBR metallic roughness export and save. And it should Oh, I export it to the Wong folder. That's unfortunate. Make sure the set is back, not to the Bags folder. I will clean it up in a bit. There we go. Export. And now, it should just automatically reload. Come on, guys. What's going on? Give me a second. Then just checking what is wrong. Export. Metal detector, textures, select folder. Export. It should work. I'm just going to redirect them on because for some reason, they just do not seem to load, which is very strange because everything is correct. Okay, so for some reason, I had to physically drag them on here for that to work. So I feel like that's just some kind of buck or something like that. But okay, so this is a general overview on how I would go about creating a pretty basic looking asset like this. And at this point, what we can do is we could save our scene and we can go ahead and set this up inside of Unreal Engine. Now, in my case, for doing that, what I want to do is I'm just going to go to my export textures, and then in my output templates, I have over here a new template. I can actually make it for you, but I can also show you. And the reason I want to use this if I just go over here as Unreal Object export, this one is because in unreal for my shaders, I use a ORME map. This means that my material reads from one texture map the occlusion, roughness, metallic, and emissive. So this is in the RGB and Alpha map, as you can see over here. The reason we do this is because it is much more optimized. Instead of needing to load in four textures, we load in one, and because all of these textures do not need color, they only need a gray scale, we can combine all of them. So for this, you can do this in Photoshop or what you can do is if you create a new layer, just press the RGBA, and call this one, for example, if you press dollar sign texture set, which means metal tectorUnderscore, ORME and then you would literally just drag in the, let's say, the emboclusion in the roughness OR, so the roughness into the G channel, the metallic into the B channel. And then if you have it, the emissive into the gray channel. If you don't have an emissive, it will just not export. And this way, it is able to basically export that specific map. So what I'm going to do is I'm just going to go ahead and export once more using that specific map, which in my case is called SM unreal Object Export. And I will show you how we set this up later on. So in the next chapter, let's go ahead and jump inside of Unreal Engine, set up this model, and after that, I will also go over on how to create modular assets. So let's go ahead and continue with that in the next chapter. 8. 07 Importing Models And Modular Design: Okay, so we are back in nel engine. Now, as you guys know at this point is we have a model, so an FBX file, and we have our textures ready. And that's pretty much all we need for Inu engine. So all we want to do now is, I'm just going to go ahead and you want to also create a nice folder structure in here. In my case, like, whatever you want to call. Let's say we call it airport. And then in here, you would make a folder that's called Assets. And in here, you would make a folder that, in this case, is called metal. Detector. And in here, I like to make another folder called texts. That's often the structure I like to do. Then for my metal detector, I just simply drag in my FBX file. But this is super basics in terms of unreal engine. Just make sure that built Nanite is turned on and combine mesh is turned on. This one is very important. If you don't do this, it will try to export every individual mesh that's in your FVx file as a new model. Scaling can be one because we made everything properly to scale. So at this point, we can just go ahead and press Import R, and then we have a model. Now in our texts, we can go ahead and just import R. In my case, it is going to be my base color, normal ORME map, and I will show you what I mean with this. So we already well, I already showed you how to do it, but here we have a base color, very simple base color. Here we have a norm map. Now the norm map when you export a norm map from substance painter, you don't have to flip the green channel. However, if you make a norm map in OpenGL, for example, in it can be, for example, in substance design. Like you make it open GL. What you then want to do is you want to go down here to texture advanced and flip the green channel around. What you can see over here is you can almost see like it's indented. It seems like some people have a little bit more problems with seeing this, but to me, it's quite obvious, like this, it looks like there's an indent indent, but like this, it looks like that it's extending out. And you want stuff that is supposed to be an indent, in your norm map to extend out for it to look good in unreal engine. So it's like the opposite. I probably don't explain that correctly, but that's just how it is. Now, if we go over here and we just turn off these channels, you can see that in our roughness, we have our ambient clusion. In our green channel, we have our roughness. In our blue channel, we have our metallic and our Alpha channel has nothing just because we don't have an emissive. The only thing that I want to do for my specific material is I want to turn off the SRGB because SRGB is more for colors. Okay, so we now have these textures. Now, I have this wily fancy material, which I won't be using for this one, but I will be showing it to you just so you know, because it just adds a lot of flexibility. But this is like a complicated master material that we use for every single asset. As you can see over here, basically, all that it does is it gives us control over our UVs, and then it gives us different sections. We have a base color section where we can change the color. We can add a mask to basically change the color only in specific sections, all that kind of stuff. Metallic doesn't do much. We have over here a roughness where it inputs the roughness and you can see over here the ORM E with the different channels, but it allows us to add roughness variation using grunges and a bunch of other stuff. Our nor maps, it allows us to add two different types of norm maps if we want to. It gives us even options for, like, dust, although, oh, no, this one doesn't have dust anymore, but it even gives us we even have a version that gives us the option to add normal dust and everything on top of everything. But it's all too overcomplicated for this simple tutorial. So what I'm going to do is, I'm just going to show you super simple how to create a material. In my case in airport, I'm just going to add it to our metal detector. But of course, if you want to do this properly, you make a new folder called materials, and in there, you make another folder that you call master, and you place your master materials in there. In my case, well, I can literally just use this metal detector material just to show you. Let me just rename this. Oh. Um, here we go. Let's just open this and delete this. So this is just a basic empty material. All I'm going to do is I'm going to drag in my textures into it. And the absolute most basic way of setting up a model is you're dragging your textures, drag the RGB into base color, drag the RGB into normal. And then for this one, it's just a matter of roughness is ambit oclusion. Green channel is roughness, blue channel is metallic. And if you would have it, Alpha channel is a missive color, but we don't have an Alpha. That's all. Super simple. You can just save it. If you would want to add additional inputs, you can do that, but we won't go over that now because we don't need it. And now our metal detector automatically already has this material assigned. So at this point, how do we prepare this model? There's a few things that we want to do, and I also have a video on my FASutorials YouTube channel that goes over it in more detail on how to prepare assets for production. But let's say we drag this in here. We drag it in, and surprisingly, it's actually a little bit too small, huh? That is quite surprising. Maybe something went wrong with our scaling. I should have a scale reference in here. Or maybe just my environment. Okay, I guess it's just like this one. We just went for a larger design. And I guess the reason we did that is because it fits better with our general environment. So it is up to you. This one is, of course, like a smaller design, like a more compact. But if you want, you can scale it up or if you want to scale it up in general, you can click on the model, scroll down to import settings and set the uniform scale a little bit higher here and just press reimport. And now you can see that now it's a bit bigger too big, to be honest. Yeah, let's say 1.2, for example. It will just automatically have the scale at 1.2. So, we have our model. Now, to keep it super, super simple, a few basic things that we need to know about this model is one, we need to have proper collision and two, we need to have proper mesh distance field. If you go to show, and then, oh, God, where is it? I have it as a shortcut, so it's actually quite difficult for me. I believe it is in advanced, and then it should be Where are you? Because it's here, if I press contro F, this is what I mean, mesh distance field, but I honestly need to check where I actually got it from because it's been so long since I even used this. Ah, that's annoying. It should be in show. Mesh. No lumen, no really, I actually have to pass the video to find this. Well, that's a quart visualized. That's it. Visualized distant field. Not that distant field. Mash distant field. There we go. Okay, sorry. I wasn't advanced. Here we go. What is a mesh distance field? This is specific to Unal Agent five. It basically means how lumen sees your model. A lumen, of course, doesn't need as much resolution in order to see your model, but you want to try and get a general shape to follow your model, which it does right now. In the event, you don't have this, the shape is like over here where it's just completely empty. What you can try to do, and when I say ty, I mean it because it doesn't always work. Sometimes you just have to accept that your model doesn't work that well with lumen in that sense. But if you open up your model, can go to the LOD zero section, build settings, and set the distant mesh, sorry, distant field resolution scale higher, and you press Apply. And what it will then try to do, as you can see over here, it will increase the resolution giving you a more accurate model. If I set it really high, here, see, now it is super super accurate. However, try not to go too high because it's more expensive to render. So one is more than enough for this model, so I'm just going to leave it nicely at one. The second thing is simply that we want to go ahead and make sure that we have a player collision. Right now, what you will see is that this player collision is just a simple box. Now, there's two ways that we can edit this. We can remove the collision and add an auto convex collision, which basically tries to automatically add a collision. It's good enough for this kind of stuff if you want to, but, of course, it's not very nice. You can go in and you can play around with the Hulcunt and the precision to get more higher quality. Collision, as you can see over here, or what you can do if you want to have something super super clean, is you can remove this collision, add a simple box collision, and then press R to go into scale mode. And we are going to simply move this over here. Then we can go ahead to press Contra C Contrave to duplicate this box collision, move it over here, and ContraZ Contrave again. And this time, we are going to scale it out and lower it. And it depends how accurate your collision needs to be. This one often doesn't need to be as accurate because it's just for the player. Of course, if you say, like, Oh, but my player is like it needs to be able to stand only on these 2 bars, then what you can do is you can always just move it ControvraV again. Here we go. And now as you can see, we have a fairly accurate looking collision. Like this one is able to basically move a bit more and maybe move it in like this, there we go. So now we have a really nice clean collision. We can save it. Look at that, which means that when we would play the game, which I believe I should be able to do in this scene, play from here. Or not. I guess my character is all the way over here. So I'm not able to play it as easily, but trust me, when you will play it, your character will be able to just walk through here without getting stuck or anything like that. And that's pretty much a model. See, we have our nice little details. Everything is working quite well. I would say that even in this scene, it fits really, really well. And here you can also see a little bit like the difference between something we made very quick versus something that has got a lot of polish, a lot of extra attention to detail. And yes, of course, this one is a little bit better. But that's something that you would go over. You would go back and forth, often as feedback from someone to get to the right model. And that's pretty much it for our meshes. That is literally the technique that we use to create all of these individual assets. Doesn't matter which one, we all use this technique. However, except for one mesh, and that is modular meshes. Modular measures you can see over here, and I will show you a little bit what they are about. You know, if we just go ahead and save Mcin. So for modular meshes, we use modular meshes in order to basically repeat models and quickly build entire environments. As you can see over here, if I would remove this, see how it is just one modular piece. The way that this works is that you make them repeatable. If I drag in, for example, my wall over here and sets to zero, here we have a simple wow. The goal, if you look on the grid is that this wall has a very exact dimension, and this dimension is in meters. This can be one, two, three, four, 5 meters, as long as it is exactly 4 meters. This means that when I turn on my snapping at 100 centimeters, so 1 meter, and I copy this, I snap one, two, three, four, and you can see that the snapping is perfectly aligned. That's basically the general idea of modular assets. As you can see over here, when it is generally aligned, we have a longer wall that will perfectly fit. At this point, if you are smart and you make all of your meshes the same dimensions, you can quickly drag in a door opening, switch it for a door. And like that, you can just very quickly switch stuff in and out. In this case, I only have a door. I also have this one where if I delete this one and this one is twice as long, here we go. We have a door with a window. So like that, you can very quickly alter all of these measures. If you were to go on a corner, I believe we also have corner measures here or not. They should be here somewhere. I Oh, oh, yeah, there it is. Here we go. I just didn't notice it. So if we would copy this over, we also have a corner mesh over here to instantly art a nice corner. And because this corner is also 1 meter by 1 meter, technically, although I cannot be sure for this one because I didn't Oh, yeah, so for this one, we made a slight alteration, which means that it is no longer fitting, but if we would set to, like, a lower snapping value, normally it would fit. Just trust me, this is just because I did this very quick that it doesn't perfectly fit. But normally, you want to make this one by 1 meter, and then it will perfectly fit. So my apologies that it doesn't fit right now, but trust me on that. So, okay, that's the general idea of modular design. We also have that modular design, for example, over here. If we have these measures, you can see that this one is a bit more complicated, where on each end, you can see that has a proper end, which means that when I copy it over, you don't notice that there is a seam here, see? This is where the seam is, but you just don't notice it because it is perfectly aligned. And a nice thing about this one is that it is also modular via the top. So I can literally also move it up, although moving up because I needed, once again, specific scale. It's a bit smaller like this, but you can see that it also moves up properly. Now, you want to spend a bit more time. The reason I did this is because I made this scene very, very fast, since for me, the scene was not about gameplay, but it was just about visuals, because it was for, like, a cinematic type thing. So I didn't need to go as precise. But just to give you a very simple overview, if we go ahead and go to our three Max, for example, I can just make this really, really simple. 1 second. I'm just going to close this because I sometimes have a bug where trees max is super slow when I have unreal open and stuff. Let's say that I just reset the seed. Give the second. Here we go. So here we have a simple scene. Now, how I would go about creating these modular assets, first of all, an important rule. So if you just drag out a simple box, as I said before, make the box exactly at zero, zero, zero, you need to make sure that it's a perfect dimension. You can often just enter this dimension. In our case, our home grid needs to be 100 centimeters because we are working in meters here, not in centimeters. And we want to have our width to be, for example, 4 meters. Then we want to have our height to, for example, be also 4 meters. Square is always easier because when you need to UV unwrap your meshes, you need to once again, make sure that they are in a perfect square, and if it is already a box, that's easy. Length, or in this case, like a thickness is going to be at least 25 centimeters. One, do this for interior scenes. The reason for that is because if it is thinner, lumen might bleed in some lighting where you can see the lighting from the outside, come to the inside. So just stick with 25 centimeters. That's the general rule. Now at this point, you can see that if I would go ahead and copy this and move it exactly 400 centimeters, it's already perfectly aligned, and it works exactly the same inside of unreal as I've already shown you. For your UV unwrapping, you want to make sure that UV unwrapping is a perfect box. In t is MAX, the absolute best way to do this is to just add a UVW map, box, and make it even on all axes 400 by 400 by 400. This is once again just to get a pattern. So if I, for example, would apply a simple checker pattern to this, just give me a second to load. The general goal if I just do where's the checker? There we go. Checker pattern. Let's set the tiling to five by five. My general goal for this is that when I move this over, so I don't have snapping turn on right now, it perfectly flows over, see? You don't note scenting. However, if I would go ahead and not have it perfectly on the square, this is what happens. See? It is the same general concept for brick walls, for plaster, whatever you want. It always needs to be perfectly square so that when you open up your UVW map, your UVs, at least the ends of your UVs, perfectly hit the corner. Okay, fair enough. In this case, I need to set this spec to one else I cannot show you. But here, if I show you now. Okay, that's awkward. Striking. Come on. There we go. As you can see over here, they perfectly hit the corners on all sides, which means that it's properly tilable. It's a same general concept behind tilable textures, for example, which we will go over a little bit later. And just like that, you can make it whatever you want. Like, you start with the simple wall often, but then you can always go in, and you can also turn this into something like this. There we go. Now it's, of course, not properly mentioned or measured, but now it is a doorway. That's pretty much it. That is how we would go over on how to create these module images. And on a larger scale, as you can see, Oh, closed reel engine. Then we'll do it this way. On a larger scale, as you can see, for example, this is the environment that is based on that. You can see that all these walls that you see over here, everything is just modular assets. So we can very quickly with it only like three or four assets. We can literally create so much. Like this is like one window piece that we just duplicate over. So we are able to create massive environments with just a few meshes. You can see that the walls in the corners, here they do work are correct everywhere. Here, this is another version of the um, of the security room, of course, this one is a bit more of a dramatic version, but everything, as you can see with the valves is modular. And that's basically the general concept. So I'm going to leave it off here. We have now finished our model and we have gone over our modular assets. What we're going to do next is I'm going to show you how to create some procedure materials. And once that is done, we can start putting everything together because then we have covered all of the base elements. So let's go ahead and go over that in our next chapter. 9. 08 Creating Procedural Textures Part1: Okay, so in the previous chapters, I showcased how to create a simple tridy asset. In this case, it was like a metal detector, and I also showed you the general concept behind modular assets. Now, in an environment, of course, there are many aspects, but some of the main ones are creating three assets, creating modular assets, and the one that we're going to cover now, which is creating tlable textures. In our case, we will create a procedural tilable texture. So what is that? As you can see over here, we have all these module assets, but they still need to be populated with some type of texture. Over here, you can see, for example on the floor, we have some tiles on the wall. It's just some simple plaster as you can see, it's subtle, but it is all there. Now, these textures, they need to be repeatable on all angles, and I will go over that a little bit later. But the reason for that is because we need to be able to repeat them over and over again. You cannot give such large assets like this unique textures because if you do that, you will just end up with low resolution textures. So that's where tilable texts come in because we can repeat them over and over and over. Just to give you a general idea of what I mean, is that if I go ahead and go into this material over here, and I will change the tiling. If I set this one, here, see? If I set it higher, you can see that over here. Wait let me set it to like 100. You can see that now the tiles are very small, but they still work totally fine. Like it all just fits together really nice. And I can also go the opposte way that if I go for 600, now these tiles are very large. Of course, you cannot go too large because then it will become low resolution again. But like this, you get very flexible textures. And that's what we will basically go over. We will go over on how to create a very simple tile texture just to give you a general idea of the concept behind it. And we will be using substance zig. So why do I like procedural textures? I actually do do a lot of photogramtry textures. So I would say that, um, over here, this plaster, for example, I believe that this plaster is a photogram try texture. So photogram try texture is the art of turning images that you took in real life into a Tri model, and you do this by basically taking a lot of images of one surface, and then you use a program like Reality Capture, which is also owned by Unreal to process that. Have a look on our website if you are more interested in that because we have two tutorials, one that shows you everything you need to know about photogramr and another one that shows you everything you need to know about material creation. But to give you a general idea of the concept, we are going to create a procedural tiles. Having a procedural gives us a lot more flexibility compared to photogrametry. Not just in flexibility in how many tiles we want, but for example, here you can see that I added this little extra detail on here. These details are also sorry, with procedurality, that's a difficult word. It gives us the ability to basically add more or less of these details, make them bigger, smaller, rotate them, do whatever we want with them. And that's why procedurality is so nice and flexible. In turn, of course, it also takes often quite a bit longer to create procedural textures and to get them like a higher quality. So that's basically the general overview. Now, what I did is I went ahead and in our source files, I already made a textures folder, floor tiles, and reference, and I played some reference in here, which I also have already in pure rev. Now, this is, of course, not the exact same reference because the tiles that I have over here, I kind of made them up. So I am going to show you how to create this. But over here, I just get a general sense of the reference. You don't always need the exact reference, but if you are a beginner, I highly recommend that you just try to recreate something. For example, something simple like over here with these tiles. So yes, we could, of course, recreate these ones, but I want to show you just like a simplified, more interesting version of it. So why would I still need this reference when I have this? It's mostly for you guys. It's just so that I can refer back here and see like, Okay, so see how the Grout has a tiny bit of, like, like a rough stone in there, and that is something that we might want to capture. It's stuff like that. And also, for general the shapes to see if we want to maybe get some interesting shapes or how that the edge damages work on here. That's all little stuff that I want to show you and it's easier to do that when I have reference compared to doing it out of my head. So this is, however, the tiles that we will create. So since I literally made this stuff up, I'm sure that there's very similar stuff in real life, but not exactly like this. I am going to take a quick screenshot. And throw this screenshot also in my reference. There we go, so that I have something to refer to when I want to create those little specs. So let's go ahead and go to my program of choice, which is substance designer, which is pretty much the king of procedural textures, and let's go ahead and create a new substance file. I, of course, already expect that you know the basics of substance designer, but I'm just going to start from the beginning. Floor tiles, I will just not cover the basics. That's the general idea. So floor tiles over here. The general concept behind this is that first of all, we would want to create a height map. From that, we would want to create a norm map, and then based on those two, we can create a base color, roughness, metallic, whatever we want. Now, in our case, we don't need the actual height output over here because we're just going to create a height map in order to turn it into a normal map. And I also don't need the metallic. So only these four maps are the ones that we need to create. Okay. Awesome. So first, what we need is we need a tile pattern. Now our height map is very simple. If you know anything about textures, it's basically white data is up, Black data is down. That allows us to, for example, go over here into our patterns and grab a simple tile sampler node. And as you can see here, we have white and black. Now we can, of course, add a lot of variation to this now. So let's say that over here, we have a lot of settings, and we can set over here the X and the Y amount down. So you can instantly see already how flexible procedurality is because we can just change all the stuff. Now next to that, what I'm going to do is I'm going to set my size over here quite a bit larger because I want my tiles to be really, really close together. Something like that will work quite well. And there we go. We already have some basic tiles. Now, how do we know if this is repeatable? Very simple. Substance signer almost always keeps things repeatable unless you manually change your transforms. To in your tile sampler to the view over here, press space, and then you can see that now it infinitely tiles. And you can also zoom out to see what it looks like, but because these are very thin lines, it's a bit difficult for the program to show you. Okay. Awesome. So what's the next thing that we would need? We would need maybe something interesting going on in here. Over here, you can see that what I did is I went with something that goes a bit, up in like a bump. That is a little bit more complex. So what we are going to do is let's say that we are actually going to go down a little bit because it's a little bit easier. Now for that, what I want to do is I want to create a note, and if you press space, you can just create a bunch of notes. But honestly, this is not a program you should go in with this tutorial to learn it. I highly recommend sorry, following some beginner tutorials because it is just quite a complicated program. Anyway, I'm going to add a slope blur gray scale, and what it will do is it will blur whatever I input into my gray scale with a mask, in this case, my slope. Now, what I want to do is I want to go in and just click and track and select this line, and then you can add nodes in between. In my case, I press space, and I add an invert grayscale node. Believe that's the one or not. Sorry, I think it needs to go over on this side. And then I realize I'm being a little bit dumb because I don't need a slow blur gray scale. No now at least, I need a non uniform bl grayscale. Sorry about that. A slow blur grayscale is greater art edge damages, but we are not adding edge damages. I was working on this. For some reason, I was looking at the edges and my brain just went into automatic mode. Anyway, non uniform blur gray scale. And I believe the top is the input, and the blur map is the bottom one. Throw this intensity down. There we go, that is looking a little bit more logical. So let me set my samples up quite a bit and probably also my yeah, that's set the blades up, which gives us a higher quality blur. So as I said before, black is down, white is up. As you can see over here, what we can do is we can basically give it a gradient. This gradient will translate into a soft foul off going in the center. And that's basically what we want to have this one for. Now, next to this, now what we're going to do is I want to add some type of edge damages to this because right now it's a little bit too perfect. The first thing I'm going to do is I'm going to add the tiniest. We just do a blur, high quality gray scale just by typing in blur. I want to give the tiniest blur. Let's do 0.0 tree, probably, just to give it like a nice bit of softness. And now we will add the slope blur gray scale. So with the slope blur gray scale, you can input your grayscale and you want to input a noise to basically break up your edges. In my case, I often like to use the clouds to noise. If I just go ahead and drag this in here and set the samples all the way up, the mode to minimum, which means that it will only affect white Then if we play with our intensity, now you can see over here, this, of course, very, very strong, but you can see that it just adds these little gap kicks out of our tiles. If I go at the set this, let's start with 0.1, and I'm going to go in my clouds to and set the scale a bit higher, which is just the tiling. This way, we can have, that's a bit too high. We can have some just like more smaller details. Let's go for 0.0. These are tiles. Yes, you welcome them, but we want them to be very, very subtle. So let's do 0.01, for example. See? It's just like some small edge damages. Now, another thing that you might, if you think about it logically, is that these edge damages are now everywhere. Like here, you do see a lot, but, for example, over here, in real life, you don't see that many edge damages. So what we want to do is we want to break this up. We can do this by blending these edge damages, along with our old mask over here. The way that we do that is we simply add a blend note, which is one of the most popular ones. And let's plug into the top our slope ler and into the bottom our node before the slop ler. Now, what we can do is we can blend this using some type of mask or grunge or whatever we want. In our case, we're just going to go for noise. And what I want to do is I want to probably go let's go for a crunch map 001. And over here, you can change the random C to slightly change the crunch map, and then you can change the balance and contrast. So what I want to do is I want to get quite a bit of contrast here so that I basically just only have the damages in some specific areas. I said, it's a bit higher, and it's very, very solid. It will be hard to see until we actually go into norm map, but now you can see that over here, yes, we have some damages, but over here, everything is looking perfect. Speaking about looking perfect, there's one last thing that I want to add to this before I'm just going to leave the height map, just to keep it simple. And that is that I want to give it a tiny bit of just like some random wiggling and direction because nothing in real life is perfectly straight. And the same goes with tiles. Like, Yes, tiles can look very straight, but if you really look at it, you can see that there's the tiniest bit of, like, unevenness to it. And we want to add that, too. For this, I want to add a non uniform direction Where are you? No. Sorry. Multi directional warp gray scale. That's the one I want over here. And it allows us to input an intensity. In which case, I'm going to go for a Perlin noise over here. And maybe set the scale a bigger because we want to have very large scale tensions over here and set the mode to minimum. Go to set the direction probably to one and move it down. You so I'm used to using a multidirectional warp. Technically, you can also just use a normal directional warp, which is a tiny bit cheaper in terms of, like, how difficult it is to render it. As you can see over here. It definitely does the same. The reason why I like Multi is sometimes I like to switch 1-2, but in this case, that doesn't work because it will double the lines, but it is just something that you can keep in mind. In any case, I'm going to set the intensity way down to give it just like the tiniest bit of an unevenness, which if you look on a larger scale, you can see that now we have just a little bit of uneven tiles, which will look quite nice. Now at this point, we can, of course, add a bunch more stuff. We can add some height difference to it and stuff like that. But honestly, I'm just going to leave it at this point, just to keep it nice and simple. So we have now our height map. Next thing that we need to do is we need to add a normal, and this will convert our height map to a norm map. Now, you can choose between direct X, which is, as I said before, the one that Unreal engine uses, or OpenGL. Personally, I like to use OpenGL because it's easier to read because it reads, similar to the way that the texture is where this looks like it's going inwards, and the damages over here, you can see them a lot better now. See how nice? This is just like these nice bit of damages. So just a bit easier to read. So norm map done over here. You can just go ahead and input this into your normal note. Like this, if you want. So the next one that we would want to do is we would want to start with our base color. Oh, sorry, my apologies. I know that I kept it smooth, but I wanted to go for something a bit more grainy. So actually, what we can do is this is sometimes better to do in the norm map is we add a normal combine notes where we can combine multiple norm maps. And then we just add a grainy norm map to this. Now, how to make a grainy norm map if we do it super, super easy, let's say that we grab a B&W spots tree. Set the scale quite a bit down. Add a normal note to this. And there we go. We have, we just said it's like Wi low, we have this tiny grainy type nor map, and we can just add this, and now you would see that it's everywhere on all of our tiles. However, I want my original tiles to be very smooth and not have any type of norm map detail and only want to have it in between these areas over here. So first of all, what I'm doing is I'm just playing out my norm map, making sure that it's strong enough. And then there are two ways. Way one is to use a normal blend node, which allows us to add in the mask. And way two is to just use a normal blend node, as in just a blend node and blend as a mask like that. There is not much difference between them in this case. So I can blend these two, and all I need to do is I need to go ahead and I have over here my multidirectional warbGrayscale. I cannot input this directly because it needs to be a black and white mask in order to do proper blending. So what I'm going to do is I'm going to add a histogram scan node to this. And a H Com scan note basically allows us to control how strong we want to have our input to be. And if I set the prolization lower, you can now see that we have a black and white. I believe that I need to invert this. Sorry, I don't invert it in here, add an invert node. There we go invert it. There we go, see. And now we have this. One issue that we do have with this normal bled note is that as you can see over here, it is basically cutting out the original normal, which is not what I want. So instead, I'm going to input my normal combine in here so that it basically combines those two normals. So it combines this one with this one. And then it basically just only showcases the grainy normal in the areas where we want it using a mask. And this is basically how you build up your textures. You just keep blending stuff together more and more and more. And if you want, while doing it, you can also organize it. So let's say we grab these notes, I can right click and art a frame and call this one height map. I can go in here, right click the frame. Call this one. Normal. And now, as I said before, we can move on to our specs over here. Now, doing the specs is not too difficult. First, we need to define our two base colors, and we can very simply do this by going in here, because they are pretty much plain, let's add a uniform color for the whiteness. Do I want to do that, or do I want to give it a tiny bit of, like, some detail? Let's do a uniform color for the whiteness, so I'm just having a thing. And I'm going to make it pretty much white with, like, the tiniest bit of, like, a yellow hue to it. A bit lighter, something like this. However, I do want to the tiniest bit of variation. I'm going to do this in the most basic way possible, which is you blend this using another uniform color. That's, for example, let's say that we make this one slightly more darker and a little bit more yellowish, and you just blend them using a mask. That's number one that we can do for very simple colors. And I'm going to blend this using a let's just do like a white noise fast, which she gives us just like this little bit of like a noisy texture. But I think in the larger space, this will look quite nice. Now, we also have concrete. As you can see, over here, concrete has quite a bit more variation in them. What you can do for that is the second way to generate colors, which is you add a gradient map. And what you can do with the grading map is you can input a color, for example, B&W spots three, and if you're smart by the way, you can just reuse. Oh, no wait, sorry, with tiny this. Normally, what you can do is you can maybe reuse notes that you already used before just to keep your graph nice and fast. I'm not going to go over optimization right now. It's just not needed at all for dis tutoil. But we have our B&W spots three. We input it in a grading map, and then what we can do is we can map colors based on the gradients. If we go ahead and click on our gradient editor and then press PIC gradient, we are now able to, for example, click and drag wherever we want, and it will map colors based on what we drag. What I'm going to do, although you can probably not see it is I'm going to just drag it on here on a concrete to get a little bit of our concrete color. So pick gradient, drag it on a concrete, and now that's a bit strong. You see if I have here. Let me try this concrete. This one looks a bit better. I can pick gradients and I can just assign a bunch of colors to this. I think what I'm going to do is I'm going to drag a lot of it on the concrete to get the more that you drag, the more little specs you get. Let's say that we have something like this. Now, I'm not super happy with it yet. It's actually, yeah, you know what? I'm going to try to make it a little bit more even. Because right now the specs are a bit, but I can also just play around with my noise in a bit. So yeah, let's go for something like this. We can also play around with our B&W spots, as you can see over here to make it smaller. And what I'm going to do is I'm going to add a super quick HSL note, which allows me to play around with the saturation and the lightness. And I'm going to make this here. See you a little bit brighter and a little bit more saturated. So that's the second way that we can very quickly generate colors. The third way is by using photocrubt textures or anything else. I'm now going to blend these two together, using the same mask that we used before. Over here, there we go. So that gives us already a base. Now what we need to do is we need to go ahead and we need to add, for example, some specks, and after that, we can also add some dirt and stuff like that. These specks are not too difficult to actually create. However, we are already at 20 minutes. So what I'm going to do is I'm going to save my scene here. 1 second. I'm going to save my senior. And in the next chapter, we will just go ahead and finalize this material already and import it into Unreal engine. 10. 09 Creating Procedural Textures Part2: Okay, so let's go ahead and continue, and we'll go over how to, like, create these additional shapes just because they are quite interesting and I quite like to add a little bit of color to our design instead of just having white tiles. Now, for these shapes, there are two ways that we can do it. As you can see over here, there's quite a bit of difference between the scaling. The original way or let's say the simplest way to just grab the cells for, and as you can see, this already has quite a bit of different shapes. However, I know, it just feels too uniform to me. So I wanted to show you a slightly more complicated way also. And then you will end up with a very similar mask, but we can take it from there. And that is that we want to go ahead and grab, for example, a tile sampler, actually, you know what a tile generator is aady enough. Tile generator is a little bit more simplistic. And I'm going to set the X and Y amount to 256 by 256 or something like that. Like Willy where high. I don't want to go ahead and I want to set the Where are you the scaling over here down until we basically get just little specs. Not too small, like this. Also scroll down and set the luminans random so that we give it a bunch of different random colors. We need that because remember that previous shape I showed you, it had different colors, and we use these colors to basically later on select our shapes. Now at this point, we just want to go ahead and set our position random over here. And now we just have all these random positions. At which point we can go ahead and we can fill in this space. We do this using a distance node and we grab the tile generator in the source and a histogram scan that has everything set to perfect white over here into the top. Now, when you set your maximum distance quite high to 500 or something like that, to push out all of the shapes. Now what you can see is that we get all of these random different colors. Although I would say there's some messiness going on. I'm curious why that happens. Maybe it's because my shapes are too small. That can sometimes be the case. However, I'm not sure if it is actually bad. So let's just keep it. So as you can see, we basically end up with quite a messy looking grid. But what we can do is we can turn this into something quite interesting. So now what we need is we need a bunch of different colors, as you can see over here. We can just basically choose the colors. However, what I like to do is I like to not use the gradient technique for this one, but have a bit more flexibility. So what I'm going to do is I'm going to add a few blends. Let's see one, two, three different colors, probably. Yeah, red. I'm not sure. Or should I use the blend. Now, I'm just going to stick with this for now. So let's go ahead and grab three uniform colors. And you want to set these colors to whatever you want. In my case, I'm just going to grab them from the image. Oh, that really doesn't work. In that case, I'm just going to go ahead and I'm going to. Let's see. Let's give it like a blue colour. This one is going to be more of like a orange color. And we can, of course, balance them out later on. That's a nice thing. This is non destructive. And this one will be, for example, like a red color. Plug these pieces in. And now what we can do is we can basically select from this mask using a histogram select different shapes. So we can, first of all, set the position to change what we want to have selected. We can set the range, which I will set a bit lower. And quite important is setting the contrast so that we have full strength. And now, as you can see over here, when our artists, you can see that we have a bunch of different shapes. Now there's a few things that is not correct with this. And one of them is that, of course, we don't want to have these shapes on these ends over here. That is quite a simple one. All that we have to do is we have to, like, mask it out. So let's just add a simple blend. And this time, I'm just going to grab my mask and place it into the top of the blend because this is all gray scale, so that's totally fine. And then if we just go ahead and set this to subtract, it will basically cut away the shapes. It's fine to have them on the corner here. Now, the next thing that I want to do is I also want to probably let's see. I want to maybe make sure that they don't transition. No, actually, you know what this is fine. I'm not going to overcomplicate it, overcomplicate it. So what I'm going to do at this point is I'm going to go ahead and duplicate these three. And now for this histogram, it's just a matter of changing the positions. And then when you plug these in, as you can see, it will just start adding all the shapes. Now, right now, I'm definitely not happy with the colors. They look quite bad. I am. And it's also the scaling, I would say. So if I go to my tile generator, let's try one to eight by one to eight. Okay, that's a bit too much. Let's see. I'm also going to set my Let's see. Histogram scan is fine. Yeah, I'm surprised it gives me these lines over here, to be honest. Let me just quickly try to set my output to 16 bits to see if that works because usually it should not give these lines. Let's do 64 by 64. Yeah, see here, something is definitely wrong. And I'm going to go ahead and have a quick look and figure out why it might just be that we need to play around with some of these settings. Okay, so don't ask me why, but for some reason, the tile generator is not working, but the tile sampler is working. I don't know why. I'm pretty sure it always used to work totally fine. Anyway, let's go back over here, and now I can see that I do need to set this back to one to eight by one to eight, maybe a bit higher. Yeah, I think now doing 256 by 256, it's a bit too much. 180 by 180? Yes, I feel like that is a pretty good distance. So yeah, as you can see, we have quite a bit of masks. Now, what I want to do is I want to go ahead and balance out these shapes because I don't really like them. I'm also a bit worried about them being exactly the same color. So in those events, you could go in and add a grading map. But what you can do is then you can grab the actual this one, the actual distance mask over here, and then you can set a few gradients. The way that you can do that is instead of selecting gradients, if you just click here, you can, for example, go in here. And you can set the gradients to be all slightly different, something like that. See? Just to give it a few more additional color options, and then we can take it from there. So yeah, that is definitely something that we can do to hopefully increase the amount of variation. And then over here, we would just go in and we would say, Okay, you are going to be orange. And at this point, once we set them, we pretty much only need to drag the slider over here down. Orange. And this is like red, something like that. So in the end, I still use the gradient map, but slightly different. At this point, what we also need to do is we need to pretty much balance it out because right now they are just super, super strong colors. We can do that in two ways. Way number one or two ways that I want to use at the same time is way number one is I'm going to use my HL not to do lightness, but to basically lower the saturation because often lowering saturation will make them feel a bit more neutral. You can also then go in here and use the HL over here to basically slightly change the color a bit. And once that's done, I'm also going to go in my blend and I'm just going to lower the opacity of them. I can do the same over here. I can add an HSL note. It's going here, and I start by saying saturation bit lower. In this case, I want to also lightness bit higher and yeah, something like that. Create some specs here. And the last one HSL. Actually not giving me enough colors. I think the reason why the color variation is not working well is because of our select. Our select is only selecting the specific colors that we wanted. And to that aspect, I do know how to change it. So just give me a second. I will finish this. Let's give it a bit more lightness. A bit more paste. There we go, just to give it a little bit more specs. Okay, so one cool trick, first of all, is that you can press D to dock a note, and that will just make everything a little bit more clean. And over here, we should probably also go in select this. Right click frame, call this spec mask like this. Okay, so the next thing was that, yeah, the colors, they don't properly change just yet. And that is because of the way that we have this distant note. Now, this distant note, we should be able to just change the color seed by adding a what's it called? There are a lot of notes. Histogram shift, I believe. There we go. Histogram shift to basically shift the colors a bit in the hope that it will give me various different colors. And if that doesn't work, oh, yeah, here. See now there are different colors. Great. On the red, it doesn't feel as strong yet. Let me just check. So if it doesn't feel strong enough yet, what we can do is we can, first of all, try to just add a few more notes in between here and then see where the problem is. And else what we'll do is we'll just change the mask. Another thing that we can do is we can just go in here and in our Hicrum select, set the range a bit higher. As you can see here, that should add some different colours, although it's being real pain, to be honest. Yeah, it's not doing what I want. She's too bad. Let's actually set the range lower for these because I don't want red as much. And purple, I'm just going to set these a bit lower. Yeah, here we definitely have we do have the colors down. Pretty much, it's just some of the colors are not super do not have enough variation. However, that might be solved by just adding some additional dirt on top, which is what I was planning to do anyway. So I'm just going to go ahead and do that. I'm going to art one No, two more blends over here for some additional dirt. And after that, I'm just going to call it dump because it's just about showing you the general concept. Of course, you can refine this a lot more. Blend number one, we are going to go ahead and we are going to grab now, let's do a gradient map. Throw in. You know what? No, you know what? We can use this one because this dirt actually works quite well. Yeah, let's just use that brownish dirt before we add it to an HSL note. And I'm going to go in and I'm going to grab a where are you? Uh, so I'm just trying to find it. Mask, what was it called? It was called a Here, if you type in mask, I believe it was the ground dirt mask. There we go. Yes, the ground dirt mask. Okay. So with the ground dirt mask, what we can do is we can input some type of position. Now, the nice thing about this is that I can input a tile position like we have over here by giving it various colors. I do that. So yes, you can do it all the way over here, but what would be easier is if we add a flood fill note. And we need to do this at a strong mask at this point over here. So a flood fill node basically turns our mask into position data. At this point, we can add a flood fill to gradient, which gives us a gradient map, as you can see here on every position. Now, what I basically wanted to do is I wanted to grab four gradients. And one of them is going at zero, one of them is going at 90, one of them is going at -91 of them is going at 180. Basically, we have a gradient going in every direction. At that point when you blend these gradients together, using a multiply probably just add a bunch of blend notes. Multiply and multiply. It will look quite dark, but then if you add a outo levels to it, it should push the levels back. There we go. This is now a gray map that basically has all of our edges masked out as a smooth gradient. When you throw something like this in your grown dirt, you can see that over here, the dirt basically is allocated around these etches, and I'm able to also control how much I would want these to be here without losing any of the deformations and stuff that we did before. So having this, next thing that we need to do is we need to you know what? We don't even need to blend it. We just need to input a mask. Let's invert the mask. There we go. So basically, it doesn't have the edges over here. Now if we artist to our blend, we can add some dirt and we can set the opacity to be quite low. And most of this dirt will come into the roughness, not so much into the actual base color. Now the second one with our blend, I just want to grab a very simple grunge map. I believe we even used it before. We did use it, but sadly we used it at a very powerful level. So let's just copy grunge map 001, lower contrast all the way down. Play around with your balance. And now what we want to do is we don't just want to overlay this on our blend because if we do that, it is just one giant crunch. Instead, we want to add a directional warp. And in the intensity input, basically what we need to do is we need to add one of our flat fills, but we want to add a flood fill to random gray scale over here, which we just basically generate random colors per tile. Doing this in our directional warp and setting it down and, for example, really, really high to 500. It will basically shift our warping based on every tile, which means that it will be completely unique on every tile the grunge that we get. At that point, we just once again blend this, and I'm just going to go ahead and set this to subtract. And now you can see that now we have this extra grinch added and we are able to still change the balance of it, change the contrast. In my case, I'm going to you know what? Actually, I'm going to set the contrast a bit lower like this or the balance soil, and then I'm going to lower this also. And I think at this point, I'm just going to call it done. Like this was already quite more complex than I expected it to be for tiles. But what we can do at this point is we can go ahead and drag this into our base color. For ambient occlusion, although we don't probably need it, you can art and I like to use the RTAO which is ray trace ambient occlusion and simply plug in your height map. And then not the sample, set the height scale down. Probably even lower 0.005. Here we go. And then you have a little bit of emdclusion in there. So our roughness, our roughness is very, very important. The reason it's important is because it will take care of all of those wy fancy reflections. Everywhere you see roughness, even heresy, the reflections that we get that material response is always, especially with clean materials, very important. So what I'm going to do is I'm going to add a blend and I'm going to add a grayscale conversion. And for my grayscale conversion, what I want to have is I just want to convert this map to a grayscale. Technically, it's not needed because we have such a basic texture, but when you have more complex textures, you would want to use a grayscale conversion to still keep all of those little noise bits intact. I then add a histogran I believe it was range over here. I said range fill, but then now we can change the position. Darker means more shiny, white means duller looking duller. So I'm going to lower this down. Then I'm going to simply grab my mask over here, this one, throw this on top. And blend is using a sub using an art so that basically our grout in between looks duller than our actual tiles. At this point, what we can again do is we can add another blend or actually a cup of blends. For these masks. Why do I want to do that? Is because it might be nice to just give it like the tiniest bit of spec highlights. So if we set this to black and give it the tiniest bit of just some color in here, it will show up whenever we have a Wi low camera angle, and it will show as if there's just a little bit of interesting looking like reflectivity in all of our little shapes. Now, at this point, we can do some dirt, and then we're pretty much done already for this. So let's go ahead and blend. And one blend is probably enough. So what I'm going to do is I'm going to add a Oh, you know what? No, one blend is not enough. What is it? Yeah, yeah, one blend is enough. I'm going to blend these two masks together, but we, of course, need to control the opacity. That's what I was thinking about. So we can go ahead and set these two Maxten which means that they softly add on top of each other. Throw it in here, set this one to art, and then just lower the opacity way down to give it just a little bit of some interesting variation. At this point, we can throw this all in here. If you want, you can add a frame and call this one roughness, and we are now ready for the exporting. And over here, you can call this one base color. I do always like to work organized, but usually what I do is at the very end, I just go in and I just clean up my entire graph. Because you never know if you need to go into it a couple of years later and at that point, you might end up with the issue that you don't know what's going on anymore. Now I'm going to go ahead and create a new folder called Export. And what we can do is we can click on our floor tiles over here. Right click Export outputs, and our outputs are those final notes where we direct everything in. Targa file. I like to turn this on. Basically, what this does is whenever we make a change in our graph, it will automatically export. So at this point, we can go at an export and save our settings. Awesome. So what we can do now is we can w way go into over here into unreal engine. Let's see, do I have? I don't know where I place this Airport Ayahir. Taxes. Floor tiles. I'm just going to go ahead and I'm going to drag these in here. I will once again show you how to make the most basic looking material just to quickly drag it on there just so that you have control. So first of all, in our floor tiles, we need to go ahead and click on our normal, go down and flip the green channel in the advanced channel because remember, we used OpenGL this time. Now, for material, I will show you how to create a material where you can basically don't need any UVs. So this material, as you can see, I don't need any UVs. However, I will show you also how to do it with UVs just in case you need to. Let's create a new material. I'm just gonna call it floor tiles for now. And basically, all you need to do is, of course, start with dragging in your textures. Let's make this a bit bigger. We have a normal. We have our roughness. We have a base color, and we have our ambit occlusion. Here we go. Okay, so way number one, which is with the use of UVs, so that it will use the UVs that you created on your texture. This is great, of course, if you need specific directions or for walls and stuff like that. Here, let's amb seclusion. Way that you do that is you just add a texture coordinate node over here. And then what you want to do is you want to multiply this texture coordinate using a scale parameter. You can get a scalar parameter by pressing S and then clicking once and call it tiling and set it to one. Now, this basically, what it does is it will grab your UVs and it will tie it once by one. But of course, the general goal about this is because it is a scalar parameter, which means an exposed parameter, we are able to control the tiling. So if we would go ahead and save this and then right click and turn this into a material instance over here, let's say I go now over here. Not the right example because it's not working the way I wanted to. Let's just go here. Let's grab this one. If I drag on my texture, you can now see that our texture is here. At this point, we are able to go in here in the instance, click on tiling. And if we said it's the two, you can see that now it is properly tiling. So that was the main one. Now, another one is that we want to go ahead and have worldspace dialing. The way that we do that is if we go back into our texture is by creating something called a world align texture. You can remove this. And basically, what you need to do is a world align world, aligned. I cannot type texture. And we also need a aligned normal for the nom map. So with this, we need to insert a texture object. A texture object is basically your texture sample, right click and convert it to a texture object. And then you simply drag it in here. Now we want to go ahead and do that for all of them. So we convert them to texture objects. And then we have here on normal, and then just copy the world align textures for anything else. Like this. And then the XYZ texture, you can simply drag that one into your embitoclusion. This one was roughness. XYZ texture is normal, and XYZ texture is base color like this. Now what we need to do is we need to control the tiling. And for that, we just need one scale perimeter, colored tiling. But remember, what it will do is it will basically tie your texture over the entire world, the entire map. So we need to set this really high to 300 because else, it will be way too large and simply set this to your texture size. So this is a very simple way to quickly. There we go. Add some additional tiling to this. If we now go ahead and go in here and let's say that we grab our world instance our Interitecture, and set this to 300 Okay, I don't know what that circle is. That's really weird, but let's just see what it does. And we drag it on here. Yeah, okay. That circle is really weird. I don't know what it does. Oh, wait, sorry, the circle is because of the wilding texture. Ignore me. Basically, as you can see over here, we now have our texture, and we are able to go in here and we are able to control the tiling of it. Let's say that we set this to 350. Now, at this point, what you would want to do is you might want to go in and balance your texture a bit. As you can see over here, I find that my roughness is a bit boring. So I can go in here, set my roughness a little bit darker. And let's set the grout. Now what we can do is over here, I can also control and maybe setting the specs to be a little bit lighter, to be even more shiny and then to add a little bit more dirt. Now, it will automatically export these textures. That's nice thing about it. So I can go in here. I can select these, right click and re import because it will have exported automatically. And now you can see that it is a little bit. Let's try that again. You can see that the roughness is a little bit more shiny. If you want to go ahead and see, you can see a tiny bit more shine. If you want to go ahead and you want to have a little bit more control over your roughness inside the engine, what you can do is you can go to your floor tiles, and at your roughness note, you can add a power node, track in the base your roughness, and then another scale parameter called roughness and set this to one and track that into the exposure. Doing this basically allows us to increase the power of our roughness or decrease it. So if I go ahead and just play around with this here instead it to two, you can see that now our roughness is quite a bit more shiny, see, and it responds a bit better. I would not rely on this 100%. Here, you can see 0.5, almost nothing. The reason you don't want to rely on this is because it does not make your base textures correct. So if you need something quick to quickly balance it out, use this. However, else, I would keep going back and forth between your substance file and your base textures to balance it out until it is at the point where you want it to be. Now I'm going to leave things off by just right click, frame and call this dirt mask. And I feel at this point, I gave you a pretty solid overview on the general concept behind procedural textures, how to even create a little procedural texture, and how to set it up inside of unreal engine. Which means that we have gotten to the point where we have textures. We covered textures, we covered models, we covered procedurality, which can essentially create everything that you see over here. At this point, the next thing that we need to do is we need to go over on how to actually put it all together inside of in real and build a little scene. So that is something that we'll go over in the next chapter, and I'm looking quite forward to it. We'll do some level art, we'll do some lighting and just get this overall scene over here to look quite nice and interesting. So let's save your scene, and let's continue with this in our next chapter. 11. 10 Doing The Level Art For Our Environment Part1: Okay, so we ended our previous chapter with finalizing our floor texture, and now we have gotten to the point where I will show you pretty much the final chapter, not the final chapter, but the final part, which is actually putting the environment together in real. So we covered all of the elements on how to create an asset along with its textures, how to create modular assets, and how to create procedural textures, and all of these elements can be put together. Now, as you can see over this is already quite an extensive environment. It even goes all the way to the back and to the outside and stuff like that, and it has, like, all these interesting elements to it. I will create something much more simplified. And the reason I'm doing that is because it is very straightforward. Once I've shown you the general techniques that we use, it is extremely straightforward to just add more to it. And this is one of the ways that we can keep this as a budget environment. So I'll do is I will actually start probably with just a new level just to keep it nice and simple. And I'm just going to go ahead and I'm going to go for a basic level over here. Just like this. The reason I like basic is just because then we can at least use some of the lighting to be able to see what we're doing. Now, over here, as you can see, the basic scene already comes with a floor, and that's fine. That's actually pretty good. I'm going to go ahead and let's see. I'm going to set the thickness probably to, like, just one and I will probably, this should already be fine, actually. What I'm going to do is I'm going to go ahead and I'm going to go my materials instances, and I'm just going to drag in over here my floor tiles because they were quite important. And I want to make sure that my plane is on the center of the grid. So you can see the grid is exactly on top of the plane. If I move it down, you can see that the grid is floating, which will just make things a little bit more annoying. So what we want to do when we are creating environments is we want to go from large to small. So over here, we, of course, now have the large plane. So let's say that we now start with just mostly other structural assets, which are walls and all those type of things. Now, of course, at this point, you would want to gather a lot of reference on what type of a design you want. I myself already know what type of design I want. And I'm going to get started probably by creating one of those glass walls that we have over here. So I already showed you this in the previous chapters. So here we just have a simple glass wall. I can go ahead and I can set the snapping over here to 100. And it's first of all, a matter of, like, how long do you want your room to be. Now, I know that these glass walls are 4 meters. You can also see it based on the grid. So I'm just going to go four, eight, 16. And sometimes what you can do in order to help you figure out roughly how large you want your scene to be is by already placing some main elements in there. So, for example, for our main element, it would be the baggage. What do you call it? Tables, whatever you want to call it. Sorry, my English is not very good today. So what I could do is I could go in here and then interior and we're secure here. So here I have all my security assets. And also, if you want, if you want to sort a bit more easily, let's say that you grab your interior folder, you can go down here and you can turn on static mesh. And then when you select it, it will show you all of the static measures. However, because I created a very large airport, I just want to go a little bit more precise. So what did we have? We had an X ray scanner, which was like, Oh, sorry, turn off snapping at this point. Because if you don't turn on snapping, it will always try to snap. Anyway, we have an X ray scanner. And then next to this, we wanted to have our over here, just metal detector. Let's give it a little bit more space, but put it on one line. No, you know what? No. Let's put it a little bit further. I think it will look quite nice if it's a little bit further. Then next to that, we need to have our actual baggage testing. So this is like the main console where people will test. So let's say that we put that probably here because you would not want to have the baggage people to be able to grab the bag bags on this side. Wow, my English is really bad, all of a sudden. Sorry about that. And having that done, we now want to just have some conveyor belts. And this is mostly the reason why I wanted to do this first because I want to figure out exactly how long I want these belts to be. You can always just go up close. Yeah, so it should kind of transfer over. And even these models over here, they should be somewhat modular, see? That even them, they are able to basically snap using modularity. So I think two is enough. It's a small airport. So what I will do is I will do two. One here at the back. And then what I'm going to do's turn on snapping is I'm going to have one more here, but I can just drag in the second table, which is a flat table, and also one here, which going to be a flat table. So think about the logic when you're creating an environment. Now, this is an airport environment. Of course, what you would want is you would want to be able to just put your stuff over here on your table and then push it along, stuff like that. So at this point, you would also have, for example, here, over here, you would have a bunch of these internal snapping because else it doesn't work well, a bunch of these ones. And at this point, you could even already here, duplicate a few so that you have a few stacks like this. But of course, we're going to go for micro details a little bit later. But anyway, so this is the general length that we probably want to have. Knowing that, now what we can do is if we go ahead and grab our windows, and you can always go your outliner and just select all of the windows by holding shift. And let's say that this one is going to be quite close. To the end. Not like close enough that we still have some spacing between it. I would almost want to have 1 second. Somewhere here, I have, what's it called? Those Wow, my English is so bad today. I'm really sorry. Over here, there's tape barriers. Yeah, okay, a tricky one. So I'm just going to go ahead and grab this one. Going to duplicate it. And what you can then do is when you duplicate the mesh, you can instantly drag on another asset to replace it. So now you can see that I very often do this. I duplicate the mesh, and I instantly replace it with the mesh I want next, which is this one. So knowing this, we can now go ahead and grab this piece and move it out. This is probably where we want to have our scaling, something in this direction. So as you can see, what we keep doing is we keep using other elements of the environment in order to basically figure out the scale that we want. So at this point, we know that over here, we have the scale, and now we would probably say, like, Okay, I need maybe one more window or maybe even turn it into a wall at this point in order to give some more space for people to actually walk around so that they because in an airport, they would never just walk into the door and instantly be here. So let's say that I want to turn this into a wall. At this point, I can go back to my structural and interior. Okay? So turning this basically into a final wall, what we can do is we can simply duplicate this mesh. And if we go into the interior folder and apply this mesh, as you can see, of course, the mesh is different. The reason it's different is because the Pivot point placement is slightly different, and, of course, well, the height. But anyway, that doesn't matter because what we're going to do is we are basically having it go around the corner. So let's grab this mesh. Duplicate it again. And this time, let's go ahead and grab a corner piece over here. Now, a nice thing that you can do in real is that you can flip your pieces by just putting a minus next to the scale. So here you can see that now we are instantly flipped around, and at this point, we can go in and I'm just going to turn off my snapping. And I want to place this at a nice position where it's just touching the rest of my wall. There we go. And also push it out a little bit more, probably something like this. And at this point, you can also go in and if you want, extend this wall out to the outside. Of course, we are not going to actually create an outside, but here you can see that I can just extend it out maybe twice, and then let's say that I then duplicate it again and just drag in my corner again on here. So it's the minus one again to basically go around the corner to the point where you will no longer be able to see it. So yeah, basically, whenever you are creating all of these structural assets, the act of just being able to flip things around and to just drag in new meshes is your biggest friend. So let's say that we probably go around this point. I think that's enough. Now at this point, I'm going to go ahead and I'm going to duplicate this also over to the other side. And once again, we do need to grab this, drag in a corner. Let's select these three and just scare fully move them in. There we go. And as I said before, at this point, you can also go in. Yeah, let's grab this one, push it in. And thanks to the modularity of everything, we can very quickly and easily build an entire room. So that's pretty much it for this end. If you want to later on, of course, make something interesting on the outside, feel free to do so. I myself am not going to. What we will do is we will just go ahead and continue with the design. So over here, we can also snap it here, but as you can see, what will happen is that you will have an empty corner here. This is not very good because with lumen, this might cause some issues. So I'm just going to turn off snapping, and I'm going to push this out because it does not snap based on the grid, it snaps based on the pivotint position. So what I can do is I can go in here and let's say, I want to now define the center of the room. Yeah, I would say if I do this, and now here, there will need to be a door. So what I'm going to do is I'm going to drag in once again my corner piece. And in this case, I actually want to grab this corner piece, and I instantly want to just flip it around also. Like that. Then maybe turn it back into a wall just in case if you can see it. And this will just become like an empty hallway for me. In our case, here, it's just going to end here. That's pretty much it. And what we also want to do is we also want to now drag in our door. If we just go ahead and click on props, turn on the static mesh filter, and type in door because I know if we turn off snapping that I have this doorway over here. That we can use. So let's just zoom in, and you want to make sure that you just nicely place it against. This is also something to keep in mind that when you are creating things like doorways, keep in mind the thickness so that you have some spacing, if you have any type of floor trims over here to add some of that spacing. I think that's pretty good. I'm going to go ahead and I'm probably going to select all of these, duplicate them. Rotate them. A, sadly, they moved. Let's see if turning on snapping can fix it. Ah, perfect. So they moved at a very even pace. And now what we can do is we can also push this out over here. Just going to go ahead and carefully move this in. There we go. Yeah, that should do the trick. And for this one, at this point, I probably want to make the room a bit bigger. So what I will do is I will duplicate this, rotate it here. Probably move it somewhere at this point because I don't want to make it too big, also. Turn on my grid snapping duplicate this again, and I want to actually know what I'm going to do. I'm going to replace it with this one. Let's delete this. I want to replace it with the one with the door. Where are you? This one here. I'm gonna rotate this 180. Yeah, there we go. It feels a bit better. So we just have a piece with the door. Now what we can do is we can once again duplicate it, turn on the corner piece. Oh, I need to just set this to one. No it. I need to rotate this, snap it back. I'm confused which way I need to rotate this, to be honest. This way? Hmm. Did I find a spot in which the modular asset is not exactly working? That's interesting. I'm going to go ahead and I'm going to replace or add a plane wall over here because technically, here, we don't want to have this plain wall flipped. Ah, that's the problem. We flipped the walls. I do not want to do that because the walls are a little bit more sensitive to this type of organization. So this should do the trick. So we flipped it back. And now, if we add a corner piece, minus one, there we go, see. So that was a bit confusing. Anyway, we have this one. I'm once again going to duplicate this wall, turn it into flat wall. And I like to make a little corner. Because often having purely like flat, I should say, yeah, pretty much having 100% square rooms, not flat rooms, square rooms is quite boring. So often just adding a little bit of some additional elements to it can be quite nice. I'm going to go ahead and I am going to close this off because there is a door here. So I'm just going to close off this room. And what I will also do since I'm here is I'm going to close of this end somewhere here, that should be fine. It's made in a way that you should probably not be able to see the end. Now, of course, it depends like here, see? I cannot really see the ends of the hallways, so that should be fine. And I can also just extend these out just to close this off. There we go. Because we do want to sort of like close things off nicely like that. So, cool. Now, what we're going to do is we are going to finish off this room, which should be quite quick because all we need to do is we just need to duplicate this, and over here, we need to also start because I need to know at which point we will end. If I just, I'm going to do this nicely by moving this like this and you know what? I'm also going to do a bit of a reuse, actually. I'm going to No, not these ones. I'm going to grab these ones along with the doors. Although it would be nice to already place the doors, but let's just do that later because then I don't have to place the doors twice. Let's just grab this element over here. And move it somewhere here. I think that should be fine already. Yeah, that should be fine. And over here, I'm just going to go ahead. Extend these out also. Okay. Awesome. Cool. So that already gives some of the elements. Now, we, of course, also want to go ahead and create a ceiling, and I'm going to show you a few tricks. So first of all, let's go in. And extend these out, and then we will probably end the ceiling piece somewhere over here. Another thing is that over here we have this empty door. And what I would want to do is I want to fill it up with something. Now, what you can sometimes do if you're a bit lazy like me, is you can just grab a floor mesh wall mesh, rotate it 180. And then kind of just like place it in here and place it up. It depends how you need the environment. If you need to be able to also see the end of or the outside of the environment, then of course, you want to make sure that it's a little bit cleaner. But if not, We can just kind of do this. I even have a lower version. Here we go to make it a little bit nicer even. And the general idea is that once we have our ceiling pieces, you won't be able to really see any of this because you are only looking on the inside, like we are just creating an interior environment. So sealing pieces, that will be the next one. I need to have a look. So here we have because I have a bunch of office ceiling pieces, and I'm going to go for probably just like a nice basic one. Let's see. Is this the one? Kind of looks like it, but I just want to go to assets and type in ceiling. Or Roof. Okay, so I guess it is all in here. So we will go for probably just this version over here to keep it nice and simple. Gonna rotate this 180. Although funny enough, it looks like it will work. Oh, no, sorry, we don't want to rotate this. The top is actually fake. The end is the good one because it has some actual extrusions in here. And what we want to do is we want to go ahead and place it in a nice position. I want to just go ahead and already measure it out because I want to make sure that it ends at a good place for my window. So what I'm going to do is I'm going to go here and I'm going to improve that end a little bit more or I can improve it a little bit more later on. For now, however, let's just go ahead and place this piece. Let's see, let's place the ceiling, first piece over here. And it's okay to extend it out a little bit more, but I do want to kind of make sure that here we have a nice ending. And what you can do at this point is quite easy. First, create one row, and then I'm going to show you how we can use grouping to our advantage. So here we go. We have one row. Now what we can do is we can select this one row and press Control G to group it. And once it is grouped, you can go in and just instantly and it will just select everything a bit easier. So we can also select, of course, multiple, and very quickly, we can fill up this space. Until everything is turned off. And as you can see, now all of a sudden, we have a pretty nice looking interior. Now, at this point, if you want to ungroup something, you can press, what was it CtraG? No, Shift G, sorry, to ungroup it. And then we can just go ahead and extend this out over here. Maybe also a bit here. And at this point, you can barely see it. And often, if you really cannot see an element, I tend to just cheat a bit and here. I just basically overlap it just so that we can at least see the parts that we need to see. It might sometimes cast some flickering. So it's up to you if you feel like the flickering is too bad, another twig that you can do is you can select it. And for example, if you just go in and just give the tiniest bit of like a movement, it will stop the flickering. But in my case, the movement is too much. I should technically just do it using these values. But as you can see here, there's pretty much nothing to see anymore. We can go in and let's do ChevG and also this one, duplicate, duplicate. And, of course, I'm doing this very very quick. You guys might want to spend a little bit more time, or I highly recommend that you spend a little bit more time. I'm just creating a quick, simple environment over here. Okay, Awson. So we have these door elements over here. What I'm going to do is I'm going to for now, let's see, not extend this one. I'm going to grab a normal wall, and I'm going to turn this into, like, a long hallway. Oh, make sure to turn on snapping. Yeah, the most important thing was to show you how to do how to quickly create a structure that is still looking correct and everything is working well, all that stuff. There we go. And at this point, what I can do is I can just create two. Rotate one, move it in a bit. And move it along here. And over here, what you can always do is you can always just get a quick corner minus one. And if you want, you can close off this hallway. Of course, in my real airport, this hallway goes to the entrance terminal. But that's all up to you. There we go. And once again, we can select this element, extend it out. And if you want, you can then select them and you can press Shivji and just delete the parts that you don't need. As you can see, we only spent, what, 16 or not 16 a bit more, like 30 minutes or something on this. And we now have a pretty solid entrance over here. So, of course, the lighting is just completely blown out, and the reason for that is just because there is no real lighting or thing in here. It's just not properly set up. However, something I want to do is I now want to go in and I want to select all of these office ceilings and because they all have the same name, it's very easy for me to do that. Create one big group Contra G so that I can then hide it. So now I just have a little bit more space over here to look at things and work it all out. So what we're going to do is in the next chapter, we are going to start with medium and small details, finalizing the doors, placing some of these security checkers and some other stuff in there just to get a general environment, good enough so that we can start doing some proper lighting on there. So let's go ahead and continue with this in our next chapter. 12. 11 Doing The Level Art For Our Environment Part2: Okay, so we're now going to focus more on the medium assets. Now, whenever you have a large room like this, one of the things that I always like to art is some type of structural elements, in this case, pillars, because it always feels a bit off when you have such a large room. And yes, it is possible, of course, to make rooms this large without any structural pillars, but the pillars are visual interest. So I should have a bunch of them. I should have, like, round ones over here. But I also have, if I believe I'm right here, like the square ones that have some wood. The square ones are the original ones that I used over for this area, so that might be the best ones. And I want to also go ahead and press contro H. Oh, okay, so I don't. Hm, shall I move my ceiling lower or make the pillars a little bit higher. I think I want to make the pills a little bit higher because I think that will look a bit better. Now, cool trick that we can do, and this is only Unngin five is, let's say that we have this pillar and we just want to make a very quick variation. We could go inside of three a Max and edit it. But if you want to do it very quick, you can go here to your modeling tools. If you don't have them, just go to Edit, plug ins. Type in modeling tools and turn them on because they are in beta version, so they might not always be turned on. And then what you can do is you can go to your let's go down here to attributes, and we need to generate poly groups. Generating polygroups allows us to edit the model. Find quads. Yeah, let's do find quads and just press Accept. And now what we can do is we can go ahead and we can go, first of all, to our XFm and duplicate the mesh. Super important. If you do not duplicate your mesh, um, underscore high in name. What will happen is it will replace your original mesh. So if you have it placed anywhere else, it will completely mess everything up. So do not forget. Now that I've duplicated my mesh, I can go to my model and edit polygroups, select the top. And because it's not that much higher, I'm just going to go ahead and do this. And here, you won't really notice it on the UVs. So we are pretty much in the clear in that point. I'm going to go ahead and press H to height and I'm going to decide where I want to have these pillars. Now let's see. Let's first of all, turn on my snapping, have one pillar maybe here and one here. Pillars are often on a very similar positioning because they would be attached to metal beams inside of the roof. So having these pillars on these similar positions over here will make more sense. It's four enough. I think for now four is enough. I'm going to press Contra H because what I would like to do is I would like to match these pillars. You know, it's like both of them somewhat with our roof. So I'm just going to move this one in just because it looks a bit nicer compared to when it's on actual structural line of another asset that always feels a bit off to me. I want to go to this side here, once again, keep it a bit more even and here. There we go. So that's already some structural assets. Now what we can do is, let's say, over here, I'm going to slack my door, and at this point, I am going to move a bit faster. Once I've done some of the big elements, what I will do is I will most likely turn on the time naps to just do some additional level art that you can still see how I handle it, but not that we waste a huge amount of time on it. Oh, so I need to rotate this other way around. And what I probably want to do is I actually want to move these ones out like this. You see, you can see that we have support for the railing. Let's do minus one. There we go. And then these doors, if you want, you can even have them slightly open, something like that. Up to you, I'm going to go ahead and I'm going to Are deleted that door. That's good. I'm going to select this topiece door and these doors. And at this point, yeah, it's pretty much his placement. So I'm going to mostly just do some measuring out. And after that is done, we can just start by populating it. Just give me a second to, like, carefully move this in here. Okay. For some reason, I'm missing a door. I guess I just forgot to. It, but you know what? I'm going to make these doors. So if they're closed, there we go. Okay, cool. So we have these large elements over here. Now, next thing would be the medium size elements, and over here, you can once again use grouping. So let's say that this is all going to be pretty much the same. Maybe over here, it would have a where are you? This little keyboard. But that's like small deta, but because we are grouping it, I want to kind of keep it on. You can go up here and you can switch your pivot point between world and local, which allows you to do some local movement over here, which might be easy when you need to rotate something. So what I can do is I can go ahead and select all these pieces over here, and I can press Control, not Control H. Control G to group it. And this way, we can very quickly work on this. So let's say that I do something like this. Yeah, let's do two points away. Maybe another maybe space for one more. Yeah, there we go. So nice and easy at this point. And what you can also do is if you can maybe create a little barrier that goes from here. And I have also individual lines, so I can switch this to a barrier like this, duplicate it, throw in one of these and then duplicate this one. There we go. Just some storytelling because it's security. You would not want someone to just quickly be able to walk past it in ways you don't expect. Oh there we go. Awesome. So now we already have some pop lating in there. And with these pieces, we can also go in and let's say that we want to have some type of a waiting line. At those points, you can also go in and if we just grab, let's say, this one, how would this waiting line look like? I feel we would just need to give a bunch of space to people. So let's say we grab something like this, and these ones are also modular. Yeah. You know what? Let's do this. Let's grab one here. Now, these are modular, but not on the 1 meter scale. And grab a piece here. Let's move it a bit. And let's say we can also pick those up over here. And at this point, we can rotate this. And this one, we can just continue on to the end. And now what we can do is over here, we can just start building out like a zigzag patron as some type of structure there. Now, I would say that at this point, it's honestly just going to be about me placing assets, placing larger and smaller details. So what I will do is I will go in and I will kick in the time labs where you will see me just like design a very basic version of this level just to get something interesting for our lighting. So let's go ahead and kick in the time laps and continue with this. No 13. 12 Lighting, Post Effects And Final Polish: Okay, so I have now finished a pretty basic but still nice looking environment layout, as you can see over here. Of course, there's a lot more room for, like, micro details and a lot of other stuff. However, what I want to do now is I want to go over lighting and over colors and then also over some final polish. Now, when it comes to lighting, we have two versions. We have the exterior and the interior lighting. So let's get started with just the exterior lighting. For this, the first thing I'm going to do is, as you can see over here, I have this plane, which is white. But because it is outside, it actually blows things out of proportions quite a bit. So what I'm going to do is I'm just going to go ahead and I'm going to create a quick probably just like a normal plane because I should have a very basic tarmac material that we can use for this. So let's move this here, and be I think I called it asphalt. I just need to make sure if it is, good. It's world space, which I already showed you what that means. What I will do is I will go ahead and probably move this a bit over here. I still want to keep some thickness. So as you can see, over here, I'm just basically creating a pretty large plane. To cover the outside because I'm not going to create the outside, but you can still cover it. If I want, I can even go in here and I can type in plane, for example. And then there should be take this one pretty much. I I scale this down, and this can just kind of fill in some of the space. Actually, just having one, a bit to the site over here. I believe there was even control over here on, there we go to get a different texture. And just that from the outside here. See? That's pretty much all we're going to do in this specific case. This plane I just downloaded from the inal marketplace, by the way. So, okay, our interior lighting. Now, we already have a basic setup over here where we have our volumetric clouds, our sky atmosphere, and our skylight. Just to keep the lighting very basic, I'm fine with that. Like, that's no issue to me. However, I do want to go ahead and work on my directional light, and I also want to go ahead and work on my post effects. So first of all, for my directional light, the first thing that we want to do is we want to kind of figure out a nice lighting angle. And for that, I feel like an angle where the sun is shining through. This entire scene will look quite nice. So I'm going to turn off my snap rotation and see. The nice thing about the sky atmosphere is that it will automatically when the sun is lower, already work with the color of a light. We can, of course, change that later on. But let's for now go for something that's quite nice and drastic, maybe go a little bit more. I'm just trying to figure out from the side or something like that. Y. Maybe a little bit from the side like this, and then we can cover some more interior lighting for the rest. So as you can see this very quickly already gives us something quite interesting. I would say that over here, I have an emissive. Here, let's go ahead and what you can do is if you want to keep something as a group, but you want to select an individual asset, you can go to settings and turn off allow group selection, and now we can select it. I'm just going to go in this material, and I have here like an emissive map, which I'm going to set way lower because it's not looking very good. Maybe if I do zero, maybe 0.1, 0.01. There we go. Just to give it the tiniest bit of like a globe, but nothing too special. Okay. Sorry for the quick cut. Sadly, during saving my unweel engine crashed. Anyway, I just lowered the MSF, and that's where we left off. So at this point, what I want to do is what you can also do from the outside is over here, as you can see, we use the plane basically to sculpt some interesting shadows also in our scene. So first of all, I'm just going to work on getting some interesting lighting. And using the defaults of a wheel, you can already get very quick lighting. We have an entire course about lighting, so I do recommend if you want to have much more complicated and in depth knowledge of lighting, that you would follow that course. But in general, as you can see over here, we are able to use planes to capture some interesting shadows and to already get some nice looking lighting very quick. I would want probably Hmm. I'm not too big of a fan, to be honest of this lighting, so I'm just going to go ahead and not use this plane. Yeah, I think this is already enough. Also, it's really nice that we have these quite thick frames over here, which will also introduce some additional nice looking lighting. So I would say that that's already pretty good for, like, the exterior lighting coming to the interior. However, we will go ahead and we will work on some post effects later on. The next thing I want to show you is I want to show you some more interior lighting. So whenever you do interior lighting, it always starts with a simple if I just navigate to it. It, of course, starts with a simple model. Now, this is an office environment. So what type of interior lighting would be good? That would probably be just like an office lamp. I have one here in a blueprint that I will show you in a bit. So here you can see that we have a lamp that is set up. And now, if I go ahead and go into it, you can see the setup. So I won't go over this because it's a little bit more complicated. But basically, what we do is we have a light over here, which is just a simple model with an emissive. And what we have is we have a rectangular light. Now, I do expect that you know the basics of unreal engine, but a rectangular light, you can even audit yourself by going down here, lights. And here you have a rectangular light. It's basically just a light that we can use and we can have various settings on it. Now, if we go ahead and go into our construction graph over here, what I'm basically doing is I have my construction graph and use the set visibility to be able to turn on and off this light. If I click on it, you can see over here that the light can be on and off. Right now, I seem to still have some emissive problems, which I will fix in just a bit. After that, we also are setting our light intensity using the set intensity node over here. As I said before, I'm not going to go over blueprints, but basically, what I want to convey in this is that setting up light lights in blueprints, which allow you to basically change in this case, just the intensity and change if the lights are on or off is very beneficial because it allows you to very quickly just place lights like this and be able to turn them on and off. Now, I have no idea why the emissive is being so blown out over here. It might be because we don't have to correct post effect. So what I'm going to do is I'm going to go ahead and save my scene, and I'm going to add a post effects first to basically minimize the amount of emissive strength that we have. If we go up here to visual effects and post process volume, the first thing that you want to do with the post process volume and post processing is basically adding effects after all of the rendering on top of your camera. This is things like bloom, exposure, color grading, some controls for lumen and a bunch of stuff. First thing is go all the way down and turn on infinite extent. When you do this, what will happen is that the post effect will always be active no matter where you are in your scene or environment. I like to go to my bloom, and I always like to go ahead and set the method to convolution, which is a little bit more accurate. However, it's also very expensive to render. So it's more for final screenshots and stuff like that. Now, in here, I'm also able to play around with my exposure. And for your exposure, if you have a scene where you go from outside to inside, it might require a little bit more work. However, if you just have an interior scene, what's often easy is to just set there min and max to one like this, and then to play around with your exposure compensation to basically control how much exposure you want everywhere in the scene. You can see over here, because what we are after is just after getting quite a nice looking environment for some portfolio pictures, for example. Now, next thing that I'm going to do is over here, I have my office ceiling light. I'm going to go in, and I'm not entirely sure why it is being so intense with the emissive because that should have the exposure should have fixed that. So I'm just going to go in here and probably set the emissive lower. Um, 0.1, probably. Let's hope it doesn't crash this time. Yeah, it does not. Okay, awesome. Now, when it comes to blueprints, you are always able to also edit the original light. As you can see over here, here's the original rectangular light. And I can see over here using this line over here, the radius of my light. If I want to change that, I can always go in, see, and lower the radius. Let's say I set it to somewhere over here. Another thing that I'm going to do is I'm going to go to my original blueprint and set my intensity way lower. See, that's sends to here. So I feel like our intensity was just blown out, and that might be because we have slightly different lighting settings in the original airport, but that's not what we're after right now. I'm after just giving you a quick overview on how to get some decent lighting. So what I can do is I can go in here and I can increase the lighting radius. I can also go ahead and work on the color. In which case, I always like to use temperature and not the light color. Temperature basically controls how white or yellowish your color is here. Lower down the temperature, you can see it becomes very yellow, and if I set it higher, it becomes very white. I know that's a very basic explanation, but what I'm going through is I'm going to start with 5,500, and I think that works quite well. Okay, so at this point, let's say that we have a light that is working quite well. Now what we can do is we can populate our scene. Oh, I need to make sure that I select the actual blueprint and not just the light. When populating our scene, as you can see, it will just move these lights around. However, adding a lot of lights to your scene will become quite expensive. So you are able to, for example, turn on and off lights. Something that you should keep an eye out is, let's say that I have these three lights over here. And what I'm going to do is I'm just going to go ahead and I am going to place them, also in the areas where technically right now I don't need any light. You won't even be able to see these lights because the sunlight is overpowering them. But what I want to do is I want to show you something. Let me just place some more lights. Let's see over here. In this case, I'm going to place one more in the center and then another one here at the end. May move this one over here. Okay, so now as you can see, if you have a powerful pasen PC, so not much will happen only that there's a lot of light here. However, if I would go to my It section, optimization viewpot and light complexity, here, what you can see is you can see how complex our lighting is. If it goes in the direction of red, purple and white, that is very bad. Over here, you can see because we have so many lights that we have some areas where the lights are overlapping and they basically end up becoming red, which I would like to avoid. I would like to keep it roughly in this area where it's maybe sometimes um light yellow, orange, but that's about it. Now, what you will notice is that, for example, these lights over here, we know that our scene does not need these lights because of the intensity of the sun. So if I would go ahead and set these lights and then simply turn them off over here, you can see that now this area becomes much more optimized. But if we go into our scene, you also notice that you don't really notice that the lights are off. Like, here they are on. Here they are off. Yes, there is some additional reflections going on, but they are actually not that nice. I would even argue that the lights are too strong at that point. Speaking about too strong, I would argue that even these ones over here, if I just select all three of them, I set my lighting intensity probably to like two or maybe even one. Because there is so much light going on from the outside, it wouldn't make sense for interior lights to have such a strong effect, basically. Now, another thing that you can do, if I just go ahead and set these probably to two is, is you can also control how much of the light from the outside bounces around on the inside. You do this by selecting your directional light, and down here, you can go to the indirect light intensity. If I would set this really high to like ten, you can see that over here, the light basically bounces around so much in the room that everything blows up. Not what we want, but you can see that here if I go from one, and let's say I said this to two, you can see that now the entire environment, it just takes in a little bit more of that exterior light. And it's up to you to find out what you want. Let's say 1.5, for example, is what I want because I don't want to blow it out too much. Now, at this point, we have our lighting. Let's go ahead and just continue with our post effect, and I will show you a few little tricks for that. What I want to do is I want to go in and well, first of all, let's save my scene. Post process volume. Let's just type it in. I will clean up my scene later on. So, okay, with our post process volume, there's a few settings that we can control, but the ones that we're only really interested in is if we go into our image effects. Over here, we can control the vignetting, if you want to give it a little bit more darker corners. And you can also control the sharpening, as you can see over here, which can make our vim just feel a little bit sharper. I'm going to set this one, for example, to 0.5. Now if we go down, we have our color grading. In our color grading, there's a few things that we can do. One, we can over wit the temperature. So if you go to temperature over here, you can, for example, balance out the temperature. However, I recommend not using this too much because as you can see over here, it is just adding a temperature on top, which means that it doesn't actually get rid of the original temperature, which makes it quite difficult for unreal to balance it out. I'm just going to go ahead and leave that. But we can also control global settings, our shadows, our mid tones, highlights, all that stuff. So let's say that I go to global and I play with my gain. You can see over here, I can make my scene a little bit lighter or a little bit darker next to the exposure. Now, where would I use this for? I would often use this by going into my shadows. And in here, I can control, setting my shadows, for example, to be a little bit darker. Let's say that I set this to 0.85. It is quite subtle, and let's say that I also want to go in and I want to make my shadows a little bit more Blue. Is there a good way where I can show it? I think in the gain, it doesn't look very good. Let's go to Gamma. I guess our sunlight. Here you can kind of see it. See how making a blue, it can often give like a bit of a cinematic effect, but we want to make that super, super subtle. But of course, we have a very sunny scene, and the sunny scene makes it quite blown out. Now, why would you want to art a little bit of blue in your shadows? It kind of depends. It is more for exterior scenes because in exterior scenes, there's always a little bit of the bounce light from the sky, which is often blue that goes into your shadows. Your shadows are rarely actually black. They are often like Wi Willy dark blue, in that sense. In my case, I also just like a little bit more of the cinematic feel to it. But anyway, so over here, you can also play around with your midtones and your highlights. Let's say that you want to, for example, boost your highlights a little bit over here, see? That might look nice to set this maybe to 1.2, just to boost it a little bit. And you can just play around with the settings. It's quite similar to, for example, Photoshop. Now next we have over here our global ilumation and reflections. The first thing I like to do is I like to always go in reflections and in my luminar reflections, I like to turn on high quality translucency reflections, which will give us some higher quality reflections in our windows over here. Now, next to that, what we can also do is we can, if we want, set the quality a bit higher. This will be good if you have an environment that has a lot of reflections, but always remember that higher quality also means that it is a little bit more intense to render. Kind of keep that one. It's a little bit more intense to render. So, in turn, yes, you get a high quality, but it will also be a little bit more difficult. Or for your FPS to maintain higher FPS levels. I was a really weird way of saying that. Next, we have our lumen global alimation. In here, we can also set our scene quality. What I tend to do is I tend to if I make just like an image, I tend to just set the quality quite high. The lumen scene view distance and trace distance, this will increase, again, the performance or decrease the performance, but if you set this higher, it basically renders lumen for further. So if you have a really large environment, just keep that in mind that you can set those settings higher to basically be able to still see all of the global illimation in the far distance. Okay, so next to that, I would say that there isn't really that much that we need to work with. One nice thing that we can do to give it a bit more of a cinematic feel is we can add some film grain, sorry. So adding some film grain you add it if you increase it over here. What you can see, I said, it really strong, is that it gives us just like that I wouldn't say that it's for old cameras, but more just like the slight bit of grain that you can often see in cinematic movies. If I set this to, for example, let's say, let's set it to one, but I meant to probably set my grain less strong in my highlights over here and probably in my midtones. What that will do is basically, it will increase the grain whenever there are shadows. Like over here, you can see that the grain is stronger. But then as soon as I go into my light, the grain will be less strong. This to me feels a little bit more logical because the light would not be able to show the grain as much. At this point, you can also by the way, control how large you want the grain to be. Gonna probably set this to 1.1 to make it slightly larger. And I want to set my final film grade to maybe like 0.5. Just to give it a little bit maybe 0.7, just to give it a little bit more of like this, cinematic feel to it, which to me, often makes it feel a little bit more realistic. Okay, so let's say acne. And let's say that now we have covered how to do interior lighting, exterior lighting, and how to go over post effects. As you can see, you can very quickly get some really interesting looking lighting using just the default. Once again, this is such an enormous topic within game development and just environment art and everything like that. Which is why I highly recommend when you get a little bit more advanced to go into our courses and to go for where are you? The ultimate lighting course, because it will go over every single thing that has to do with lighting in wheel. It's done by an amazing tutor, who is the lighting arch director of the Star Wars games. So, honestly, I highly recommend following that one. I will also later on, give you a little bit more information on which courses would be good to follow after this one. In any case, let's say that now we have over here our scene and we have some decent lighting. Let's say that now what we want to do is we want to create some final renders. For that, what you would want to do is you want to start by creating a cinematic camera. You go down here, create camera and cynicamera actor. Now, why would we want a Cygamera actor just because we have a bit more settings in here? If we go ahead and go in the actor and scroll all the way up, there's a few controls that we have, but the main ones that you want to work on is that over here, we can control, the lens, sorry, the lens settings. And we can say which lens. Say, if we want to go for, like, a close up, we would want to go for 50 milliliter lens. But if we want to go from a distance, we would want to go for 30 or even 12 like this. You can also go in here and set it to custom why is it not working? Custom. And you can set this to, for example, let's say, 25 millimeters like this. Now, this scene, I never like the look of 16 by nine. So what I like to do is I often like to cut it. I can do that by going into my crop settings over here and setting this to crop two by 39. As you can see this will instantly give you more of this cinematic feeling to it. So at this point, what I would usually do, let's say that we have a like a scene overview. I would probably set that to maybe, let's say, 18, something like that. So this is just like a nice scene overview, I can choose where I want. The scene to be. Let's say that more like from an angle, something like this, for example. Now, let's say that you also want to go ahead and create some close ups of, like, whatever you did of the scene. What you would then do is I would just duplicate my camera actor. And for close ups, I would always set my millimeter to be quite a bit higher. So, for example, 50. If I set this to 50 and let's say that I make a close up of, let's see, something interesting, first of all, what I want to do is I want to just select this one. Give me 1 second. Let's say that the close up is going to be of, like, but this part over here. I go to throw in an extra back in here just to make it a little bit more visually interesting. Now, as you might notice, what is happening is that everything is very blurry. What you need to do is you need to go into your camera. And then over here in your focus settings, you need to grab the manual focus distance and set it where you want your focus to be. For example, I want my focus to be on this back, but not on the background over here. As you can see, this will give you a realistic depth of field. Now, at this point, it will keep the focus distance, not so much on the back, but just on this distance. So if I go ahead, the set this here, here, see, if I set it to the back, it will, for example, put the focus more on the back and less on the front over here. Let's say that now, for example, we have a close up, have a close up, sorry. And like this, you are able to just switch back and forth between your cameras. So at this point, you would probably want to say, Okay, let's go ahead and start by creating some images. I recommend that you, of course, set a few more camera angles. I will, for example, do another one. It's, for example, like this, maybe give it some symmetry by having the door in here or you can go in and you can make it a bit higher, whatever you want. Or maybe make it like here. It's all up to you. Of course, you guys don't have this scene, so that's why I'm not going to focus on it too much. But let's say that, okay, you are now ready. You have your camera angles that you want to create. Next thing that you would want to do is you want to create some high quality images. To do this, you go to the camera angle that you want. Now, something very important is that you need to press G to basically go into game mode so that you don't have any of these icons because these icons, they will show up in your redder. So I press G. And now what I want to do is I want to go ahead and I want to go to my high resolution screenshot. Over here, sets, for example, the two. The higher you set it, the stronger your PC needs to be in order to handle this, and you simply press capture. Now, if you quickly click on this link over here, what you can see is that it will have captured the image. Load it up. There we go. So now we have a nice high resolution capture of image. Something that you might often notice is that the grain is a little bit too strong sometimes on the actual capture. This is because when it captures, the scene freezes a little bit, and then the grain becomes a bit overpowered. So in that case, you want to go to your post effect volume and set this quite a bit lower to like 0.3. And I'm also going to set the textil size a bit smaller. Now you can go ahead and try to create another image. And if I can navigate to it, give me a second. Here. Now you can see that the grain is a little bit smaller. Don't worry. There are some issues over here, and I will show you how to fix those later. So we now have a high resolution screenshot. What I would often do just to make it feel even more cinematic is I would go into Photoshop. Here we go and go ahead and create a new scene, and I often like to go for a resolution that is 2560 by 14 40. Don't know why didn't type 2560 by 14 40. And I like to set my background over here to black and press Create. Now, with the scene, all you need to do is you need to drag in your image, and it should drag in on the center over here, as you can see, which is good because now you can see that we have these little black bars, and saving an image like this, just with these little black bars, it instantly makes it look more interesting. Now, personally, of course, we have a company. So what we would do is we would also place our logo down here. I'm just going to very quickly navigate to one to give you an example on what I mean. So give me 1 second. Well, Here we go. So here you can see an example on the airport scene, and you can see that we have quite a large image. We have the black pass and then we place the logo in the bottom, which works really well. And as you can see, this airport scene, of course, has gotten a lot more work into it, like more than 1,000 thousands of hours probably at this point, across multiple artists, most of it creating the assets, but also doing all the level art. And as you can see, with the techniques that I've shown you, you can theoretically make something like this. It will take you a very long time if you're an individual, so I would highly recommend going for something much more smaller. But here you can see this was our final post apocalyptic type or abandoned type security hull, as you can see over here. You can see how once again, I played with the camera angles, I played with the grain, as you can see over here and the close ups and stuff like that to get a quite interesting look. We have this across a bunch of different images. So at this point, let me just check my note. What I want to do is I just want to show you how to fix some common issues. So one of the most common issues that you already see is that over here, sadly, we still have some light bleeding from distance. Remember how I was saying that we should push this out. Sometimes even pushing it out just isn't enough. However, if you are creating an interior scene, and this is just a limitation of lumen, if you are creating an interior scene, what you can do is you can basically use your modeling tools over here. To create a quick box, press except. Let's go to our model, poly group did. And in here, we are able to what I like to call a What do I like Light blocker? That's what I like to call it. Sorry, I forgot how I like to call it. Basically, what the light blocker is is it is a shell around your environment, which is quite thick, as you can see here, I made it almost a meter, and you can press the extrude, for example, extrude this out. And using this tick shell, it basically blocks any unwanted light from shining through. So if I would go ahead and, for example, here, apply this in here, what I'm going to do is I'm going to This can be very messy geometry because it's geometry that you will not see. So here, if I just add an edge, and once again, for the moding tools, I recommend that you just watch some introduction videos. It's not something that I'm going to go over. But what I can do is I can go ahead and let's say extrude this because I want to extrude this that it does not cover my windows, of course. And then extrude this again, probably at this point. And let's make another loop here and here. And I should be able to now extrude this down without being able to see the light blocker and also extrude this one down. Now, if I go back to my environment, making sure that doesn't shop. And now, as you can see, if I just press except, using this light blocker, all of those issues are now fixed. You now don't see any type of light bleeding anymore in any of these corners, even from a distance. So that's a very easy and quick way too and also a very old school way of basically fixing any of those issues with the light blocker. Okay. So having shown you how to fix that smell issue, at this point, let's go ahead and go back to our original scene. Here we go. I just lower it up. So as you can see, this scene, of course, is a lot more polished. But I have now gone over very quickly, although I feel like I already went more in depth than I expected in how you would go on constructing a scene like this. So, of course, when you create scenes like this, it requires a lot of balancing. Over here, you can see that, for example, we balanced a lot in getting the perfect reflections on all of our materials, getting the perfect amount of lighting. Of course, creating the scene to feel more full by having all of these exterior assets and stuff like that. But in general, it is all the same workflows. You go over, and as I said before, we started by just, creating our assets. After that, we went over on how to create structural assets, how to put it all together, and how to do some lighting and post effects. So creating a scene like this, yes, that's pretty much the workflow I would use. Of course, I would have multiple artists. So, for example, what I would be doing is I would be focusing on all of the structural assets and already create a empty room while my artists are focusing on creating all of the individual assets. If you are an individual, this is something that you would just want to go over on how to do, or you would go over this all alone, at which point, it will become quite time consuming. This is why I often recommend to not go too big. A scene like this might not seem very big in terms of the size, but it honestly is very big. If you look at it, all of the assets that you need to create at high quality, this will cost you weeks to create if you want to hit that true AA quality most likely. I would say that at this point, I will leave it off here, and I want to recommend to you some additional courses over here. So the whole goal of this tutorial course was to basically give you a very quick overview on how you would go about creating a tre environment. That's why I like to call it a budget environment course, because as you might have noticed, I didn't cover any of the micings like setting up blueprints, using decals, how to create even more refined textures and how to create various amounts of assets. However, we have a very large library of tree D content that can help you with this. So for example, a few that I want to go over that I would recommend. If you want to learn how to create full tre environments, everything, modular assets, procedural assets like procedural textures, unique textures, everything, there are a few courses I recommend. One of the most recent courses is the Sci Fi environments for games. This course, yes, it goes over Sci Fi environments, but you can apply it for many other type of environments. Or if you want to have something a little bit more refined, we have the Japanese environment that also goes over a lot of those elements, although it makes more heavy use of nanite to be more for cinematics. We have our medieval town environment. However, that one goes more about modular design and nanite and a few good ones is also our interior environment or or a very old school one is our full environment or large environment. If you want my recommendation, I would use probably the Sci fi environment because it shows the most up to date techniques. If you have a serious interest in learning how all of this stuff is done inside of actual studios, I recommend creating treed assets for game and production studios. So this one goes over not only how to create a high quality tree asset, but it will give you an in depth overview on how studios work when creating tree assets or environments and everything like that. Next that, if you have a serious interest in photogramtry, we have the ultimate Photo gramry course, which will teach you everything you need to know about photogram try. We also have some individual asset courses like over here, the creating hero assets for games and cinematics. That one goes over on how to create a full asset in Blender. And if you want to have still a introduction, like you are more of a beginner to environment art, but you want to have a more in depth introduction, I recommend I highly recommend even the complete introduction to environment art. So this one will teach you basically every single element you need to know about creating a three environment from start to finish. So it will go over sculpting. It will go over module assets. It will go over unique textures and unique assets over level art, over foliage. It will cover all of those things. However, of course, it will be quite a larger course, and the price is also a little bit more expensive in that sense. Now next dead, what else do we have? Over here, we have some realistic prop texturing courses, some level art courses, some decal courses. So there is a lot more refinement in here also courses how to use trim sheets, which is more optimized way of texturing courses how to create destrod assets. So have a look around. We have everything you need to basically become a Trey environment artist, I would say, and you can, of course, supplement it with some additional introduction courses, for example, on YouTube or from other publishers. I would say that that's about the end. I hope that you enjoyed this course. I hope that it didn't go too fast and that it still gives you, like, a solid overview on how to create a three environment. And I hope to see you in any future Fast Rec tutorial courses. So my name is Mis Ligas and thanks for watching Fast tutorials.