Transcripts
1. Intro: Hey, what's up, guys? So this course that I've made is how to make a sprite
getting ready baseball bat. In this course, you'll
learn how to obviously make the baseball bat
jewelry topology, UV unwrapping, modelling, basic modelling
and basic texturing. This course is designed
for intermediate. If you're a beginner, you
can probably get around it. But what I would say is, I don't teach a
lot about the UI. Like me, I don't
show you how to pan around or how to move the scene. It's the basic things that you would probably just
have to learn. It shouldn't take too
long to learn how to move around and zoom in, zoom out. And but I do, I do teach
you like GZ up and down. And I do show you
that simple stuff. I repeat extrude scale. I do show you a
lot of that stuff. I repeat it a lot. And on the shortcut, your UI that always have on
the left side of my screen. So if I ever do GZ, you'll see that I do something. So it is for intermediate, but beginners are welcome. In this course, you can see that the topology right here
and the texturing, I show you how to
bake the textures on the model itself and how
to do the UV unwrapping. And this is all getting ready. So once you've done,
you can take it into animate it or put it into
Unreal Engine or unity, whatever you would like
to use and use the model. But yeah, and then
I'll show you some Render Settings at the end. I hope you guys take this
course and enjoy it. Thank you.
2. Addons: Hey, what's up, guys? I just
want to show you the add-ons that I used for my tutorials. This will be it will be
throughout all my toys because I don't really
use anything else. I normally just use
the same add-ons. But if I ever change or add something later, definitely
update the video. But all for the video, I'll show you how to add
that specific color. Anyways, when you install the add-on or change the add-on, you want to go to
the top left and go to Edit and Preferences. We want to drag this into the
middle and you want to go down to add-ons, Add-ons. I'm going to show you the
add-ons that are used. So you go to the search
bar and type in node. And you want to
put Node Wrangler on this ticket and
Save Preferences. Once you've done that, Node
Wrangler is for texturing. So if you've done tastefully and Substance Painter and you
have like a base material, normal map at a bunch
of other stuff. Sorry. This could give a whole bunch
of other stuff like yeah, like base material on that. And you want to get into
Blender very quickly, use Node Wrangler so you
can drag and all the materials and important
very quickly. The next one you want to put on its mirror, this auto mirror. It's a nice add-on. I use quite a bit. That is
ticket Save Preferences. Again, you always have
to say Preferences, and then this one's too. You'll have to download. It's called Jamie's tools. Hey, mesh tools, lender
the search on Google. And then you can go to
this dermis tools github and then go over code, the standards up,
concave down, It's up. Then once you've downloaded
this J mesh tools, you can pause it if you
still have to download. Obviously if you sold
downloading, dispose the video. But once you've downloaded it, you just want to go to the top. And with CVC Insight, we
just want to click on that. And then you want to find
where you've downloaded it. So I'll just find quickly. Once you found it. Okay. As mind is
when I click on it, this one, I'm sorry, you
just want to click on it and install add-on. Right? Once you install add on,
just make sure it's ticked. So maybe it should be those technically damage
tools and efforts on TikToks ticket and
then Save Preferences once again, like that. And then there's another
add-on called HDRI. I don't show you
how to install it, but it's something
you can look up. The nice add-on to use when you have a whole library of H2RAs, I'll show you how to
do an HR manager or leader in Blender normally. But now it's basically
a three Arthur video. I'll go through what they all
do if I have to go through pretty quickly J Mesh Tools is so you get this
nice line here. As you can see, I just
clicked Jamie's tools to open this tab in your
purse in sorry, I apologize. And bottom left, you can see
all the buttons are brace. If you look bottom-left, throughout, my
tutorials will see it. But the Jamie's tools, let me submit the
mirror modifier. I'll show you what
that does now, but with the Jamie's tools, it makes it nice and curved. So whenever I click on yet, you'll see how nice
and curved it gets. Sometimes you change the
amounts like 0.04, like this. It's not too complicated.
I'll explain in a lot more as we go through
the tutorial itself. But that's basically it. So this is what you
use for baking. And sometimes we might
go down like this and apply just so we have
this nice little HDAC. Even get down to one. So you have an edge, right? Edge helps you a little
bit and then you can go. So then under Edit, Edit, you'll see auto mirror and this automated just automatically
mirrors that, right? Not too complicated. What
does this autumn errors can see those automobiles and
whatever you do on that side, you can do on the side
to that side too. That's basically it. The Node Wrangler. I'll get more into detail
when we actually use it. But that's it. I'll see you guys in the rest
of the tutorial.
3. 1 Making bat : Alrighty, So how's
it going, guys? As you can see at this
open Blender, 3.4, 0.1, every time you open lender, this is how
it's going to start. I know in the last video
explained everything. I might just do a very, very quick explanation
of everything. I've got the shortcuts at the bottom here that is
still need activate again. But anyways, so when
you open up lender, you're going to start like this, just click outside the box. All I'm going to
do, first of all is this drag and click over all of these assets or
all of these objects. I'm going to click Delete. And then I'm gonna, I'm
just gonna press Enter. You can always have this side of these tools
open all the time. I normally always
have them open. But let's go to I'm going to quickly put
the keys on for you. Okay. So I'm gonna put the
keys on the left-hand side. Sorry about that. Left-hand side. So every time I do something, if I go too fast, maybe if I keep
saying what to do, you just look bottom
right. Bottom left. Sorry. Okay. So let me just explain
what I did there. I dragged this little corner on each side of a blender
that if you try, you can make a whole new scene. If you just right-click
in-between the two lines, you can join areas. But anyways, let's get started. All I'm gonna do now
is just going to press it integrates the side again. I always keep it open. So the mosquito, and
then I'm just gonna press X or click on the gizmo
at the top, you increase x. You're going to press Shift a, go all the way down to image. Once we had imagery, want to
go Reference, references. And then you just want to find the file
uploaded for the bet. And then you just want
to, once you found it, just click on it and then load reference at
the bottom right. Okay? Once you have done
that, I see this like little shadowy and
stuff but that's okay. The skirt. Once you have
loaded this got our X 90. And then now we are facing
upwards, which is good. So all we wanna do now is let's say we making
this for game. So the easiest way to
start with this would be for us to use a cylinder. But let's use a cylinder, go back into our XU is Shift
a go to Mesh cylinder. The cylinder. And then before you click
anything you'll see at the bottom yet add cylinder. And this is where you can change how many vertices
it has a rounded, they can still pan around
when you have it like this. Let's see, Maybe I'm going
to bring it down to 16. Let's make it quite heartless. We get 18 because it's going to, it's going to shrink it down
when you shrink it down and becomes more vehicle. That makes sense. Like it seems more
round than it is. But this is the 18. Once you've done it, we're
just going to click. I'm going to press S to scale on the scale it down to
my reference image. And then now I'm
actually going to read, I'm going to fix my
reference image. They can see the spheres. Sphere, what has
been the middle. So let's just go G. Once we have clicked on our
reference, we got g. Why? Because we want to
move it on the y-axis. Then we just slightly move it. Don't worry about
that black line, this black line art, This me with it. There we go. Okay,
Now we click back onto our cylinder and
we go into edit mode. And to go into edit
mode, you press Tab. We hold down Z to
go into wire-frame. We go into wire-frame
and then we press three for Face Select. First thing I'm probably gonna
do is I'm going to press S to scale this face down a bit. And I'm going to press
E to extrude down. When extruded quite far
down to about there. Don't worry about getting
everything exactly. I'll do it. Just you'll be you'll be okay. So then we just get it
down to like roughly maybe there and
then just scale it down to match the
reference image. Just make sure you don't move this because you want it
to be straight, right? So don't preach again.
Why to move it around? Just carry on extraneous down. So you get e to shoot down, scale it down a bit more. So when it gets to the bottom, you can see that it goes out. So I'll show you
something cool we can do on the scale it down. So I'm going to, not going to follow the
reference image or too much. I'm gonna go, I'm going to
scale it in quite a bit. I'm going to extrude down, and I'm going to scale
it up quite a bit. They can see it's not
matching the references. The only time we're
not going to match the reference, maybe at the top. I'll show you why we
do this in a second. Then once we've done that, sorry, once we've done that, we get back into x,
repress E to extrude. Let go is to scale, is G and Z to bring
down S, to scale. This image it up nicely. You can see we're not following
the reference too much. Maybe it's for us
to see how works. So we just pressing E and what I'm doing yet elements
explain and press E to scale. Then I'll click away. And then I'll press G and Z
to move it on the G and Z. So we would on the z axis
bring it up and down. And then a scalar just to get
it right to how I wanted. So that's all I'm
doing right here. I'm just repeating
that same step. Pressing E to extrude. To scale and then G and Z to move it down
or up like this. That's all you have to
do to get it to roughly. So you can see that it's
right. Am I scale this one? The top is in a bit. And then put, if you
press Control R, you can put another
loop in top here, and I might just do that. And then you can scale
these ones out a bit more like that. And then let's fix
this piece now. So we have panning around
and then just press Tab. Double-click on this line, you might have to use Alt click, ISD is double-click
because I think I changed one of my settings. If you double-click or maybe you have to Alt click on that line. Then you press Control, hold down control and B. And you'll get a bevel and
then you just want to, every time you scroll
up, you'll add more. We scroll wheel down,
you'll remove that. We're just going
to add a couple of years to our own liking. Like I might just do
that many a year, so just make sure it
doesn't go over that line, of course, that edge. I might just do that much to
get back a nice round shape. I think let me check how many
are added to all be added. I think there's a way for
me to see how many I add. I'm not exactly sure, but just add a good amount of cheating or that
you're happy with. Okay, So now once you've done
that, we got back into x. We press Tab again, all lands ego wireframe and then go back
into face select. So I apologize, when
you switch 12-3, it's how you switch between the edges, basis and vertices. So one is four vertices
to use four edges. So phases, so we press
three again to go face, select the press E
to extrude it again. I might just do this
whole big section and then maybe just do a
table like we did earlier. So I made this whole
big section one. And then we go E to
extrude up top here. We've got E Street,
that little bit there. Okay, and then I just
went into Edge Select. So I'm just going to GZ and
bring this one down a bit. Okay, cool, That's looking good. Let's go back into edit mode. Select this one and press Control B might not add
as many edges as time. Do about that. It looks good. And then at the top
here we don't want to do exactly the same thing. Select the edges
around and control V. And then we just add a couple, make it nice and around. Something like that. I think we can delete. It should delete this image. Now, let's reference,
or we can just get g y. We can just see the
difference between the two, which is not very much. At the moment we obviously
Edward, the only difference, the big difference I can see
is that this little piece here and our fingers
endangered or more, but we're going to have corrupt, which will fix this
little piece here, so we'll be fine. All I'm gonna do
now is just delete that reference image and then I'm going to press
Control S to save the file. I'm going to call it like that. And then save blend file. And then now that
you've got this, we're going to swap it here. And then we can go into the
next episode where we either do the strap or the nails. But alright, I'll
see you in that one.
4. 2Making Grip : Alrighty. Onto the next step. Let's do the handles. I think the handles
will be next one. Let me just click on
the path at the moment. And then I'm just
going to shade smooth. I click an odd
shaped or to smooth. And then I see this a
little bit of issues. Yeah, So what I'm gonna
do is I'm going to edit mode and the prostitutes
going to insulate. And I'm just going to
double-click on this edge. I think maybe
double-click on this one, I'll bring it up or I'm going to bring this one up as well
with double G. Sorry, if the priest WE to do it. You have to. I might just add
another looping arrows, Control R and S. Double, double G. Bring one of these stones has a nice
round edge like that. Because once you've done that, but what I've done is
that this double, double, DoubleClick Alt, click
either one of these for you. And then WE move it along the
edges on the axis of the, basically just move
it on the geometry. So I just do this so I can get a, instead of having this edge, you bring it down to have a
center edge or for cyclists and either scattered out so that edge becomes moves right? Okay, So then let's press
to again to insulate, double-click this or Alt, click this, and then go Shift D. And once you press shift D, this right-click to let go and then go pee, and then election. So what I would do is we take, we just duplicated this edge. We remove that from this
object for now if you go, let's say you can see it there, but you can't click
on it either you can click on it here or you can double-click
on it to get it. And then all you're
going to denounce press Tab to go into edit mode, 14 vertices, x and
delete vertices. Just one way to see anyone doesn't really
matter where it is, this delete or that would, that would open one
way, just control Z. So let's do Control
Z and remove that. Let's do this a different way. So I'm going to press G and
Z to bring this edge up. I'm gonna go E for
Extrude G and then z. And then S to scale
this piece in a bit. That. And then we go to Add
Modifier, solidify modifier. We get out of it like that. And then we go to our right. If you have a closed space in and they're going to
che mesh like we added in the first video at Jamie's
and then click bevel. You can see it's gonna be a
little weird at the moment. You have to bring your solidified
down again about there. And then under bevel, the modifiers make this 0.04. Let me try this 0.02 and
then press Control one. And by pressing Control
one is going to add a subdivision that you'll see
will automatically come in. Instead of adding it manually, you can press shortcuts to
get certain stuff quicker. Therefore, subdivision
you press control. One is press Control two
will see it goes up. Control three goes up, but it's going to
be control one. And we're going to
bring our solidified down this one more time. I think. I think that should be fun. We're going to delete
the inside faces, so it's less faces later on. But let's double-click this and scale this out
to build this edge. All we're gonna do now
is press Shift and D. Then right-click and press G and Z mucosa so you guys
can see G and Z. And then maybe we can
double-click this edge at the bottom here
and press Control. Mps are sorry, our x. Let's go RY. What's
going on here? 1 s to see. I think I actually accidentally
extruded that PSA level. It's selected, sorry my bad. Let's click on our RY. Maybe scale it out a bit. Maybe you can even bring
it up a little bit more so we don't too many of these things
because these things do add a lot of polygons, then we can maybe make
this one smaller. The top double-clicking,
press shift D again to add another one
and then go GZ, bring it up. And then we can
scale this one down. All y, change the
direction of it, maybe a little bit of x, the x-axis and then
RY again like that. Maybe bring this
topic up with gene Z. Shift D. We're just going to
basically do everything we did with the parsley
and just do it over and over and over
again until we get. A good amount maybe until
yeah, that should be good. So let me just do exactly
what we've been doing. Our ANY just changing
the direction of it. This once you've got a good amount, I think
it would be cool. Set this bottom one. Next important one,
low tilt it to and images click on all
of these like that. We can shift D. We just duplicated four and then we bring all four up like that. Up a little bit more,
maybe, maybe around there. Now, all we need
to do some edit. These ones. Goes on down. Scale the
inside of that one down. He could add a ray, modify it, but it's way better for something like lists
to do it manually. Copy style. I'm just going to wireframe receivables,
go in and out. It's easier to select this social, you
know how to use it. Now I want to get the
top is z, wireframe. Double-click this, the scale. Like that. Let me go and see
we slowly getting our grip. Though we can maybe duplicate all of these are, this
is taken from here. Take another four. I think that will
be a good amount of money more than that. Now we're using a fixed
all of these, of course, these ones to this as we're getting to the top people
making them smaller, that we use the bottom
ones which were bigger. And then you can maybe see
that this one but similar. Maybe I just go but you
see how it's up there. That means my origin
is not visible. You can see that's my origin
because we took off the bat. If you ever need a fixed
where the origin is, you got to right-click it. Origin, origin to geometry. Now when you scale it, it will scale it by
the object. Of course. Let's do this. You will
learn a bit of a difference. Let's different type of look, I want to do it the other way
around to them as a school. Let me scale this one down.
You do the same thing as it, orange with magenta geometry. All of these origin to
geometry it up like that. One thing I should have done
and I could have done is I could have added all the UVs. Intuitive nano manually,
going to take awhile to do. I should have done
that beforehand. It's UVs are like
windfall and it takes a string and stuff,
but it will be fine. We can just do it afterwards.
I'll show you it's very, it will be very quick with this. Uvs are very easy to understand. Once you understand this easy,
obvious example standard, but it's not, UVs are not that difficult once you know
how to do the musculus. There we go. We've got the grip
and I think that'll be the end of this episode. It looks, it looks good. You go up, you'll see
once you adaptations all look ten times better. But I think that should be fine. You can always go a little more depending on what
you want it for. Because if you want it
for Game, Of course. Of course so much, but you
don't want it too high. I currently I think we've got plenty of 900 faces
is not that much. You could, you could
potentially bring it down a lot of polygons if it just has a lot of things you can do to bring the
polygons down a lot. But anyways, that's probably
next episode you're doing nails and then that's about it. Let me go on to UVs. And once
we done UVs with texture, bring it back in Yan when
we do some rendering. Really, really super funds, but together, an excellent
5. 3 Making nails and uvs: Already starting
every videos already. But anyways, I think it
started with a nail now. So what we could do is you could get a reference or we could just freehand it. And normally free
and you can nail, the bottom is flat,
it curves up a bit and then it's a straight
and then the top of it. A pen, obviously, like yeah, but it's very difficult to make. But it's free ended. So let's go Shift a to
add a cylinder again. Just make sure that
this is still 18. I think let's go down to 16. Mcdonald's 16 can make it
on the left-hand side, so GY, make it, yeah, maybe just scale
down quite a bit. We can scale it
down even more once we once we add it to the bath, whatever I'll show
you just now, but it's kinda down even more. And we're going to go into
edit mode to wireframe mode, and then press
three for facelift. I'm actually an
oppressor top one, I'm just going to press G and Z. This is really up quite a
bit. And then we'll extrude E it up and then
S to scale it in. I'm just gonna give it a tub. Nothing too crazy. And then what we could do is
we could bring it out of it. So there's a scale, this bottom piece, so
it goes out a bit. Then GZ, that possibly, or maybe we won't do that. I think that this needs
to be smaller or thinner, so I'm gonna make
it smaller by this. What I did there to do, select this whole
thing you proceed, you select so you can select all these vertices,
all these dots. When you select the faces, you
want to click on the dots. If I click all these,
then I can scale it. So I just proceed reluctant
and then scale that in a skill that in a little
bit there breeze through. We come down here to
the bottom again. If I'm doing low phos, I do, I really do apologize. So let's select on
the bottom face and then I press T and Z are
being done a little bit more. And then we press E to extrude, bring it down a bit like that. And then we get this
to scale it out. Like so. And that's almost done. Basically, we could go up
a bit more to make like little flatter like that. That could be, I'll
screw if you want to get very in detail
the sqrt x, y, 180 on 81, 80. And then we go to the top here. We select this top face
and we press I to insert. We can press I to insert it. And then we press one more time. Then let's see what can we do here to make
the single dice, I'm going to oppress the
one to go into vertices and repress these two vertices
across from each other. As you can see that
across from each other. We could j, it doesn't need to be the specific
ones. It can be reused. This, these two if
you want to do it, but as long as
they are opposite. So we do that. We take
from the opposite side, so this one's up and then
we go from the left. We do exactly the same thing. And we select these ones. If we want to do
a little detail, we could do the detail
inside of substance painter, that might be the better idea. There's two ways
you could do it. You'll, you'll understand
more what I mean. If we do it, I think
we're going to do it in substance painter for this. So I can show you guys actually, I'm going to proceed
slightly spaces up top here. I'm going to delete the faces. And then we're going to
press to select this edge. We're going to go in. And then you'll see the slope
merge thing and come up. You can go ahead since that
first collapse or claps, I'm going to press at center,
so it all goes the middle. So there we go. We could press Control R
to add a little loop year. And we press Control B. Then we can add 412,345.5 vertices and not too far
away from each other. The reason being, I
want to do something like something like this. Maybe, maybe we can just do that for now
and we can fix it, but let's just do that and
then we're going to appraise. But now we're going to come to a little bit of UV wrapping. The reason why we
do it now is so we don't have to do it later
with all the nails. But what I do is is
I do the UV editing. When I duplicate the nail
to put them all over year, we didn't have to do it
for every single male. We might have to do some
checking up and stuff. If we change, like if you make one skew or something like that, we might have to unwrap
that specific one, but this could be one
and then we could have another one on the UV editor, on the UV map. So what you can do is
you'll see layout, modelling, sculpting,
UV Editing. Let's go to UV Editing. Then you'll get this
little box here on the left are normally drag my, I click in the
middle IANA, drag it across little bit so
I can get bigger. A bigger senior, rather live video or in the first video might explain level
of UV unwrapping, but I'm gonna do it again. But all you do is whenever
you UV unwrap something, you always do it an
edge select mode. Most of the time you
didn't select mode. And wherever you make your UV, that's where your map. Where your tissue is
going to be cutting off. So you're always,
you always want to hide it as best you can. So like, let's say if
the bed is in-between the character's hand and
you're only going to see this side of the
bed. You want to cut it? Yeah. And you wanna make sure that
the character holds the BET, Awards himself or
like when it hits, it's not very noticeable. So sometimes you
wouldn't see it a lot. But it's good to like hide
it as much as you can. Because if some amu
and I play game, I noticed that I'll try and look at a mole of
C with a UV line. Is this messy, but let's
just add this year. So this will be
the cut one card. So I just double-clicked on this whole Colonia to
cut a three there. And then we're going to
do a cut at the top. So it's late and I
select this top is. And I go mark, seem
just like that. And then we can place
in J mesh bevel. And we go to our modifiers. We make it 0.002 and then change the type to
width, top width. We could add a subdued. I'm just trying to think
how are we going to do it? 1 s. This could be the high poly, and then we could do this. And this would be the
low poly was thinking, I'm just doing something goodly. Don't worry too much thinking. Let's see how many interfaces. So this two ways
you could do it. You could, you could,
you could apply the bevel and then
get rid of this UV. And you will have a rounder
edge when, when you bake it. Because then you
would, you, would, you do this when you exported your export out
applying modifiers. When you don't apply,
it will look like this. And then when you bake the
pie Polya onto the low value, which you will see
when we get there. But I think what I'm gonna
do is I'm just going to leave my leave it like this. This, how are we
going to leave it? So don't worry us explaining this two ways you could go
about, Let's do it like this. We could have added
maybe even more. Make this a little bit more
circular, but it's fine. But let's take this. Now we place a in edit
mode and we go to you and unwrap what we can go. Yes, if you drag this across, you can go to this little drop-down menu
yet and display stretch. And you can see that blue
is good, this is good, and this is normally bad, bad, very bad, like good. Whereas with very bad ones, yellow gets very bad, but this will be fine. You won't notice of too much. Or we can do now is we can drag this back
across this way. I'm pressing G just to
move it around like this. The G. And then we
end up is our x. Let me in a place
the nail in the bat. That's our x. G, y, g, x mean. We're more in the
middle like that. Gz. Once you rotate something, you will get different
rotation value. So if you want to reuse
something a certain way, like sometimes you will only be able to move
it up and down. But if you press G, the C, you can see how can
we would like this. It will, might be different.
Sometimes you might express double extra move at
how we just moved it. So it will change sometimes. But double G Y, you can see
I can move it like this. G XX can move it like
that or like that. You can see it does change
whenever you rotate. I'm pretty sure you can see. So if I click on a
button and paste G ZZ, it doesn't do anything
because x, x nothing. But if I rotate it like this, because G is easy, you can see it as soon as you
rotate it, right? So let's do that now, just explaining how it works. Let's shift D. We had another now and
we just rotate it a bit, just pressing R to rotate, rotate it a little bit. Then we've got RZ, rotate
one, get one going up. This way, something
crazy like that. This will be the front. Just add a couple goodwill
crazy and add a lot. Fit this folder render
you can add a lot. For your game. Can see how
many polygons you want. Now with all the new technology
of nanometer and stuff, you could still go in, go quite high with
polygons and stuff. It just depends on what you
want to use it for that. We need to make your
nail. You could give it a t H's that will make
it more cylindrical. Alright? This given it a whole, this basically pressing
Shift D and adding a whole bunch of nails going through this
wherever you want. It doesn't really doesn't
need to be specific. It's just whatever. This random. That's quite cool. I think I can put this one
in more. I would like. I think there's not much
coming through the side, so I'd like to add some
committed suicide. Just want to go more in. Let us look at this troubled GZ. If you want to make sure
you guys will be fine, You guys are professionals. Does a crazy good. With that. I might add some more. I'm definitely going
to answer more. We shouldn't have to worry about UV Editing now hopefully, I'll show you what I mean. But then everything
will be the same. So whatever we do to one
network all look the same on organelles with this
technique that we're using. So if you want, different areas look
different, you will have to unwrap differently. I'll explain more about the
UV editing on the next video, because this video is
getting quite long, so I think I'm going to end it. Yeah, and I might
add a little more. I'm not sure. This one is quite cool. I don't want too much either. I think I like it like this. Okay, Cool. I'm just
gonna go back to that. We'll probably just stay on UV editing because we're
going to edit the buttons up and get everything ready for Substance Painter
and for your game. So I think that's it for
the video to you guys. A next one for some
more UV Editing. Thank you.
6. 4 Uv Unwrapping: Alright guys, so we back. Let's start with the bad now. So let's say you don't
want to look at anything, you just want to
look at the bet. We're going to press
forward slash, forward slash next
TO right-shift. Normally by annexes, arrow keys and then you have the shaft and the other for such
there exclamation mark. So we're just going to click that and then we would
have single file. And if you want to see
all your suffering and you just press the two. So navy on a certain objects, you can just press
the two like that. This is c, The bad for now. I'm going to put
the UV at the back. So here's the front. There isn't a double-click and I'm going to put it at the back. Yeah, this is very, very simple UV Editing. It's not complicated,
not too complicated, but we want the cat
to be at the Becker. So what we're gonna do is you're going to put a cut there. We're going to double-click
on this edge, press, press. I've learned a quick
save, but you can either press M or to pursue and mark seam you to
mark scheme and use u plus u. It's also about unwrapped,
but normally what I do is I press Q and a half marks emia. But if you want to
put two molecules, seems quickly you can pursue. Right-click, Add to Favorites,
my-attribute favorites. It's already a favorite,
but you can add it to your favorites and
then press Q Maxime. Then you can just go Preferences and then
Save Preferences. I'm not sure what I did.
Yeah, but almost everything because I don't want
anything to it. But anyway, and then
we're going to press this top face here because
we don't want this. Press I to insert an m. And we can put another
seem right there. So just click on that
image and press Q and then you do the same, yeah, I, to insert a
center at the same layer. Now we could cut this
bottom piece off. Just thinking, let's
see how it looks. So press a and then
go you unwrapped. I think we definitely look definitely need to
cut it some way. I think it would be
cool to cut it there, but I didn't think I wanted to I think I need to make color. I don't want to go to either. Policymakers will see something. We're just playing
around with it. You'll be editing
the UV editing. You could cut it here and then you'll see how much
better it will look, obviously like a flat. But then we are going to
have a culture without word, which won't be too bad. Cse, if that's what
I wanted to write. But you can always
come back and fix it. You don't like it. But I want quite a high render
when we were ended, I wanted to look
very, very nice. But I don't want this
is, this is not bad. If you're doing something very quickly and you need for game. This is third, I
would even stress about this too much is gonna be, this is when you get
stretching those. So if you add a width texture, it's going to stretch here. I'm just thinking how
do I want it to be? I'm just wondering if I
wanted to be there or not, but let's just see the bottom. So if we look at the
bottom or bottoms, very easy to be fixed
because we're going to have the Grippia. So you went unnoticed
that too much so we can add a UV that easily. So let's go now
unwrap what is fixed. Let's, let's go ahead and do it. I think that's good magazine. And we have a flat and then
we have two cuts there. Don't stress about that blue. But there's also another thing you need to check sometimes
is face orientation. So if you select or our services quick favorites, look and see. If you go down to this
little menu at the top. Yeah, you go to face
orientation or right-click. Add to Quick favorites. And you have your
face orientation. Yeah. And sometimes
this will be real, so let me just turn it
red for you to see. The result in. This is red, this is what you
don't want because that's gonna be the
other way around. So when you take your inside Substance Painter,
look, see-through. So you want to like that.
You can turn it off. Same if you didn't
add it to be famous, you can just turn it off. This is the bet done
out of forward slash. Now we need to do all of
these are what I'm gonna do is I'm just going
to select all of them. If you want to select
objects could leak and Percy drag over it. But I know that all of
my scripts or yeah, because I didn't set origin. But you could also just Shift-click on
all of them like this. Make sure you get all of
them. And then forward slash. Okay, so we're gonna do some, it's quite a bit of fixing
up we need to do. Yeah. So let's add the
solidify modifier and then we're going to delete
all these inside faces. Are we on Face Select, we click in the middle
of that, the edge. So you want to click
on AGC, the IC. If there's eight, I just
look at the edge here. If I just look at the edges, Double-click on that
edge and then I'll delete all the interfaces. You could do that with everyone. You apply modifiers
for everyone. There's a modifier thing
that I should have showed you in the other video that will make you apply it all. But you don't want
to apply it. What? You want to apply this one.
So I think if I just do that, well, we don't want
to play at all, so we'll have to go into
it all individually. Ply, click on this one. You can press Control
a to apply quickly. The control a over
solidify, only solidify. This one, good All
the way. All of them. Already done. That one. Great. Now when you go down and delete all the
interfaces for everyone, as you get there, you could, you could hide, but then you
have to remember that you're going to have to re-select
them all at the end, which I think I'm going to do so I can see what I'm doing. Easier. So high this one, H to hide, three, H to hide x if H to hide, double-click x if h. Now we're just gonna
do the rest of this. You'll see as you use Blender, you'll become a lot quicker
with this type of stuff. So yeah, it all the way through. And then I'm going to be again now we have nothing
here that is forward slash Alt H in case you don't see anything
to old HUC hit them. So then you just want to
click on everything again. Click on all of them. We're going to edit,
edit them all. But H, it would have been way better if we did them
first because now we're going to have
a whole bunch of these guys on GCS quickly. We never all of these are
now UV map, sorry, 1 s. I apologize. I just read them all I
could lead to sneeze. So let me just see this
is the front view. So let's go to the back. And I'm going to
select this first one. Double-click this
edge to edge select mode and enqueue oxygen. That's if you made your
mark seem quick favorites, which I highly suggest
if you didn't, you just press you Maxime. And then we're going to
do the top piece as well. So that pieces and
a bottom piece. So I went into wireframe to select the
bottom piece there. And your marks in this the
inside, the inside of them. The outside. So I just want to see
how that makes us in Blender nox is in Blender
substance painter. We can try to get this
nice smooth shape. So if you hide, yeah,
you'll see that it's going to be very square. The top view, but from
the looks very round, I think it will make
it look even around. I'm just thinking. Just want to see something. I'm thinking you're looking at. I think we don't even need
the solidify modifier. We can just see there's
the subdivision modifier. Then think we will need that. Nope, we don't. This certain thing. So if I can explain
something to you, you can bring the
bevel down to two. Then what the bevel we'll
do is changes to it. If mine needs to be three. Make it zero point. I'm just tasting
FASTQ or something. So 0.02. So how it would work is you
would need to have some type of bevel in order for
the subdivision to work. Like you need this in
order for it to be smooth. Or when you bake a
subdivision modifier on consignor to be around. Very smooth and that's
what the bevel will do. It will help you make it smooth. But when you, when
you bake this, when you bake that, you
need it to be smooth, you can see the difference
between this look different, but it's still something you have to worry
about too much. I think what we'll
do is we'll just test how the bevel looks. So I'll just delete the
subdivision modifier models either Babylon like this,
and we'll just paste that. So I'll have to delete the subdivision modifier
and all of them. So I'll just delete
it like this. You won't see it from
the top. You can see you and me looking
at it from an angle. And then she obviously
make a top view render, which we're going to do. I'll show you how are we
going to do a top render. Now? Yeah, I wonder
too bad, you will see the heart doesn't
really look any different. It's going to be zoomed
out or you zoom in, you'll see a little bit, but I wouldn't stress
about it too much. So limited, select
all of these again, making it more
complicated we need to, but then we get to analysis
UV, unwrap them all. So that one's done. Back, Maxime their oxime top. And now we just need to do
this throughout the whole, entire project or throughout all of these videos
to all of them. I'm not going to
keep on saying it's, I'll say it one more
time basically. But you press to
select the edges, double-click or Alt click
one of these weird, and then control and
then hide it and so on. Like the older ages
on all of them. We're going to do
it in real time. I won't be doing
any for supporting. This will be the last episodes or second loss because we have to come back
here for injury, whether it will be
the last video, we're just going to
set everything up in this one video to
get it ready for. Maybe no, we will do another one because it's
gonna take it's gonna take some more time in
case some of you guys might need to go do something. I'm going to cut the
video off. Yeah. Yeah. But our 3D, this is that it doesn't
you're all be the same. Some of them can be a
little different buttons. Okay. So that's it guys. We have all this old age and
click on all of them. We're going to unwrap
it again later. I just want to make
sure are wrapping is a right tab edit mode. You can see I did miss, I think every step that you can see, I've I wasn't going very
skewed for some reason, but I'm not stressing about it. I could I use this trick? Easy. But it's really nothing to stress too much about. You
can just move it to the back. But tab, once you have them all selected or
readers join them together. So Control J, once you
have them all selected press Control J modifies
all going to go into, it's going to stem all
of them. Control J. Once we add, select them all, you unwrap and
you'll see us all. As you can see, it's perfect. It looks good. It could be a
little bit, but it's fine. Okay. So that's everything
is unwrapped. Okay. I'll see you guys next video to get ready for
something spider.
7. Getting Ready for Substance painter: Alright guys, so we're going
to have a low Pollyanna, high poly for baking. It will make more sense
when we get there. But let's select, start
selecting all our screws. Holding down Shift,
you can select all your sous screws
with Control J. And then you'll see that
all of them are gonna be on top of each other and this is exactly what you want. Do not press unwrap you if
you do press Control Z, but it's not the
end of the world. It can go like this. And
let's say you have this now using scale them down
to make them smaller, but it's not the end of the
world if you do do that. But anyways, we're
going to select all of them except for the screws in a selected our bet and our grip. I mean, if we're
going to tab into edit mode and then we're
going to press U and unwrap. Now you can see these
are very small. So what I'm gonna do
some scale and rotation, control a scale and rotation, sorry, control a
scalar addition tab, you unwrap and you can see
this become a little bigger. I'm going to personally
make them bigger. I'm going to make
all of these bigger. So precedes, select all of them. I'm going to S to scale
and make it very big, make it very big, very big gas. Was this is gonna be the
details. So make that big. I'm going to go to our screw,
all selecting everything. We're going to go to us. Okay, let's do this. So click on one screw because
they all joined together, not going to tab is a,
so they're all selected. Then make sure that the baton selected and none of
these are selected. If they're all
selected, just click on the side, right-click
on the side. For now we're going to
click on everything and the screws tab. And then we're going to go
to the top here and our UV editing menu and
you'll see two arrows. So click on the arrows. And then now we're
going to move. You can see how these selected. So if you want to
remove this a G and middle mouse-click and
or move those vertices. I'm just going to move this. Now. The screw, screws didn't
even make it to swarming. We're not even using any of
this like this so much more we could use like
we can make these so much bigger, but
there's no need. I'm just going to do this
because we're going to, we're going to do tuk, tuk a texture map. Sorry if I'm stuffing a lot. But yeah, this should be fun. So I just moved it
with G and S to scale. Of course, there we go. Now we're going to have
high Pollyanna, low poly. As you can see, we don't
actually have a high poly bag, so I'm going to
press Control one to give it some type
of subdivisions. So we have some type
of police to bake. Let's select everything. And we're going to go
also before you export. Acute phase orientation makes
all the faces are blue. Like I said, if you didn't
make it to your favorites. But yeah, this woman
year orientation, everything and all
of the objects. A file, export, FBX and OBJ. I'm still, I'm, I've been doing
this for like all fibers. When you do an
object for ZBrush, you normally go OBJ and I
normally use FBX file blender. But he also sees expect FBX. They say that substantive
interests better with it. Don't take my word on that, but they say something
sweeter works expect with FBX
as far as I know. But let's just go back and take a holistic
high Polyphemus. Sorry. So this makes it hi, reason being is because
if you go down here, you're going to make
sure selected limit you selected and then geometry
apply modifiers for. So I normally do the
high Polyphemus, I don't have to select. This makes it more
convenient to me. It's not a big issue. You want to do it, you just
put that off low poly, you pull it off high
poly, keep it on. Apply modifies a high-quality, we'll keep it on export FBX. It's a very small object, so it's not going to take
very long to exports it. We're going to go Export again. Another FBX, renamed the
high to police the Mac. I said the geometry
that modifies, put it off and
then export again. That's it. I'll see you guys in
Substance Painter. We're not going to
seem substituted.
8. Substance painter: There's one thing I want
to show you guys actually before we go into
Substance Painter, It's like things we could do for guns in the future as well. Maybe if you will, for a
future goals, you'll see this. But these spikes need
to go above the bat. But before we even do that, I want to fix this baseball bat. As you can see currently we have this emia, I wonder and move it. So I'm going to
double-click on it. And I want to go,
you clear seam. And if you need to clear a seam, I just add the slick
quick favorites as well so I can just press
Q and cleared. But now I'm going to
press U and you unwrap. And it's going to affect
us now, which is fine. The stretching will
look identical, two-by-two matrix nasa
would coming over the bed. We'll see. I think it'll be fine. But now
we just select everything. Let me just make sure that
everything is still fine. I'm going to press three
in the UV editor and press L offers click on here on this
object and interests are, I'm just going to scale
it out. Hello bigger. Cocoa, you remember not
too big but like that. Now what we can do
is we can click a on the viewport and
Shift D to duplicate, right-click press M. And
then you're going to see like nucleation and
you're going to type yet main, disliked it. Main and I'm going to drag
it above here like that. They'll have men at the top. Just put that off. As you know, we've currently got too high Paulina
low poly exports. What we're gonna do is
we're going to make, we're going to make three. We have three, sorry, we have an exploded version and
we're going to have a low. Hello, hi, hi is going to also be expanded and the load is gonna be exploited, but we'll have two lows. But we do this so the
baby doesn't get weird with the spice going
through the bad because you'll see some shadows and stuff yet there's a word for it, but a context switch right now. I think what we do
is now what happens articulation and we have
the top ones, safe. This is a so we have safe. We're going to
select the screws, GZ, pick it up, press Tab, go on the
screw and bring it up. Along this route.
Gz, bring it up. This is the so they don't
touch you, bring it up. Now we're going to do this
with all of the screw. So I'm just gonna care
and pressing L and G z, putting them a little bit of a distance away from each other so they don't bake very close. Just make sure that they're very far away from each other. So we want to do, okay, and then once you follow
this, it will be fun. So don't worry about the UVs. Everything will still be
fine. We select all of them. And then we go File, export FBX. Make sure that this
geometry is on. Okay, if this is the low. Now without the apply modifies, we're going to rename
the bat low poly, too. Bad. Low poly explore. So right, Yep, Bad, locally. Explore. This makes sure it's insulated, know apply modifiers and export. And we're
gonna do it again. Export, export, FBX,
export FBX, not OBJ, FBX. Then we're gonna
do the high poly. You could rename
the high poly to explore as well because it's
not the normal hopefully. So you could change it to
high-quality exploits, but I'm just going to
keep it as high poly. And I'm just gonna make
apply modifiers export. And then we're going to go straight into substance
painter in this video. Let me open up
Substance Painter. Should I go close that file
at the top-left file, new, Select that high poly but low poly explanations
and does not and not this one like the
one we just did. Open document resolution to K. You can change the gel to
use Apollyon five-twelfths. I changed one to two for a
normal map, OpenGL direct X. And the recessed you'd
have to worry about. And then we need to do is press. Okay. And then now we've got
our Padlet linear. Everything should be fine. And you might have a
question is like outcome, do we do this but
not for the group. You could do it for the grip, but I don't think we need to
get texture sets settings. If you don't see
that the top here, you might have like this one for this
group to this lecture. You might have this like
this and I'm just dragging. So the only like layers and teacher sits at E.
So maybe it takes us at settings are
somewhere in the side. Or you can just drag
it onto yet and then remove one of them and does have there isn't
Texas attorneys. But anyways, takes
you said settings. We're going to scroll
down to bake mesh maps. Click on back mesh maps. And they were going to
see this little icon or box come up and
we're gonna just put output size to k i
definition meshes. We're going to
select a high Polya. Like that, makes
frontal distance. We're going to change
this to 0.001. I'm just going to
copy this Control C, Control VHS and maxillary
Edison's and Mexican traditions through 0.01 or 0.601, sorry. And then this thing here, this analyzing, we're going
to make it four times. And then you can switch off ID. Id. Is this for like when you bring this extra from ZBrush, it's been painted and
you want to put it on like a low poly message
or eat, apologize. Then UV editor, you can change this material to vertex color, but we'd have to worry
about this, not super, maybe I'll do it
in a future video. But this is about it. And you just go
bake texture maps and see it's proceed baking now. We'll just make sure
that everything's fine. You can see the UV cut that
you see that you've got. And so we kept the button
off or whatever, the user. But this looks good and from the side it looks very round. On this side you can
see the squares, but that's because
currently get around that, that's because of
how we made it. You could make it high poly, but we let you what makes
you remember we made the sphere emitted 612 or 16. You just make that
high, it's like 20 and there'll be
more cylindrical. Same. If you look at it from
the top you can see the petals a little curvy but from science perfect,
like around. And then if we look at the
grip, crypt, looks good. Looks good. Let me zoom out. Let's find you.
That's because we have no image or you could
fix this in Blender, but no one's going to
really look down there. If you do, you can do,
especially in Blender quickly. You don't need to do because
someone's going to see it. But if you double-click this, you can just scale
it in afterwards. But anyways, now
that we've got this, we can go back to our layers. We can go to smart materials. Let's type in maybe silver, metal mesh metal ones. We might have to download
some cool stuff. But yes, metal. Let's see, I'll solve it still looks. I think steels what I'm going
to go for with the nails. So what's the other steely
or you can go black mask. And then you go over here
to the left with this, this little triangle
box selecting. And then you can select on this. So this is an
object that's face, that's triangular and that's uv. If you click on this
or I needed a UV. If you click on this or
do the whole object. Like if I just show you e.g. I don't think we have one. It would be, you
know, how we did the UV, how to sketch it. You could just do
that top section and then the bottom section
could be something else. This is what objects
selected. And then a feast. They select one that you
can see how that, okay, but now let's say, but why, how are we going to see how the nails look now
inside of our bet, we can go to Edit. Edit at the top left and
your project configuration, we're going to select. And then you select
all that low poly and OpenGL preserved strokes
mesh positions on mesh is. And then the rest of that worry about, let me just press Okay. Now, it should not
have done that. Do that. Let's see. I think I made a mistake. You guys shouldn't
have this issue. Or if you do have this
issues because we exported at different
low poly UV, we would have to actually, I apologize for this,
but you would have to export this one. So if that ever happens, you
can kinda see what this is. We have to export this one. So if we go back into Blender, this original one that we had, we must fix this. So it's the same. If
we fix this valid, we either fixed or
whatever, we go, File Export, export, FBX. Make sure it's a
low poly version. And then bat low poly export. And then we go project
configuration once again. And then we selected you
and that we exported. And it should be
fine. There we go. That's because of the handles. Now as you can see, it's fine. We will need to
re-select screws. The object. There
we go. Objects. Select my screen. There we go. Cool. We got we fixed that. There was simple to fix this. We export the low poly version and not the expanded version. This version. Maybe still
darker, look cool too. This one's kind of
nice too, to be fair. I think I might
just go with okay. But can play around
with what you have. I'm sure you guys
should have these. I think these are the part of a base one force For Substance. Painter think I might do
it, this one actually. So black will ask you that
if you don't have materials, you can go onto Substance
Painter, community assets. You can get some free ones here. You get some free SAT. I'm sure you're like
fabric, leather. We might download some of these. This one is who's
going to cool down it? This one's also very nice, but I might actually
use this one. And very high-quality,
some very nice stuff. It can do some
very high-quality. Nice too. I think I might only this one. You have this one
called leather. Third, assist the
students for instance, let's say you want
to make something, you'll do exactly
what I just did. Let me just change my e-mail. This 1 s. Yeah, I'm going to screw it up. Oh, wait. I'm logged in now to my account. What happened? Because
I'm downloading it. But I've got a
special section where download all my materials. Sorry, I'm thinking materials leather is we are
downloaded save. Now if you want to import
it into Substance Painter, you go import textures on file, import textures, import what
resource, input resource. And then I'm just going to
grab my file location quickly. Okay, at resource that. And it's called leather SPR, this one, and it
is going to open. And then this one's
already base material. The shelf transition
project library, your assets I wanted to
be throughout if you change it to current session or even your current section, or your current project,
or in your library. I'm wondering, library. That will be, y'know. And all I want to do some sort
of see how it looks. It looks kind of
nice to see how it looks way we want it to be, which is on the grip. Of course. I think what I'm gonna do is
I'm gonna add a black mask. Select all the groups to
put them up all my groups. I'm just going to drag
it and select like this. And then I'm going to turn
this value from white to black and I click on
that bed so it resets. If that makes sense
to me, do it again. This is to not put any
extra, put some nothing. Put it on the side of wood. That a nice wood. And smarter tools Word. You can probably download some wood from the same website. I might do if I don't have much. Evidence is often spender. Find a nice with the classical stylized up
with all this is also, you want a very shiny,
but this could be nice, but it's kinda, it's
got nails in it. This is also very,
very nice width panel. There could be nice on your bat. I mean, yeah, Good. Go wild, download some of
these assets and put them into Substance Painter like we
just did and add them. I'm actually going to
use other material I have that I'm really, really like, I think
it's this one. It's this one. I love
this one. Hello. I'm gonna go black mask. I'm going to add it onto
the bat. Just like that. Then that's good. What's the nails are thinking about adding a screw earlier, but it's a nail so it does tertiary like a
screw hole, right? I mean, that's a very,
very simple texturing. You could go even more wild. I might change the leather of the handle because I
don't like it that much. So type leather. Not gonna do
anything to in-depth with the creation
or the texturing. And it's gonna use some very
basic tissues that have. I'm not going to change
a lot of settings. I think I'm going to
use this one as well. Black mask. Select all of these objects. I'm going to select
them rather select, Select, select
leaked. Something. I do want to teach you
that in substance painter. It's doing that. Let's say you want this
wooden bat, right? You, and those will
embed material to be a little different. You can go down yet
to all these settings and I think it would stay. You change the tiling. Maybe it's not this one, but you can see where
I'm getting out. Like you can change the tiling of stuff and if you
change a tiling, it changes the size of the bet. Maybe it's this one, I
think might be none others. Okay, give me 1 s just
trying to find it for you. Some some things are
easier to do than others. Wood fibers maybe. I don't know, but you can change
the there it is there you can see I'll
change the tiling, make it thick and stuff. I'm just gonna leave it at default because I
like to default. But yep. Let's add a little maybe you can add a little star on top of the bed and see if we
take away the letters. Go to the TCR at a cool
little star, my dad, a gold star flower
could be cool. On the star. This cools. The stock
would be very nice. We add, let's add gold. So it's happens, go back
to smart materials. Could gold, gold is a
black mask to that. Back to where we
were to remove gold. Now let's get down to
find that star, star. And then we add it on
the top here like this. Very cool. Even do that and stuff is
around a bit more, you can see. So you remember I was saying we can even add a stone to
the nails like this. Yeah, let's do
that. That's cool. You see how look how much
more detailed that is. Yeah, this is yeah, because of the stretching. This might make a whole new one. What I'll do is do this runs black mask that I might just have a Bronze Star other I don't know, maybe
it won't have any star. But let me show you
something cool. So you see this
material heavier. Let's say if I
have a white star, I can go down to this
property is paint. And I can go to like the swab PCR and then go down to the height and
you insert the height. We can see it looks like
it's on in the bat. You can do the same with
the height going up, so it looks like it's
coming out of the bed. So let me just
change the texture. For instance, like we
painted the black star on. Some scene happened and you have to paint it black, so on. And you made a multitude on multi-channel
particular in like that. And then your roughness,
you turn it off this up to the
cricket was painted. It's very self-centered.
What I mean when you want it to be centered, fix this and then we'll export
to Texas and taken into Blender that you get black. Love, I love with black. Flexi. Put it in. There we go. Cool. There we go. And then we go file. Or we can even say you
can see what it looks like rendered by the slip. You click on this little camera. You can move it around,
see what it looks like. Blender will look very nice. Let's go up there. I'll export textures. Exported to my base
spike baseball bat. You call it textures. Inside this folder,
normally just type one to going through all
the textures I have. So sometimes I have
multiple takes us for one object, export. And then I'll see you, this
was a very long video, but I'll see you
in the next video.
9. Rendering and creating scene: Okay, so now once
we've done that, we can start getting
rendered in, getting our render
settings and everything. I'm sure I've gone
through the settings in the first video of what you
should do for your renders. But let's go to the
local area and or TV. We're going to select from
every two cycles device, GPU compute. I'm gonna go down yet
to hello management. I normally use, I
use high contrast. And then let's go shift a. We're going to, I'm going to add the texture now, don't worry, but we're gonna get
the scene setup limit your shift a plane P, S to scale and NGC
to bring it down. We could bring the bat
up either or what is the state that
you're going coin? Maybe you want to
scale it up a bit more into edit mode on the plane. It's select and an E and
G C and bring it up. And then Control
V to bevel this, I'm going to click
select on that. It's Control B to the
people that edge and then scroll up to give you quite
a bit of bevels like that. And then press right-click,
Shade, Smooth. Shade, Smooth watersheds
me though. I'm okay. And then let's go to
the materials tab here. We're going to give it a
material and let's make it a black material. And then we can go to me,
check something quickly. We can go, Yeah. The world settings, we've
got color, environment, texture, and the mesial, your website to download all your HDR eyes. We're
going to add an HDRI. Haven. Sure, I haven is our eyes. Haven. You want to download
like some nice ones? Noise, noise, noise. You can get an
add-on actually two. I see. Yeah, I haven't actually
played around with it, but you guys can look into that. Let's see what your
eye can be used. Let me see which one I'm
going to use because I have, I have a bunch already. So let me just see
which one I have and then maybe I can give
it give it to you, but you guys can
download it from the tool from the website. Yeah, I'm pretty sugar
from this website, HDRI. I have one that I
always, always use. It's Cambridge. So I've got one that's called Cambridge that our IQs a lot. This one I use this
one, this, this one. I like using Cambridge
and I like using, I think it's called this one. Want to use these two are my favorite out of all
the ones I have. I have got another one that
I downloaded recently, cold, but those are the two
that are normally used a lot. Kara Kara hierarchy might be, might be one of these, but I know those are
the two that I use. I suggest you use
those to the end. Once you have those
two downloaded, you can go from yeah, bind to find or if you
downloaded your H2RAs. Like I said, we'll use this one because I like
to use this one. I'm going to go into Edit, hold on the Z and
go into rendered. You can see an object jar. Let's go back into solid.
Actually I'm gonna shading. Shading. We can go click on the bad
guy and you name this fat. Because we're going to add it to all of them because they're all in one texture map. Then we're going to use the, what's it called Node Wrangler. We're going to collect on
the SDF control shift T, going to textures one, select everything except for
this normal default PNG, you just Control and click on that one and
then it doesn't break down in principle
tasted setup like that. And you'll see it will
load. There we go. Don't worry, this is not
how it's going to look. When it's fully done. You go look a lot better.
Let me do this one. Okay, and then we can just
go into rendered mode. Yeah, Actually, what
I'm gonna do is I'm going to join these together and see I
think we will issue. You can always add cell
division to make little nicer. But let me just see what it is. If it looks a little weird. If it does look like
that in maybe it's just the texture that vendor. So inside the thing,
I don't think so. It looks a little
better. See something might look a little
weird at the moment. Might be the auto
smoothing, as we'll see. I think it's fine. Look too bad. That's fine too. Yeah, this is definitely
throwing me off. Might need to see the settings, but let's do the
environmental bit more and then I'll show you how to fix that because an auto fix that. Let's do some changes there. But let's add a plane. And then on this plane we're
going to go into materials. We're going to go
new by the surface, click here and go emission. Make this five. And then by this
changes to yellow, yellow color and
then just shift a. We need a camera, of course, until the Cambria
press N by item, we're going to make
it all zeros and all the rotations is zero. And then we're gonna go
onset 180 or x, or x, 60, x minus or x minus x -90. And then GUI and
just drag it out, but depending go into zero
plus zero and plus g, y, bring it out a bit more. Okay? And then what are we
going to do is you can change your resolution yet. So let's say you want
to post on Instagram or something, change
all your solutions. Yeah, see what's baseball,
whatever you want to post it. Dangerous, yeah. Gz. Then you could do like
little rotate on the bat. It rotated. You would like, like this. Maybe we turn down
the by Walter things. We turn this down to 0.05. You would like a lot
darker seen me viewer. By pressing rotate, you can just rotate your thing around a bit. Is that maybe looks like
this light coming off here. We can even bring it to
the front like that. There we go. And we can just press and you can just press, go into Salovey. I normally like to
render in solid view. To render. If you see that. If you see that bet,
it's because we have not seen this to get rid of that seniors that rendered backlog camera and
that gets rid of it. And then you can press F
12, we're going to render. And then you can
render your bet. This at all. I want to see if I
can fix this goodly. While if you see them, I come back to you with
one last video at the end. If you have this
issue to fix it, then you can see it
rendered quite fast. I rendered really quite fast. If you want to go through
some Render Settings, I'll do it quickly. Doesn't look too bad. You can go to the settings here and change this 16
bit I like to use, but this has very high
settings and contingents that 80 per cent compression or 90%. This is for very high,
very high rendering. So you can play
around with this. You might not want
to go too high. We go higher if you want it. If you want to set
a time limit to how fast you render to go like 20 s to a minute
and seven 1 min, 70 s. And then your
maximum samples. And then we have a
minimum samples at 2000s and renders out to k. Then let me mute your that too so you can see
the front of it a bit more. Wave that could do this. There's nothing that says you can't change the color, right. So I can just do this, maybe
make it like a purple. Like why do you even
can look quite nice, but I think might just
keep it like a white. Maybe I'll bring the camera,
a camera up in a bit more. If 12. And then once it's done, you go Image Save As might take me a second
to render this color, change the quality quite high. But that's basically
what you can do guys. I hope you enjoyed
this tutorial. I might do a quick video
at the end of this. I'm just gonna say my
goodbyes land and maybe do a little quick thing at the
end to help you fix that. If you had that
problem with a handle. But yeah, I appreciate
you guys watching this and hope to see you guys
in my next tutorial.
10. Last lil bit: Alright guys, so quick thing, like I said, I would
have that InVideo. Just remove all your modifies. I think that's what
worked for me. I tried doing some other
things in the texturing, but just remove your modifies. I think it might
also have to do with just the texture I used. Probably remove the modifiers
from the bat and the screw. As you can see, it looks a
little like a little indents, like if you look at the Render, it looked very indented. Under stages, I can load indent, but now if I render, it won't be indented. Alright guys, that's about it. Thank you for watching.