3d Game Ready Spiked baseball Creation in blender | Connor Gerber | Skillshare

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3d Game Ready Spiked baseball Creation in blender

teacher avatar Connor Gerber, 3d artist

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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.

      Intro

      1:33

    • 2.

      Addons

      4:11

    • 3.

      1 Making bat

      9:10

    • 4.

      2Making Grip

      9:14

    • 5.

      3 Making nails and uvs

      11:34

    • 6.

      4 Uv Unwrapping

      12:33

    • 7.

      Getting Ready for Substance painter

      4:14

    • 8.

      Substance painter

      19:43

    • 9.

      Rendering and creating scene

      10:11

    • 10.

      Last lil bit

      0:35

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About This Class

Hello there it's Connor

In this Course you will Learn how to make a Spiked baseball bat inside of blender

We will start off with modeling the bat and then Making the grip and the nails 

Once were done with the modeling stage we will texture the Spiked baseball bat and make our scene

At the end we will render inside of blender using cycles and do some color grading for that nice finish to your model

Let's get started !!


You will learn how to

Uv unwrapping
3d modeling
texturing
Making game ready object
rendering 

Lighting

Meet Your Teacher

Teacher Profile Image

Connor Gerber

3d artist

Teacher

Hello
I have been a 3d artist for the past 4 years and would love to teach some of the things I have learned along the way

See full profile

Level: Beginner

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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.