Transcripts
1. Introduction: Hello everybody. My name is Arthur
Ashe and I'll be your instructor
in this tutorial. Do you want to learn how
to make props for games? So welcome to next, AAA prop making for games,
the beginners course. And this course we're
going to create a radio ad, a headphone. And we're going to
create that using Blender as the main
DCC and ZBrush, poor, high-quality sculpting and Substance Painter for texturing. And although we're
trying to make that as beginner friendly
as possible, but I really
encourage you to have some prior knowledge of
the software as mentioned. And we're going to use
some blender atoms, but we make sure that we
use none of the atoms, all of the atoms that we use are going to be the
free ones to make the blender experience
a lot better and to develop a workflow and pipeline
for your next project. So the workflow
that we're going to go is the non-destructive
workflow. And it means that when
we design something, we're going to rely on
multi-part stack to make sure that everywhere that we're
going to change something, we're going to do that
so fast in no time. And accompanying with
the Boolean workflow, we made sure that we can create every complex
design possible. So we start by taking a look at the references and some ideas. We take those ideas
and try to create something based on using
the mid colleague workflow, then that metal is going to be transferred into
ZBrush for sculpting. And then after that, we
create a locally from the same thing from the mid poly and then
unwrapping in Blender. And then the final part, the baking and the
texturing process are going to be done in
Substance Painter. And lastly, to make sure that everything is
going to be fine, we test the prop
inside Unreal Engine. So if you're interested
enough in learning some tests that workflow for creating AAA props for games. Join me in this one. I'm a rash from next door, looking forward to have a great learning
experience together. Okay, see you in the course.
2. Download Project Files: Hello everybody, and
welcome to this course. Now, this is the final product
that we are going to be creating after all of
the process that we do. This is the final
result number of coding this after
finishing the tutorial. And the purpose of this video is to show you the final result. To show you what's
the final result. And take a look at
it so that you have an idea of what we are
going to be creating. We're going to create a radio
mesh and a headphone mesh, all for the game development. And we're going to have the optimization
for a game engine. And it's good to note that
this tutorial ships with some project files that you can download and
start to use them. The first file that is seen
here is a blender add-on list that we're going to
install in the next lessons. So put the link of
most of them in here, those ones that we are going to download from that there are some add-ons that are shipping
with Blender by default, we're going to enable
them in Blender, but there are some add-ons
in here that we're going to install and the
links are in here. Then this final folder, we have couple of files. One is the Alphas that we use
for texturing process, e.g. this play pause, stop. And these ones that you've
seen here have been used throughout the
texturing process, e.g. the play pause and stop. You see them in here. If you want to get the exact same result,
you can use them. But also if you do not want, we will learn how to make these and I'll
start to use them. And then we got some textures. And these textures, you see, we have used them in
here, this one, this one, and this one in
here to be used as emissive channel so that
these ones emit light. And if we go in here in
the massive channel, let me bring up the radio. And in here we have
the emissive channel. And it means that there
are light going to be emitted in these
colors from this object. And I have included
these ones as well. If you want to follow
the same thing and create the same result, you are free to do that. Then the final result in here
is that static mesh radio, which is this radio, static much headphone,
which is this one. Then all of the export a
texture for the final result, you see these are the
exported textures, channel map textures that
we learn how to use them. And this one belongs
to the radio. See all of the information
is packed in here. I have included
those ones as well. If you want to try
to test them in Unreal Engine or
any other engine, you're free to do that. Now, this is about downloading
the project files that you can do and using
the resources in that. And also make sure that you
use this blender add-on text. I've included the link to some
of the useful blender free add-ons that you can use and we will use throughout
the project. Okay, see you in the
next one where we start to customize blender for
a better experience. So see you there.
3. Installing Free Addons: Okay everybody. Now we are in Blender
and the version is 3.4, 0.1, which is the
latest release. By the time of the
recording of this tutorial, we're going to use Blender for the main DCC and some
other softwares as well. But since we're going to spend
a lot of time in Blender, we're going to customize it
as much as possible to make our lives a lot easier when
working inside Blender. Of course, we're going
to use some add-ons. Do not worry. We're not
going to use paid add-ons, but instead we're going to use some default Blender add-ons
that ship with blender, which we're going to enable
them using this menu. And of course, some more free add-ons that we're
going to download. They do not ship with
Blender by default, but do not worry,
they are free and you are not forced to pay anything. So first, let's go see
how blender works. And of course, we really
expect you to have some prior knowledge of 3D in general and of
course in Blender, to see how to move things, how to move around in the scene, how to save and all
kinds of things. But in order to make sure that everybody is
on the same page, we're going to do
a short review of the primary tools that
you are seeing here. So in order to pan
around the scene, you just hold down
the mouse wheel and move it and
you're able to move around the scene, pan
around the scene. Excuse me. If you're
going to pan around, you just hold down
Shift and using the mouse will just
drag them both. And you are able to pan around. And if you're going
to rotate around, you just hold down the mouse
wheel alone and you're able to pan around the scene and
to rotate around the object. To zoom in and
out. You just roll up the mouse wheel to zoom out. Just roll down the mouse wheel
to zoom out, in and out. But there's an option
if you are going to zoom on where you
have the mouse wheel, mouse pointer, there's an
option that you are going to activate and that
is available in here and edit preferences. And I believe that it
should be in navigation. And that is the Zoom
mouse position. So if you enable it, wherever you put
your mouse cursor, It's going to zoom
to that point. You see the activating this. If I go and deactivate. Now, only zooming
to the center of the screen no matter where
I put the mouse cursor. But if I enable that
using this checkbox, you see that wherever
I point my mouse, it's going to zoom out
to that position, e.g. let's say that this is
the center of the screen. But if I put my mouse in
here and try to Zoom, it's going to zoom on
where I have the mouse. So this is something that I
like to turn on by default. Okay, let's close this one out. Now let's talk about moving, rotating, and scaling stuff. When you select something, e.g. this default cube, if
you hit G to move, G is for Grab, then S, S for scale, and then
R is for rotate. Of course. I really like to use the gizmo instead
of using shortcuts. E.g. I. Love to have this gizmo in
here and to be able to move, rotate, and scale in
certain directions. Since I'm used to that way. But if you're going to
use the default ones, G is for move, as is for scale, and R is for rotate. But what if you're
going to move rotate and scale in certain
directions, e.g. if I'm going to move only on x, just you hit G. And then
constraint by hitting X on the keyboard so that it constraints the
movement to x. And if you are going to move
it up and down, you hit Z. And if you're going to move
either way, you just hit Y. So X, Y, and Z are there to
appoint this directions, e.g. now I'm going to hit a scale, but I'm only going to
scale that along x. So I hit x, excuse me, hit S to scale that. And now if I tried to scale it, you see that it's
scaling proportionally, but I do not want that e.g. I want to scale it along y. So we hit Y. Now the scaling is only
happening along way. Or if you wanted along z, or if we want along x. And now there's the
rotation as well. Now I want to align
it or rotate it, a line Z. This is a line z. This is along y, and this is along x. So g, S, and R are four, move, scale and rotate at x, y and z are in which starch and you're actually going
to do that manipulation. If you move it in
someplace else, e.g. you move it in here,
if you are going to bring it back into the center
of the world, you just Alt and g, it brings
it back and removes any location value that you have is now the location
has these values. If you hit Alt and G, It's
going to remove that. The same goes for
scaling as well. If you hit Alt and S
Now it's going to clear any scale the data that you
have under rotation as well. If you rotate it to
something like this, if you hit Alt and it's going to revert it back
to the default delays. So fault with those
manipulation keys will revert them back. Of course, we're going
to manipulate some of these shortcuts for
a better workflow, but these are the default ones. If you're going to go
into the Edit mode, you just hit Tab and go e.g. select these vertices. If you hit two, you
go to edge mode, and if you hit three, you're going to face mode. And you are able to do the
same thing using G, S, and R for rotate,
scale and moving. And then the same goes
on that one as well. If you're going to constrain
that to a certain direction, you just use x, y, and z to do that. Now, this was for the
default Blender navigation. So simple. Now we are going to activate some plug-ins and add-ons
that are going to make our lives a lot easier
when working inside Blender. So the first add-ons live inside Blender and they ship
with Blender by default. And one of the best atoms
is the 3D pie menu. Let me see that is here. 3d view port pie menus. And using this menu, we are able to select
from the menu. E.g. control a is
for transformations, for rotation and
scale and location. And remember that if we
scale this one, e.g. along x, this value changes. And for some plugins
and some maneuvers, this value should always be one by one by one to be
the default one. Now if we hit Alt and S, It reverts it back to
the default place, but the scaling is gone as well. If you're going to keep that
and do the manipulations, we're gonna hold
down control and a and then apply the scale. So this one becomes
the default one. And if I hit Alt and again multiple times and
nothing happens because now this is
the default value. If I go back, let me remove this one by
hitting X and deleting that. If I bring in the default cube
again and scaling along x, if I go in, e.g. it's like this 100 control
and B, it doesn't work. Like we wanted you to see
that the shampooing is off because blunder doesn't know that the fault,
the scale of this one. And in order to get a better
shampooing or beveling, we go and it controlling
a and apply the scale. Now if I go in and
try to take this the same edge and
it control and B, we see now the chamfer is more uniform and is round shape, just like this one that we expect from the
shampooing to work. These biomolecules work so well and make your
life a lot easier. So another one that we use
a lot is the loop tools. So we're going to activate that. This is going to help us a lot in creation
of a lot of things. So now let's go in and
try to hit Control R and add a lot of segments
and using here as well. Now let's say that we're going to make a circle out of these. I just select these and right-click and we go to look
tools and we hit circle. It tries to form this
one into a circle without actually using two
or needing to do a Boolean. And that has a lot
of functionalities. You can spend a bit of time, go there and see how that works. Okay, Now, speaking of booleans, we're going to use a lot of
Booleans in this tutorial. To default Boolean workflow
is selecting this one, going in the Modifiers tab, Add Modifier, and add a Boolean, and then select the
Boolean object, e.g. now we do not have any. Let me go select this
cube and let's make it a bit smaller and move it to here. Okay, now, I'm going to apply the transformations value by applying the scale and location because we
changed the location. Let's not do that. Let's hit Control and Z to bring that pivot back to its place. Okay, now we select this one, and I want the Boolean
to be indifference. So I hit this picker
and change the Boolean. And now you see the
Boolean is done. But since we have
this one in place, I'm going to apply this. And if I move that, you see
the boolean has been done, but it's not so intuitive. So one quick way to do
that is to use the bull. The bull to is another great add-on that
ships with Blender. You're going to activate it, go to preference
and this add-ons, and just go for bool tools. It looks like it's activated and if you do
not have it activated, just check it on. And now it makes the Boolean
creation a lot easier. So now we do the same thing. I'm going to bring this back. Now, when we have
this one selected, this is the main object. And you see the color is
something like an orange. If I select this one, you see now this
becomes the active. And every thing that I do is gonna be done on
this active one. So the Boolean or bool
tool works in a way that we select two objects
and it control and minus. Now you see now this one is the Boolean object
and it's real time. And it means that if I
select this one and move it, it's going to do whatever
we want to do with it. So if I go in here and try to select these and try
to chamfer the edges. You see now, the Boolean is live and it works as expected. But this is the
difference Boolean, you can use other types
of Booleans as well, e.g. if I select this one, which is the active object, if I go to union, it's going to connect
them to each other. You see creating this and
joining these two objects. If I disable that, or if I disable the
boolean itself now. And then the
Intersect is going to keep the connection points. You see now, this
is the one that it removes when we are using union, but they intersect is
going to do the reverse. It's going to calculate
the place that they have collide with each other
and keep that point. Now, let's bring this back. And I'm going to remove
this one as well. And now let's bring in another cube so that we
have these in place. Now I'm going to do the reverse. I'm going to take
this one and this one as the last object, so that this becomes the active. And now if I hit control and
minus this Boolean happens, the main ones are different,
union and intersect. But of course there
are some more things that you can use
using this one, e.g. if I go to this Boolean, I can go in and try to sharper this edge to make
it a bit rounded. And if you see some of
these faceted edges, it's because of the normals. If I select this one, go into the normals
by going into Object Data Properties
and going into normals, hit auto smooth by 30 degrees
and selecting this one as well by going to hear or
smooth by 30 degrees. And now I just select this
one, right-click Shade Smooth. Now you see the shading is gone. If I select this one as well, Shade smooth, I need
to activate that. So now the shading
problem is gone. Okay, now I'm gonna
go select this one. And I mean the cutter. This one is called
the cutter that we cut into the main shape. And since the Boolean is active, I can take this one and try to real-time really change this one to a design that I want, e.g. if I'm going to bring it here, it's gonna be just like this. Now, I'm gonna go and bring
in a solidify modifier. Now you see this cuts into the mesh and changes the
Boolean to the slice one. Cut something into
the mesh without deleting any geometry
or things like that. This one is available to you. And if I try to increase this, it's going to increase or decrease the size of the cutter. And this one is going to decide
on the size of the color. One is another technique that you can use to
use the booleans. Of course, in the
process of the tutorial, we're gonna talk more about
the Booleans and stuff, but bear with me for now. This is something that
you need to know. So now this one is
real-time as well. If you're going to activate it, you're going to
apply the modifier. And if I take this
one and go in, you see now nothing happens because the Boolean
hasn't been applied. This is one advantage as well, because this is non-destructive and I can do a lot
of things with it. E.g. I. Can go in here, add a bevel modifier. And now you see
everywhere that I have that the bevel modifier
has been added as well. But now you see that in these areas that we
have the Boolean, we do not have that because, because the modifiers work in a way that the bottom
one is the last one. And now we have the
bevel modifier, which adds a bubble to
everything that we have in here. And then we have the Boolean. Boolean has not been bubbled. But if I take this one and
drag it down the Boolean, you see now the boolean has been doubled as well
because first one, we use the Boolean and
then we use the bubble to chamfer all of the edges to give it a
bit of hard surface look. Now let's bring some segments. Some more segments
we go into shading. Or the normals. And
this is something like a hard surface thing for free. And that is intuitive as well. You can take it and do whatever
you want to do with it, change the design, or see
what you can come up with. There are some more
add-ons that you can use and activate by default. Again, he go to
Edit Preferences. And in this menu, the one is F2 tools. It has a lot of functionalities
that you can use. An another one is the
tiny mesh CAT tools. Another one that we'll
use later on when we create the UVs is
called the magic UB. For now, do not
worry about this. We will explain them later
on when the time comes. So it's good to know that it can activate these and use them. So this one was for the
default Blender add-ons. There are some more items that
you can download from net, but do not worry, since not everybody is able
to purchase these. We are introducing a set of free add-ons that you can use
to improve your workflow. The first one covers one of the blender requests
that features, and that is the ability to
select the back faces, e.g. if we go in, if I
select this one and hit tab and try
to select something, you see now, only this
one gets selected. And now not the back face
measures gets selected. And if I tried to
select from here, you see now the only thing that is available to the
camera gets selected. We're going to use the
default Blender workflow. You just need to
select the mesh, go into edit mode. And now you see, again, we're not able to select
what's behind the mesh. In order to select
what's behind the mesh, you simply hit Alt and z. So the mesh becomes see-through. And if you select, you see that everything on the mesh
becomes selected. If you want to go back
to the default one, Altman's Z again, but this is
not what actually we want. We want a faster workflow
to be able to select the mesh on the go without actually hitting
any extra shortcut. So now the add-on
that enables us to do so is called the
X-ray selection tool. The link is in here, and the plug-in is for free. You go in here and hit
zero and purchase it. And you said this is
the way that it works. It activates the Alt and z by default so that
we're able to select what's behind the mesh without actually needing to hit
any extra shortcut. So here I want this and hit zero in here so
that you pay nothing. So now in here, you're just going to enter
an email and get that. So now I'm going to
enter mine and it get this is the one, this is the latest
version, 4.3, 0.1. And all you need to do is
hitting the Download button. And it just gives you a zip file that you're going
to install in Blender. So just copy the
direction that you want, that you have these files n.
And then we go in Blender, go to Edit Preferences. And in this add-ons,
instead of using this menu, we're gonna go to Install
and then simply head over to where you
have downloaded this and had installed add-on. So now it installed
it perfectly. They go in here. And this is the
one we activated. And it says that it becomes
active by hitting B, C, and L to either activate
the box circle or lasso. Now, let's go in here, select this one, and
go into edit mode. And now if I hit B, I'm able to see and select what's in here. And if I hit C, I'm able to circle, select an a. If I hit L, let me deselect anything. The Lasso Select
becomes available and I'm able to select
what's behind the mesh. And another one that I'm
really used to is by hitting W to toggle this
one and go in here. And now this is the box X-ray. Now, without needing to
hit any extra shortcut, you are able to select
what's behind the mesh. This one is the one
that I'm really used to and I do not
use the BCA or L. I just hit W to
cycle through these. And if you hold down
the mouse will, excuse mouse click on this. You are able to
see the box x-ray, the circle x-ray
and lasso x-ray. And with the default ones
that do not use the box one. The X-ray one, excuse me. So now the W2 cycled
through and this is the one that I'm really
liking to work with. So this becomes
one of my defaults that are really use
on every project. And after installing that, go to this menu and it's saved preferences to save
it and get it back. When you opened reopened lender, you do not need to
activate these anymore. They are activated by default. So next one that we're going to install is called the
interactive tool. That is awesome for
working with pivots. And it has some more functionalities that
we're going to use, but it's hosted somewhere else. So this is the link. It's hosted in GitHub,
and this is it. In order to download it, you just go into code
and hit Download zip. And it gives you this
one interactive tool. And then you're going
to go and enable it. First you need to install. So we go into Edit and
Preferences and install. And it brings us
to the same one. So this interactive
tool and it installed, and it becomes installed
and you need to enable it. Now to get the functionalities
in here in the main menu, you need to hit N. And this is the interactive tool
that you can use. Some of the functionalities
are getting used, often, like this, Quick
origin and edit origin. And some of them not that much. It, some of them that
I use regularly, we're going to assign
some shortcuts for and some of them that we
do not use regularly. We bring them to
quit favorite menu and click February menu is
available by hitting Q. So right now we do
not have anything. So now let's say that
this Quick origin, we're going to add it
to quick favorites. So right-click and add
two quick favorites. And now if I hit Q, the origin becomes activated. So this is how we add things
into quick favorite menus. So I'm going to remove that. And later on we assign
shortcuts for these, especially these quick
origin and edit origin so that we change the pivot
point to wherever we want. And we're going to talk
about it later on. For now, do not worry. This is the installation
and I can hit N again to close that and get the
default Blender viewport. And another one that we use very often is the machine tools. It's an awesome plugin that
you can download it for free. And the link is in here. And don't worry again,
in the project files, you'll find this
blender add-ons text. All of the links to download these have been stored in here. You can take them
and download them. Again. In order to download this, you hit the standard version, and in here you hit zero
and hit Enter or hit. I want this. Again, you need to enter
your email and it gets, This is the latest version
that you can download. And again, move the zip file to this directory where
I can install it. So again, we go to Edit
Preferences and hidden star. This is it. Hit install add-on, and now you activate it. And this is one of the
most complex ones. It has a lot of functionalities
and a lot of settings. That's awesome add-on
that you can use. But since it has a lot of
settings to be changed, we will do that later on, but this is the
way to install it. And right away you see that as the modes pi and the focus. So let's see how these two, if I select this one
and hold down tab, you see now, instead of
going into edit mode, I get these menus, which I can go into vertex mode. Or now I can go out
to object mode. It becomes a lot more intuitive and a lot
easier to work with. Another great thing that it
adds is the ability to focus. You see now in here, the focus is
activated by default. If you go so far away
in here and it F, it's going to bring
you back to where you have selected the thing. And you see now the machine tool focus has been activated. And if you're going to
isolate some things, again, let me bring cylinder. And let's bring
another quad sphere. Let's say that we are going to separate these two and start to work on them without
actually seeing this box. I select these and
it controlling F. It brings us to
the focus level one. And again, we can go select
this one, hit Control and F, It brings us to the focus
level two and so on. You can isolate things and start to work
on them this way. By hitting Control F without
actually selecting anything, it brings you back to
where you were before. It's a great add-on. And I highly encourage
you to spend some time in it and see how you incorporate that into
your own advantage. The next one that
we're going to use, the edge flow and each curve. So we can download
them from here, from GitHub, go into
this edge flow zip file. It's going to
download it for you. And then this one is in here. You can go download
this as well. And these two are the
files that downloaded. So now again, we're gonna
go Edit Preferences, Add-ons and hit Install. First we need to hit edge flow, activate and then hit Install and select this one
edge curve and activated. One way to demonstrate how that works is by bringing
the fault plane. Now, let's go into edge mode. And now I'm going to
add some vertices. I had control an R and bring down the mouse wheel
to add some vertices. And now I take this
one and drag it up and take this one as well. Drag it up to like this one and this one
as well and drag it up. And let's say that we
do something like this. But let's say that
we're going to make this a bit rounder. So in order to be a bit better, I'm adding some more edges. I go in here, select
all of these. And now we go
right-click in here. It's that edge flow. You hit that. And it's gonna make
it a bit rounder. And now we can
work with tension, iteration and Min and max
angle to get what you want. But this is so useful in making the
edge flow a bit rounder. Okay, Now hit X
again to delete that and control and F to go
back to the defaults place. And control works if you have installed
the machine tools. Remember that? The next one is called the cake. It, it also has some amazing
features that you can use. So again, we can go in here, it's zero and pay. Again the same thing. You're going to enter your
email and get that for free. So this is the download. It gives you this zip file. And then again, we need
to go and install it. It's in here, install add-on, and then activate it again. It can access a lot of the
features by hitting N. And you see now the
cute kid has been added and it has a lot of
functionalities that you can use. Then I really encourage
you to spend some time, see what it does
and see how we can use it to your own advantage. Of course, now this
is the installation. Later on, we might use some
of the features in here. So the next one is called
the material itself. It's a great add-on. I
use it on every project. It makes the material
work a bit easier, especially assigning
materials on objects, which is so important. So again here, this code
and download the zip. And when it's downloaded, you get this material
utilities master. So again, we need to go and
edit preferences and install. And this is it, the
material utilities. And let's activate this one. Now the shortcut for that
is Shift Q, HER queue. And you have this
material utilities. You can assign materials. You can select a material, e.g. you have two objects that
have the same material. You can select them
so easily, e.g. let's take this one
go-to material mode, or using the Shift Q, you can add a new material. Let's call this 101. Now I'm going to select
this one, Shift Q. And instead of creating
a new material, I can use existing
materials, e.g. select this one and make it 01, which is perfect for
baking, layer on. Now let's say that we
are able to select anything in here that uses
the zero-one material. We go in here, Shift Q, select by material and it's 01. All of the objects that use
this one gets selected. It's an awesome add-on. You can use it and I use
it on every project. The next one is text tools. This one is awesome as well. It has a lot of cool
functionalities. And I believe that it's one of the oldest add-ons that
have been created over. And it's still living and
got updated recently. So download this
and do not worry, I have shared the link
in the text file. You can simply copy
and paste them. These are the links and you
can take them and use them. Now, let's download this one. We go to code, Download Zip. It's called the UV squares, and you get this one
and the text tool. These are for working
with the UVs. So again, we go into
Edit Preferences and install texts to install it. You get it. And it works in the UV section, which we're going to
talk about later on. That again, this UV squares as well as awesome for
creating perfect UV, which we're going
to use later on. Another one that we're going to use is called the UV toolkit. It's for free as well. Zero, you simply download it. And this is the file. Again, we need to go in here. And a UV toolkit installed, add-on and hit Okay, the next one as well as for
UVs and for packing the UVs. It's an awesome plugin that are used on almost every project that I do whenever
I'm going to pack the UVs. This is my go-to. It's free and it's a
very powerful one. And this is the directory
to download it. Go download the zip file, and it needs another extra thing that are going to download. You'll simply Control C in here and then paste it in here. Then you get two files. One of them is the
blender add-on, and one of them is the EXE file. So I go in here and then extract the files
because we need them. And just have this directory. We go to install and find
the blender add-on install. Hit, Okay? And there's another
step that we need to do in order to
activate this plugin. So in order to do that, let me take this one, e.g. now, I'm going to remove
anything in here and drag a window out and
bring in the UV editor. Again, we hit N. And this is the UV Packer. And this is the
UV toolkit and UV squares and text
tools and magic UV, which we're going to
talk about later on. So now in order to pack, we go into edit mode. And now let's see anything. Let's bring the box x-ray
and select everything. And now let's say pack. It gives an error. And it says that we
should place the eggs, a file in this direction. It says that executable should be placed
in this direction. So it's your app data
roaming Blender, blender, 3.4 scripts,
add-on, UV Packer. You need to place
that file in there. It means that we're gonna go
in here, select this file, this XD, and this is directory
that you need to go, you go into User's app data. Users, of course, your
name, AppData, roaming, Blender Foundation Blender,
3.4 scripts, add-ons. And this is the UV packer is simply open this and
paste the file in here. Now you need to restart the blender in order
for this one to work. So now I'm closing blender and opening that up again
for this one to work. Okay, Now we're back. Let's go into edit mode and
select anything in here. And now it pack. You see now the packing
algorithm works perfect. Then this one has been
installed as well. So now this was about installing the extra add-ons to make
it a lot more useful. In the next one, we will go and see how we could
use those add-ons into creating a good workflow
for using insight Lander. Okay, see you there.
4. More Addons And UI: Okay, Now we started or finished installing the
arrows and now it's time to go and do some
more manipulations in the add-ons and blender
viewport as well. The first thing that
I'm going to do is going into Edit Preferences. And in here, in navigation, you're going to
activate the depth. It's gonna be more natural
when you rotate around things. One more thing I'd
like to activate, and that is optional is
orbital round selection. So that when you
select something, this becomes the pivot
point of the scene. And everything revolves
around this one instead of going and rotating around
center of the screen. These are two optional things that you might want to activate. And if we're going to
activate different shading modes that are available in here when
we have wireframe, which is showing the wireframe. The next one is the solid, which is perfect for modelling. The next one is material view. And here you see that if we go in here and
change something, e.g. the base color, this one changes to something
that we have. Okay, now if we go
back to Solid mode, we do not see anything
because there's only gets shown in the material view or the rendered
view which we have, the lighting and anything,
all of them setup. A shortcut for
changing them is z. You just hold down z and
then you get rendered solid view wireframe and
the material preview. And most of the times
we're staying in the solid view just
to model things out. Now there's something that
you keep in mind and that is a lot of times the shortcut that you
said on the object node, which is in here in layout, when you are able to track the
object itself and move it. And when you go into the
Edit mode are different. One of them is the
pivot that we're going to create a shortcut for now. So now I'm gonna go to interactive tools and then
we have this quick origin. Quick origin is going to create the pivot based on the
center of what the select. If we go and select it in
the object mode in here, it's going to center the pivot and the center of the object. But if we go in here, e.g. it could go select the face. It's going to place the pivot and the center of this face. Or if we select an edge, it's going to place the pivot
in the center of this edge. Or if we go and
select a vertices, it's going to place it exactly
on top of this vertices. So now the shortcut
that I'm using for this one is also an S. But that's your card has been already in use by
resetting the scale. If I scale this one, I need alt and S. It's
going to clear the escape. So now I'm going to remove that. We're gonna go into preference and K-map and inherit
key bindings or name. We just need to
find a clear scale. So clear scale, and see
that in object mode, clear scale, the shortcut
for it is Alton S. So now I think I'll remove that. And if I try to bring this
one up and hit Alt and S, You see now no longer we're
getting that behavior, it's not clearing the escape and we're staying
in the same place. And now I'm gonna go in here, Quick origin, right-click
and assign a shortcut. And in here I'm
going to hit Alt S. Now, Let's do some changes. E.g. I'm going to
go into edit mode. Take this edge. I'm going to make the
object a bit bigger, e.g. something like this. And now you see the pivot
is this point in here. If we go into move mode, you see that the
pivot is in here. Now if I hit Alt and S, it's going to bring it back to the central bit as
best as it could. Now, let's quick origin. If we go into edit mode, is not going to work. Just like that. If I go in
here and hit Alt and S, It's not going to do anything. But instead, it's going to do something like this,
which I do not want. So I'm going to go and right-click on this
one, assign a shortcut, and you see we do not
have a shortcut for it is quick origin
in the edit mode, but in object mode
we have a shortcut. So you should keep in
mind that there are some times that the
shortcut in the edit mode and object mode needs to be
set properly and separately. Okay, now I'm gonna go
right-click on this one, assign a shortcut, Alt and S. Now if I hit Alt and as you see, we do not do anything. And that is because
we need to go into edit mode and find the Alt and S that
is in the edit mode. So now we're gonna go for key
binding and hit Alt and S. Now you say an object mode. It has been such a quick
origin, which is perfect. And now let's go in the
mesh mode or edit mode. You see that it's shrink and
flatten, which was correct. And now we have Quick
origin set to that as well. But if we are going
to use this one, we need to remove this. So I'm going to remove now we only have the Quick origin in here, which is also an S. Now, if I go into edit mode and just take a look at this
quick small orange dot, which is the pivot point. If I hit Alt and S, it's going to bring
the pivot to here. Now the pivot has been moved. And if I go into object mode, I'm able to move the
object from this point. Or if I go in and try to go into face mode,
select this face. And it also an S. It's going
to bring the pivot in here. If I go in the edge
mode again and hit Alt, and it's going to bring the pivot right in
the center of this. And that is very important. And this is the bare-bones
of my workflow. By changing the pivot, we're going to do
a lot of things. Now, let's delete this one. And another one that
I'm going to activate is the ability to
use the gizmos. I'm going to use the gizmo instead of the blender defaults, which is dragging the
thing right away. So I'm going to hit G and get
the move a and get rotate. And it has excuse, excuse me, are and get rotate and
it s and get a scale. But in this way,
we're able to only get the proportional
thing in here, but I'm wanting to bring
the gizmos in here, which I'm actually used to. So now we're gonna
go in here and the preference, and let's hit G. Remember, remember that we
have the key binding in here. So in here, we need to find the object mode or
not the object mode. I believe it's in
3D view port there. It's in here. It's, gee, I want to change this to double
G instead of one G. Let's just expand this.
And now we have this G. I need to select this one
and set it to double-click. And it means that
when we hit double G, we're getting the default
Blender movement. And now if I go in here in the move and assign
a shortcut to G, You see that if I select
this one and hit G, I'm able to get the gizmo. Now if I hit double G, I'm able to move just
like the blender does. But my preference is to
work with their gizmo. Yours might be different, but this is really used to do. So. Now let's go do for the rotate. And the key for rotate is r. So in here, Let's go find r, and it should be in the 3D view. Let's expand this. And I'm going to, instead of
press hit W. And now we need to hit WOR to activate the
default Blender rotation. And now I'm going to
click on this one, assigned a shortcut and
hit R. And now if I hit R, we see the gizmo and we're able to revolve around the pivot. Now if I hit double
or we are able to do the blender default, which is using x, y, and z to constrain the
movement to a vector. But in this rotation, I'm really a lot easier
to work this way. Now, let's go for scale. And then in here, scale is S. So let's find it in the
3D view and it's precise. Okay, now I need to expand
this one again and hit double and double as we're getting the default
Blender style scale. So now let's
right-click on this, assign a shortcut
and make this 11. Now if I hit S, I'm able to
scale it using this gizmos. And if I hit double as I'm
able to get it at a scale, it just like the
blender defaults. Of course, this is my
preferred way of doing things. Yours might be different. And again, after
changing, we go in here. Now again, I believe we
should set the move, scale and rotation for the edit mode as well
for the modeling tab. Because the object
mode, if we hit G, S, and R, We're
getting the gizmos. But if we go into
edit mode, e.g. let's select these
vertices and hit G. Nothing happens. If I hit S, I do not get that gizmo, and if I hit R, we do not
get anything as well. Let's go into edit
mode and preference. Again in here, we're going
to go for K binding. I'm going to hit G. And this time you are
going to go for mesh mode. Or it's not doing anything because the shortcut
is not here. Now let's go in here. On the move, we're going
to assign a shortcut. I'm going to hit G. And for rotate, we're going
to assign a shortcut, which is R. Then for scale, you're going to assign
a shortcut which is S. Now if I hit G,
we're getting the move. If I had S, We're
getting this scale. And if I had are, we're
getting the rotation. Now, let's hit G to move it. If I hit double g, we are getting the
default Blender. And if I hit triple
G in this way, we're getting the slide, which is a sliding the vertices alongside the existing
geometry that we have here. The g1g brings up the gizmo double G brings
up the default Blender, which you can constrained
to a certain vector. And the triple G is going
to activate the slide mode. Okay? Okay, now let's talk about
the appointment use and its parameters are available
using their shortcuts, e.g. if I had control and a, we are familiar with this one. We have the ability to change. Or applied a
location rotation or scale or apply all of them or whatever you
want to do with it. There are more of these, e.g. if I hit Shift Spacebar, we're getting the
play or animation Pi. We're not going to use this because we're not going
to animate anything. This is a static probe and we're not going
to animate anything. So I'm going to remove that and replace those with
some other pies. Okay, let's go in here, Edit preference, and we're
gonna go to Add-ons. Then there should be the PI, the viewport pie menus. First one, we do not need
to have the animation Pi. I'm going to remove it. And the reason being
is that we're going to replace these with other things. This one is going to be replaced as well aligned pie
with a better one. The next one is the manipulator, which we do not use. If I go in here, the shortcut
is Alt and a spacebar. If I hit Alt, Enter or Spacebar, we get this translate
rotate scale and these kinds of things
which we activated by G, S, and R. And we
do not want that, we can replace it
with another one. So now let's go deactivate it. And then this one as well, origin pi, deactivated that. And select pie as well. We're going to replace it
with all those other things. This alt and the space-bar
as well, we removed. So now there's another
important concept which is the snapping. E.g. you're going to make
this one the active elements. Let me go in here. Take this one also an S to make
it the active one. Let's say that
we're going to snap this vertices to this
vertices to detach them, important to attach
them to each other. And snappy is set to
Control Shift and Tab. If you hit it, you get the snap. Now I'm gonna go for
vertex and active, okay? Now if I select this one, the active vertices is
going to snap to this. But it's not going
to snap because the snapping mode
hasn't been activated. So we go to Snap. And if I take this one, it snaps to these vertices. Okay? You see that this is
what is happening, but I'm going to change
that to another shortcut. So let's go in here, preference. And now let's search for snap. And we're going to change
the shortcut Control Alt and S. So now we talked
about the snapping. Now let's talk about
the transform. Transform. A really like to use the
machine tool features. So now let's go in here and add ons and just search for machine. Here's the machine
tool that you can use. So now in here, we have tools, we have Pie Menus, and then we have key maps. So now let's just scroll down in here and activate
the transform pi. Now that we have
activated this one, Let's go to K-maps. And then in here in point
many of these that you see that the transform menu has been set to this ugly
shortcut that I do not like. So now let's click on this
and hit Control Alt and Q. I like to use this
shortcut for it. So now let's go hit Save. And now if I select this one
and it Control Alt and q, the transformation
menu comes up. So now this is good when you
are going to move something along its own orientation or change the pivot
or anything e.g. now, let's go select this one. And let's say that
I'm going to move this one alongside this normals. You say that this one is facing
right in this direction. So now I can hold
Control Alt and Q and set this one to
local, transform to local. Now you see that gizmo has been set to face the
normals of this one. And now if I want, I can really introduce a new one independent of the world coordinates
that we have. And it's very useful if
you're going to use. So if I hit global, it brings it back to the global transformations
that we had. Now for pivot point, if I said the pivot
point to 3D cursor, no matter where the pivot is, you see the pivot
is still in here, but the pivot of the
movement has been set to the world origin. And if I select this one, I'm able to move like
this and it's good e.g. duplicating and then
rotating stuff. Using this way to create
something like a circle. Okay, now let's go in here. Control Alt and Q. This bounding box
center brings it back, creates an imaginary bounding
box around the object, and brings it back
to the central vein. If we go intermediate point, it's going to do
something like that. If I bring this one in here, it's going to bring the pivot in the center of the objects. If we go in here
bounding box center, it's gonna be the same thing. But individual origins,
although the pivot is in here. But if I try to rotate
them, you see each, each one of these
gets rotated along its own pivot and not
the global to it. So now let's go in here, set it to bounding box center. Now, if I rotate
this, it's going to. Rotate them around
this imaginary, imaginary pivot that
it has created. So now, speaking
of machine tools, Let's go and set some
more features to use. And I'm going to
go here, save pi. This shading pie. And a line as well
is a useful cursor. And let's activate this
one and this one as well. So now if we go in here, we need to assign the
key maps for them. So now let's see what they
do in this pie menus. Safe Pi has been
set to control and S. Now if I go control
and SCC there, we get this pie that is belonging to the machine
tools which are good. Save the file, save new increment
file to save a new one. Number one, by keeping
the previous one and Save As if you're going to
change the name completely. And then you can go import OBJ, FBX, export, these
kinds of maneuvers. And now the next one
is the shading Pi, which I'm going to set it
to shift and a spacebar. Now in here, if I
hit Shift Spacebar, the shading pi comes up, which is a useful one. For now, Let's bring
the overlays on. Now if I select this
and hit Shift Spacebar, I'm getting this menu
which is very useful and quick to assign the
smooth things, this one. So now let's set
this one to smooth, and let's set it to 180 degrees. It makes it something
like a chocolate. And previously, if we wanted
to do something like this, we needed to select the object, go into Object Data
Properties and enabled auto smooth and assign the
degrees that we wanted. But now, it's very easy. We just hit Shift Spacebar. And let's go to smooth
and then smooth it by 30 degrees to get
something like this, which is a lot faster, then we can do a lot of more things with the
shading Pi, e.g. to check to see if we have any back face problems are
not based orientation. He said that all
of them are blue and it means that it's good. The shading of the
phases should look blue. The blue should be the side that the player or the
viewer is going to see. The red should be inside. You see now the red is inside. And that is the problem
of the back face culling. If I select this one, e.g. let's go select, let's
create another cube. Now I'm going to select this. It's Shift and N
recalculate the normals. Now you see all of the phases are alright, except
for this one. Now if I go in here,
bring this back. We're not seeing anything. But if we bring the
back face culling, you see now there's a
problem with the shading. And that is because this
face has been inverted. And now if we go in n, because we have the back face
calling me, rotate that. And now if I go in
and try to rotate, you see now this is the phase
that has been back faced. If we go in here,
select this phase shift and n,
recalculate it back. Now, although we have
the back face calling, and it means that if
I bring in a plane, try to rotated and bring it up, I'm only seeing the face and the side that the
normals are getting calculated and the other side
isn't getting calculated. If I go back, back, face culling, turn it off. I'm seeing double-sided, but this actually it
doesn't matter because it's only preventing the back
face calling to be shown. Okay. That one was another. Notice of. And now you see, although
this one is bread, we are seeing geometry
in here and that is because the back face
calling is turned off. Then you might want to
go and apply the cavity. Now let's go for
curvature as well. To highlight the curvature files and curvature on the edges. I like to have the curvature on. It creates the illusion that this is a bit of
hard surface thing. Now let's go back,
try to remove this. And in here, it's shines really by activating the
curvature and cavity. It looks a bit more
high party, of course, this is only in
Blender viewport. If you're going to export that, it's going to, it's not
going to look like this. This is only for working inside
the viewport of Blender. And the next one
is the aligned Pi, which it has been
set to Alton a. And it's better than one
that the blender has. Now, let's go in here, select this one and you see that this one has been offset it. Let me take this one, take these two vertices, and hit Alt, and it
brings the align menu. So now let's say that I'm
going to align them to write, to create this. Or if I'm going to
align them to left, it's going to align
them to left. And that is viewed dependent, depending on the
location that you're looking. It's different, e.g. now, let me go select these to align the bottom
lines, the bottom. But if I go in here and
try to align to bottom, nothing happens because
it's aligning to the view. The next one is the cursor Pi. And the shortcut for that
has been set to Shift and S. Now the pivot of this one, you see that it's on
this orange point. And if I select this,
you see the pivot is in here and we have the
origin in here as well. If I hit Shift and S, there are some options
that you need to do, e.g. if you're going to spawn some geometry exactly
on this part, this is the world origin. Now it's in here. It says that world
origin to select it. If you select it, It's going to bring the world origin on here. And if I go in here, shifting
a to bring in a mesh, e.g. this quarter sphere. It's going to
exactly as ponders, exactly on this pivot point. And now if I go in here, Control minus, it's going to do the calculation
for me. Like so. Now let's say that
we are going to change the pivot to
something else, e.g. bring the pivot to
the world origin. I select this. You see
now the pivot is in here. Let's bring the pivot to origin, excuse me, the origin to origin. It brings the origin
to the zeros, zeros, zero, which is
the center of the world. And now let's bring a cube. I'm bringing the cube in here. I hit Shift and S to bring that. This dot is representing
the pivot point. If I hit this one, it's going to bring
the pivot point. Note that the pivot point is this orange.in the
center of the cube, if I hit Shift and S
and bring the pivot, the cursor, it's going to bring
the pivot to this cursor. But if I go and try to select this vertice in
here and achieved an S and bring the
origin to vertex C. Now, the vertices is now the center of the world and the
cursor is in here. And now, if I select this one, it Shift and S and bring
this one to cursor. It's going to bring the
cursor, the pivot point. Exactly that is one. Now if I go and try to rotate, It's going to rotate around this point that we have in here. That is very useful. And later on we'll use this
one a lot in the process. And then transform Pi. We have talked about it
and the collection Pi, I'm not using that much. So now let's go in here and try to bring some tools
and try to use them. E.g. this smart smart
edge, smart face. Let's activate them
and go into K-maps. And then in here we have
some functions to do. We have the merged
list and merge center. But the one key has been
occupied previously because if we hit one, we're going to vertex mode. Now you see it's doing this one because
of the machine tools, but we need to deactivate it. If I had to, we should go to edge mode and if I hit three, we should go to face mode. But these have been occupied
by the machine tools, which we are going to fixed now. So now let's deactivate merge
paths because I'm going to use Alt and Alt
and one for this one. Alton do for this one, alt and three for this one. So now if we go in here and
try to take two vertices, if I hit Alt and one, it's going to emerge
them to the last point. E.g. if I select
this and this one, this becomes the active point. And if I hit Alt and one, it's going to merge it
down to the active point. And there's another one
which is merged to center, which is using the shift one. If I hit Shift than one, it's going to merge
them in the center. It's going to find
the center point in-between both of them, e.g. now, if I hit Shift and one, it's going to merge
in the center, exactly in the center
of these three. And if I take this
and hit Shift and N, You see that it merged them
in the center of this face. That is a good one
to use as well. And he can go and try to
spend a bit of time to see which of these do and
incorporate into your workflow. And the next thing that
I'm going to activate, these two ones, this is a
quick Geometry cleanup. Let's go in here. This cleanup has
been set to three, but three is the face selection. So I'm going to
select this one and we have set this
one to all three. Let's select this one
and set it too old for. If we go in here,
hit Alt and four. It's going to bring some menu to clean up the geometry,
degenerate faces, double phases and these
kinds of things and guns and every ugly thing
that you have there. The next one that you're going
to activate as the mirror. And it's very good for
creating symmetry. So the shortcut is Shift
Alt and x, of course, that is for mirroring
along X and for Y and Z, the shortcut is different. So now let's take
these, drag them out. Or let's take this one. Let's say that
we're going to use the symmetry on this
one on the mirror. So I hit Shift and Alt and x. It's going to bring the
mirror to this side. Again Shift and Alt and x
to create the mirror on x. And let's say that we're
going to mirror on the why, though Shift and
Alt and X to bring the mirror on the way
to create a symmetry, as well as the mirrors have been created and here as
well, which you can use. Okay? And this one is a
great one that you can use a tool to have
in your arsenal. And now let's say
that we're going to mirror in Z. I hit Shift or Alt and x and assign
the mirror to be in Z. Okay, it's done. And that is a really great
tool to have in your arsenal. Now that I have this, Let's hit Shift and Alt and x. It brings up the mirror. And now let's go in negative y. But now we need to
go in here and it's slip to get that effect that
we want it from it. Okay. That's a bit tricky, but
you're going to get used to it once you start to create
real stuff with it. And the next one is a line. And this one is different to the align that we had
in the edit mode. This is in the object mode. You see now the align in the edit mode works
with vertices, edges, faces, and all of that. But a line in the object mode works with objects
themselves, e.g. let's go in here and
bring in a cube. Okay, it works with
the pivots as well. So now I'm gonna
take this one and this one for the last an
active period object ahead. Also an a, it's going
to align them to rotation location based
on the pivot point, e.g. this is active. If I hit origin, it's going to bring
them to origin. Active floor. And it has a lot
of options, e.g. you can deactivate the location. It's, it's only going
to align the rotation, or you can go allowing the
location based on the pivot, the K. This one is a
good one to use as well. The next one is for
joining stuff together. And then these ones are going to make some of the blender functionality
is a lot better. Let's deactivate these. Okay? I think it's
better to deactivate the groups and apply, select and match cut
are useful more. And then this thread is very
good as well if you're going to create industrial than
hard surface things. So this turned cylinder
phrases into threads. So let's go see what that does. Okay, we're gonna go in
here bringing a cylinder. Now we're gonna go
in shade smooth. Of course, we need to apply 30 degrees to make
that a hard surface h. Okay? Now we're gonna go in
and select these edges. Okay, it needs to be
a perfect ground. Now, right-click machine
tools and add thread. Okay, Now you say
it turned that to something that we see on bolts. It's perfect for adding these
kinds of effects for free. And then let's go in here, bringing a cube and
make it a bit bigger. And make it like so. And you'll remember that we had a mascot option that we added. This is the match cut. And it's going to cut this mesh
onto this object. Now, I'm selecting this and selecting this one as
the active object. Right-click on it here
we have the mesh cut. You hit it and now you see
nothing visible happened. But if you go in, you see now it has cut that match
exactly on this one, which is perfect for
adding cuts into the meshes using
custom geometry. Using the knife tool. If you are going to
use the knife tool, you can go into k and
try to bring in a cut. If you're going to
make it see-through, you're going to hit C
and then click Enter. It's going to create
something like this. But if you're going
to use a mesh, use an external image
to cut into the mesh. You are going to
use the match cut. Okay, everybody. Now, it's enough for
installing blender add-ons. In the next lesson, we
will go and demo on the workflow that we're gonna
be using in this tutorial. We're gonna do a simple
demo as well as doing some introduction to
ZBrush for this purpose. And we do a test page to
see what goes on and to actually get an idea of how
things are going to work. Okay, See you there.
5. Demo Of The Workflow: Okay, Now that we know how to Blender is going to
work and we have installed some things and some add-ons to make the
workflow a lot better. It's time to go and demo how we're gonna
do things in here. Because I believe that having a bit of knowledge
about this will help a lot in clarifying the way that we're gonna
go for creating the prop. The workflow is
very much based on Booleans and we're going to use the Bowl Tool
add-on very much. And that is because
it makes sure that wherever we have
a complex shape, we will do that
easily by Boolean. So this is the mood board
that we have for the course. We're going to create
a simple radio. This is the front side of it. And we're going to use a lot of techniques to create this. E.g. you see there are parts in here that are carved
into the piece. We could use boolean
to carve these without actually having to work
with a lot of geometry. And there are parts
that are just floating on the surface and create
geometry for these. This is basically what
we are going for. This is the main one. Of course, we might do some
variations on the surface. This is the backside
of the same thing. We're going to create a radio. This is the front side, then this is the
backside opera radio. And then this one is the headphone that
we're going to create. And to make it more complex, we decided that we might need some headphones in place because the headphone is composed
of hard surface parts, e.g. in these ones, we might do some cloth simulation for this cushion parts as well as these and some modeling parts. E.g. these parts that are extruding outwards
and these Boolean parts. Okay, This is the reference. And then to support the idea, we have some real-world
references as well. We're going to talk
about these later on, but for now, let's go and
see what we're gonna do. Now on this one, you
see that we have this part being carved
into the surface. And this is the actual geometry. This has volume, this
has an actual surface. And for this, we're going
to keep the Boolean in place because you see it
adds to the silhouette. But for something like this, this screw in here, we might remove the high poly and only use the baked data. So now on this one, I'm going to take this
one as a reference and demo on what things
are going to be. Now, I'm going to take this
and go into edit mode. I'm selecting this and using the maximum
interactive tool. The Quick origin that we assign, the shortcut Alt and S4. I'm going to select this
one. I think Alton S. Now the pivot is in here. So now if I exit out and see
the pivot is in here now. So now I hit Alt and G so that it brings the object
right in the center of the world in absolute 000 and
all of the vectors in here, in x, y, and z. Now I'm going to change
the surface of it. E.g. I'm taking this edge and holding down Control and B
to activate the bubble tube. Okay, Now we created some
surveys variations in here. Now I'm going to do
such an effect in here. We're going to
create a half circle that continues in the
surface outwards. Now, I'm going to use
this tool in here. Of course we can go and use the regular blender
measures, e.g. I. Can go bring in a cylinder. And again, based on
the intro that we did, I'm hitting Shift Spacebar, make it a smooth, and make
it based on 30 degrees. And I'm going to do the
same thing for this one as well. Let's make it a smooth. And based on 30 degrees, it makes sure that the shading
is going to look correct. Now, I'm going to carve
this piece into this one. This is gonna be
the Boolean piece and this is gonna be
the actual piece. And we're going to demo how to Boolean pieces are
going to work. Some Boolean pieces later on, we'll get removed and
they could easily be baked on the surface
to have that data. But some of them need the
geometry to be in place. And particularly this one, because it adds to the surface, we need to make
that stay in place. Now, I'm going to take this
and go into edit mode, select this edge and this one. I'm going to hit J to
join them together. And then this one, and let
me see this one again. I'm going to hit J. Now we
have a loop that goes around. So I'm going to
hold down Alt and click in here to
select the edge loop. And then again, I'm going
to hit Control a and B to activate the Bevel tool
to add a slight bevel. And the reason for that is that I'm going to
go in the top view. And again, we're going
to go for the bucks x-ray that we
installed previously. So now I'm selecting this and I'm dragging
this one outwards. Now you see we have some
of this shape in place. We have a half circle. That goes around
and we can go here peacefully and start to
remove this if we wanted to. Now, I'm holding down Alt and clicking on this one
while I'm in edge mode. And then right-click
and N to create a face. And it's done. Now again, I'm hitting Alt and use the Quick origin to bring
the pivot in the center. This is how I'm happy with in
working with these objects. So now I'm going to carve this one just like
this on the surface. But this one is so huge, we need to resize it. So again, I'm hitting
S to re-scale that. And then again, I'm rotating this to get the
way that I wanted. Okay, Now let's call this
one in here because you see this is a relatively
straight surface. And we need to carve
that in, in here, okay, now I'm dragging
that in here. Now, it looks like we
need to rotate that in z by 180 degrees. And a lot of times you
want to apply controlling a and apply the rotation and scale to make sure that the
modifiers are going to work. Alright? Okay, now we need
to flip this again. Now this time I'm
going to rotate this in x so that we get
something like this. Now, I'm going to
use the bool tools to carve this one in the place. Now, let me bring this in here. I'm going to select
this one. And boolean. Of course, this is the
Boolean object and this is the piece that we're
going to use the Boolean. And then I'm going to
hit Control N minus two, curve that into place. Of course I'm not
going to do that the very detailed in here because it actually doesn't make sense to put a lot of
detail on this one. But this is something
to consider. Now you see we have
something that actually changes the silhouette. So whenever we are going
to create a low poly file, we're going to keep
this because if we are going to bake this
one on the low poly, We're gonna get a lot of errors. But for something like this, which is really flat, we can get away with
baking on the surface. Okay, now I have this and then this is
the Boolean object. It's in real time. I can take it to wherever
I want to do with it, change it, or go
into edit mode, e.g. take this edge and do a bubble by hitting Control
and be like so, or let me go further
and take this one. And now hit Control
a and B to go into bevel mode and do
a bubble in here. Now, see, we get even
more detail in here. So now we're taking a look at this, and that is very good. So now another thing that I use regularly is to do a flip bevel. And to do that,
let me go in here, because this mesh doesn't actually represent a Boolean
mesh that we have here. So now I'm gonna go
into Edit settings. Again. I'm going
to go for add-ons and just search for bool tool. And you're going to
expand this drop-down. And in here it has an option
display as wireframe. Now, if you hit this, whenever you do a Boolean, you're gonna get the real shape, not a box
representation of that. If I go into the Edit mode, you said this is the real match, but it's showing us as a box
and it's not so helpful. So for demoing,
let me go in here. Again. I'm going to take this
one and then Control and Shift to select this one as the object, then
Control minus. Now you see we have an
actual representation of the Mesh not getting
a bounding box. This is better. This is a lot better.
And let me go and try to Boolean that without
that option enabled, if I turn this off,
display as wireframe. And now I'm going
to take this one, and this one has the
Boolean and Control minus. You see now we get
a bounding box which is actually
not that useful. It's a very good option to have this one activated.
It helps a lot. Okay, now let's go
in here, wireframe. And then we can check
the Boolean on and off. This is the one that
we already removed, and then this is the one
that we have in here. So now there's a
good option in here, wireframe on an off, I have activated them and
create a shortcut for them. This one wireframe
on is going to be a four, just like so. And wireframe shaded is on F3. So if I select this one
than he'd have three. You see, now we get
the same thing. We get the actual mesh representation of
the Boolean piece. Now we were talking about
the flipped Boolean. So now I'm gonna go
into edit mode and take this one that is extruding
so far away from objects. And I'm closing
this one to here. So now I'm going to flip the normals on this to
do a flipped Boolean. Demo of flipped Boolean, I'm gonna go create, let me create a cube. I'm dragging that out again. Let me make this one the pivot exit out and bring
this one in here. Now we're going to go to the back face color mode to see that you do not need to go. This is only for representation. You see now the normals
are all correct. And if I go and select this one and try to
hit Control a and B. You see now it goes
just like expected. We are shampooing and
bubbling this one. But if I go in here and
try to flip the normals, that let me just hit Shift and N to bring the normal calculation
menu and it inside. Okay, now this is going inside. And if I hit Control B, it's going to do
a reverse bubble. Okay? It's gonna be
something like this. It's exactly the
opposite of this one. This is reducing
from the surface, but this is actually
adding to the surface. If I try to bring this one in here and try to carve that n, let me select this
one first and select the object and hit Control
and Minus to bring that here. And let's take this one. And if I bring this one n, you see now on the places where we have
this reverse boolean, it's going to curve
actually into the surface, creating a beautiful effect. You see now, this is
the effect and now I'm going to create
that in here. Again. Let me go in here. Take this, I'm going to
take these shifts and n to calculate the,
recalculate the normals. And then I'm going
to bevel this edge. Okay? Let me take this, this one, this one, and then
this edge loop. I do not want this
one to be beveled. And now let's do a bubble and you see this is
getting calculated. Of course, it's knowing a bit. So let's take this
one and remove it. This way, we're going to
have a better bubble. Okay, now, I'm
gonna do a bubble. And you see that every
time I tried to do this, we're getting carved
into the surface. A very beautiful high poly
effect that we have here. And this is about flipped
pebbles are used that a lot. So let's go and try
to take this one, or I'm going to remove this. Okay, now, this is
about this one. And now let's create
something like this. There are a lot of times we're, we're creating bolts and
screws on the surface, but they can be baked on the normal map to
save a lot of space. And to create this one, I'm going to create
it on this surface. Let's exit out of that
for back face call mode. And then I'm going
to use this menu. Instead of using Shift a menu, I'm going to go and
use this one and bring a cylinder because I want to cut the cylinder
onto the surface. You see now the good
thing about this one is that it respects the
normal of the surface. And you see if I click on
here and hold down Shift, it's going to proportionately
create a cylinder for me, okay, Now it's in here
controlling the size. And then if you control, it's going to snap. But the snapping
feature is turned off. And using Alt as well, you're going to go
so wild on that. Okay, Now I'm gonna hold down Shift to make
it proportionally, right? And then drag out to
create a cylinder. And then we have the
same options in here. I'm not actually carrying about the polygon size or anything. We only need to care about
the geometry itself. Now, I'm taking this. Now you see that is actually perpendicular to the
normal of the surface. And that is very good for
cutting the pieces in here. Now, I'm going to curve
this one into the surveys, so I need to drag that. But if I try to use this option, it's not gonna be so accurate because the rotation
value is changed. And we need to go in here in the global mode and
change it to local. Now you see the pivot respects
the direction of this one. And now if I bring that back, it's going to be perfectly
on the angle that we want. Or the shortcut
that we created on the intro section is going
to be Alt, Control and q. And then we get this menu. And then you can easily
select global, local, or using this drop-down, select local. And
you're good to go. Now I'm going to select
this one and then shift select the object that we're going to
do the Boolean on, so that it becomes the active. And active is going to have a light orange shading in here. Okay, now I'm hitting
Control and minus. Now it cuts into the
surface. It's perfect. Now, let's go to a
Boolean as well. Excuse me, do a bubble. Now, I'm going to take this
and hit Control a and B. And I might use the mouse wheel to add some
more vertices in here. So now if I go select
this one in here, you see that we have a
facet that edge in here, which we actually do not want. That is because we have this object facet that
in the first place. So to solve the
shading issue in here, we need to select this one. Either we go in
here, go to Normals, and activate auto
smooths to solve that, and then right-click on
that to shade smooth. Okay, now you see the
shading problem is gone or the simpler way is to. The object shift and a spacebar based on the
shortcuts that we created, then make it a smooth and
then based on 30 degrees. Okay, now just make
sure that you do not apply the Booleans
because later on we're going to
come back and see what booleans we're
going to keep and what Booleans we do
not want to keep. Later on in the high
poly, low poly section, we will come back
into this and try to change the Booleans to see which one of them
actually contributes to the surface, to
the silhouette TC. Now, this one actually
carves into the silhouette. This one couldn't be
baked on the normal map. But for something like this, we could easily get away with it by baking that
into a normal map. Okay, Now, this
is the base mesh. Let me go in here, take the light and those ones. The first thing that we
create is this base mesh. And then we will unwrap this, a very basic unwrap to
separate the islands. So that in ZBrush we can make this smoothing
based on those islands. And the reason that
we're going to use ZBrush is because we're using the Boolean and Boolean
creates a messy topology. And in order to get
a perfect shading, we need to have quantified mesh. So this way, it
will help us to get a perfect quad mash in ZBrush and do that
smoothing there. The mesh has some stages
that we go step-by-step. Learn how we're going
to create things. Now we have this and in order to make that more looking
like the surface, we're going to create an, a screw in here. So again, to create that, I'm going to go to
Edit and Preferences. And in here there should be around that is
called bolt factory. You activate this
and it's gonna be available in the ad and mesh. To bring that, we're
gonna go to Mesh, shift and a to go to Mesh. And then we'll get
this one bolt. Okay, Now this is it. We have a lot of options. Let me go in here and see
which one we're going to use. This one is very much similar
to the one that we had, but the size is
actually gi, gigantic. So I'm going to take this one and align it to the surface. What option better
than snapping mode. So I'm gonna go
activate the snap. But the snapping is going
to be based on increments. I'm going to make the snap
based on the surface normals. We have a lot of options, e.g. we can go in here. Of course, a snapping could be activated using Shift and Tab. This is the shortcut that
we created for a snapping. And then Control Alt and S
is going to be the snappy. Okay, now I'm going to go into vertex mode to a demo
how that is going to be. And this one is going to take the active point and connected
to one of these vertices. So now I'm going to take this one and you see
everywhere that I bring it, it's gonna be a snap
to the surface. But in order to
make that better, I'm going to hit Control Alt and S. And in a snap with closest, we're going to make it active. So now if I take this
one and bring it here, it's going to snap perfectly
to the side in here. Okay? Now I'm gonna make it a snap
two phase, not as vertex. So I'm gonna go in
here and make it face. Now, if I rotate that, it's going to be
based on surveys. You see, it's just taking the surfaces in
the calculations. But I want the
rotation to change as well because this one
has a rotation to it. So now again, I'm
hitting Alt and S, Control Alt and S and make the effect to go
for rotate as well. So now I'll take
this and go in here. Now this is going to respect
the faces and know them. But in order to make
the rotation work, we need to go in here. Again, it Control Alt and S. And we could use some
of these options, e.g. let's set it to active. Now in here, we need to align
rotation to target, okay? Now if I take this and rotate, it respects the normal of
the surface perfectly. Okay, now again, I'm
hitting Shift and Tab to deactivate the snapping mode. Bring that right into
the place and try to re-scale it until
we get the job done. Okay, now I'm re-scaling again and trying to carve this
one into the place. Okay, now let's take it and
bring it right about here. Something like this. Now let's go back and now
we have this one. But we need to bring that in place because you
see like this one, it's adding to the silhouette. I do not want that. So let's call that in
soda. It's somehow. In the surface not adding
something to the silhouette. Now this is the base mesh. And by base mesh I mean the
mesh that we can do edits on. Okay, now I'm going to take this one Shift D
because we need it. Now, let's hit em and
create a collection. And I'm going to
call this base mesh. Okay, now, let's turn this off. Now we're going to create the mesh to be the
high poly for ZBrush. So on this base mesh, let me go in here to the renamed using F2 and set it to be 01 base mesh to be alphabetically
on top of everything. So in order to
bring that on top, we need to go take
this one because now it's the children
of this collection. If I go in here and bring
that to Scene Collection. Now, this one is in here. This collection might
be on top everywhere. So now we have these and then we have this space mesh in here. I'm keeping this one
so that every time we needed to change
something, we can do that. Okay, now, I'm going
to take this one, take all of these, and then create a folder. And let's call it zero
to ZBrush preparation. Because we're going to
export this one to ZBrush, we need to apply all of the modifiers because
we need to unwrap this. In order to do the unwrapped, we need to apply the Booleans because the Booleans
are real-time in here and not the part of the object is if I
go into edit mode, you see now the objects
are not applied. So we need to apply
the Booleans. Soda, we prep the
high Polyvore ZBrush, and then we have this
base mesh as well. So that later on we could
come back and create a low poly from this because
it has the Boolean parts. We can select which Boolean we want to activate and so on. Okay, Now I'm taking this and bringing the
ZBrush corrupt files. Let's go in here,
select the object, and then I'm going to see what booleans we're
using in here, control and a to apply
that Boolean modifier. Then let's take this one. This is this one controlling a, again to apply the Boolean. Now we have this cutter piece as well that we can
go and remove k. Now, this is not real-time. Everything has been applied in here and we're no
longer able to, in real-time, changed
the Boolean pieces to change the design. Now we've got these two pieces. We need to do a very
basic UV unwrap. This. And the UV unwrap is gonna be
based on sharp edges, e.g. we go and select this one. And then this one is
gonna be the UV seam. This one, he is
going to be the UVC. Basically everywhere that
we have a sharp edge, we're going to cut and
make a UVA island. So that later on in
ZBrush, we tell that e.g. if this one is a
separate UV island, it's going to take these edges, take the islands of edges of the island and
make them as smooth. And SUV might or might not
survive to the low party file. Because e.g. this one, this n here, we're
going to unwrap it. But in the final low poly file, we're going to delete this. So some of the unwraps
are going to make it to the party and low poly
and some of them not e.g. this one, because this is
adding to the silhouette, we're going to keep the UV. Or For this one, we might remove that later on. Now I'm dragging a window out. And then in here I'm
gonna go to UV editor, select this one, and go in here. Now we need to unwrap it. So if I hit a to
select everything, you said this is the unwrap. Basically for every major change that we have on the surface, we're going to create an island. And I feel like we can go and create a demo of
the UV on ZBrush. Let me go in here,
create a cube. Because I believe that doing
a simple demo is a lot better than talking
on 1 h on the thing. So now you see this one
has the UVs in place. I'm going to hit Tab
to go into edit mode. And then in face mode, let me select this one. And this one, Let's see, I'm going to hit separate. So let's go into this UV mode. Or instead of that, let's
use by sharp edges. So we can go here and
select sharp edges in here, because I use that a lot. I'm going to right-click
and add it to quick favorites menu so
that every time I hit Q, I'm saying this
select sharp edges. So now, because
everything in here is a sharp edge, it's
selecting everything. So now I'm going in here, select this edge
and hit a bubble. And I'm adding a
lot of surfaces. Now, if I go again and
hit Control and hit Q, select sharp edges, you see
now this one isn't selected. So now every one of these sharp edges that
we have selected, we are going to convert
that into a siem. So now I'm going to
right-click and Mark scene. And because we're using this
mark seem a lot as well, I'm going to right-click and add it to quick favorites menu. So now I hit Q. We have Mark Simon here. Okay, now everywhere we have
these red lines in here, it's going to do the
smoothing in ZBrush. So now I'm going to
select everything. Right-click. And here you see. As separated them based on the sharpness that we
have defined for this. Okay, now I'm going to say, let me select this one. This is a separate island. This one is a separate island. It has 90 degree sharp angle. And this one as well as the
90 degree and this one. And this one based on the 90-degree sharp angles we have separated the
Smoothing Groups. So now I'm going to export
this one as an FBX to ZBrush. So in order to export that, we're gonna go to File
and Export an FBX. And again, because I
use this one a lot, I have that on the
quick favorites menu. So now let's export as FBX. And then in here, the only
thing that I'm going to activate is the limit
to select that object. And because the topology
on this one is alright, I'm not going to
triangulate this because a lot of times when
we activate the Boolean, it's kind of really horrible
things to the geometry. We need to triangulate that soda ZBrush doesn't
give us any errors. Okay, now I'm going to
select this and export. It exported. And this is the
interface of ZBrush. Of course, do not worry if
yours is different than mine, we will learn how to customize
that using this one so that we get most of the useful buttons in
the place in here. Okay, now we need to
import a file in here. So we go to Import
and then go to the mesh that we have
there and hit Open. Now because everything
has been triangulated, it's going to import
that perfectly. Now. Let me drag that in. And then in order to
go into edit mode, I'm hitting T so that we
could go and edit that. So now you said because it
hasn't been triangulated, we get this one. This very bad problem in here. Let's go back to Blender. And that is because
we have this very, very nasty and going in here
and ZBrush hates and guns. To solve the problem,
we could easily go in here and do a triangulation. It's going to triangulate it. And then we could easily turn this one off to go back
to the default stage. It's very procedural
and real-time. So now again, let's go
and export this demo. Export again. And we're back in
ZBrush to an import, import that again and hit Okay. And now you see we no
longer get that error. And everything is
perfect in here. In order to get the
shading wireframe, we could hit Shift and F.
Now you see the shading, excuse me, the wireframe is in here and you see everything
in here is purple. And it means that
it's all one group, but we need to separate
that based on the UVs. There's an option in here which is called Auto Groups with UVs. If I hit it, is based on the UVs that we
created in Blender. It's going to create
different groups for us. Okay? Do not worry for now. In the next lesson,
we will go deeply or relatively deeper in ZBrush and how to customize the viewport to get this
buttons in here in place. But for now, it's good to note that we have these in place. Now, there's a great
feature in ZBrush, which is called the DynaMesh. And it's going to
quadruple the mesh. You see now in here, we have a very bad polygon distribution. And if you try to sculpt, you see we get very, very bad, ugly results. And it's nothing like
the professional sculpt that you see
done in ZBrush. And you see the faceted
edges in here as well. Because we have a low
amount of polygons, we have 58 polygons in here, which is so low
for a good sculpt. So now for DynaMesh, we could go apply
the resolution e.g. make it to K and
then hit DynaMesh. But it's important to
note that you need to hit auto groups with UVs
before doing the DynaMesh. Because the DynaMesh is
going to reach apologize the mesh and clear every UV
data that you have there. So you need to first
order groups with UV and then do the DynaMesh. So based on the complexity of your mesh and the amount of
resolution that you said, it's going to take
some seconds or minutes to calculate
the DynaMesh, but the result is gonna
be worth it, I promise. Okay, now the meshes DynaMesh and we see no change in here. But if you hit Shift and F, You see now we get
a perfect quad mesh in here that is ready
to be sculpted. And if we go in here, and now you see, we get a
very smooth transition here. So now the thing that
we're going to use, you see we have different
colors in here. Now if we hit Shift and F, We go in here and you see the
poly groups are in place. And we're going to
use a masking feature to select the area in-between these the areas that we're going
to make a smooth, you see now this is so sharp and faceted that doesn't look high poly had odd because although it has eight
millions of polygons, it's not looking
high poly at all. But we're going to fix
that because we have that based on the UVs. We could go in here. Mask by feature and only
select the poly groups. Okay, Now hit that. In the first glance. It might look like that
nothing has happened, but it has created a mask
for us than then again, we could go try to grow
mask couple of times. And now you see the mask
is in place in here. So let's go and
try to grow that. Sometimes it's good to blur the mask a bit because
if you do not learn it, it's going to be so
sharp and very ugly. Okay, now that we have this one, we have a mask in place. We could go Control
and click in here. Now you see the edges
have been selected based on the UV that
we created in Blender. Everywhere that we have a same, everywhere that we have
one of those seams, it's going to place a poly
group so that we could use. Okay, Now there's
the Polish feature. And it has couple
of Polish features. It has the normal polish and it has a stronger polish as well. So now you're going
to use a Polish. It's going to take a bit
of time to calculate. Then let's polish some more. And we could go even to a bit of more
aggressive polishing. And now you see the
edges are very, very smooth and looking
very high poly. Now again, I'm going to
hit Control and go back. But we have the
faceted edges in here, which will need
to cover as well. And it's gonna be using
the polish as well. Let me go use the Polish
feature on a high percentage. Okay, now you see
it's getting really, really smooth because it's doing the polish on the surface and not on the edges because
we have mask them. So now in order to
clear the mask, we could hold down control
and drag the mask to control, to remove the mask. Now you see we get a very, very high poly mesh that
now we could export blender and bake wherever we want to bake these details on the
low poly mesh that we have. Okay, now you see how
smooth these edges are compared to the ones
that we have in Blender. Later on, we will
come back and do the bake in future lessons. But it's good to
note that this is the workflow that we're gonna
go and the UV creation, the basic UV creation
is just like there. For that reason, we
created the UVs so that we could make these edges sharp
or a small space underneath. And then even we can
go in here and try to sculpt and do some more damaged, or do some edge passes, or do whatever we want
to do with these edges. Now, this is about the workflow that we're
gonna do in the next one. Let me take this one
and remove it and bring the file that we had in the next one who will go and
create a UV for this one? Because this is much more complicated than the
previous example. And we see how to
create UVs for this. And then we will unwrap it, exported to ZBrush,
make it a high poly, and then bring that back in
Blender and then bake it inside substance and do a
simple text string on that. Okay. See you there.
6. Intro To Zbrush: Okay, This is where we left
off in previous lesson. Now we need to create a very, very primary UV for this one, we do not need to
actually make the UV so sophisticated
because we only need to select a sharp edges and separate them from each other so that we could
separate them in ZBrush. And later on, when we create the unwrap or the low poly file, the actual low poly file that is going to go
into the engine. We will create a very
sophisticated UV and we will put enough time on the
unwrap of that one. But because this one is not going to make it
to the production, it's only going to be for
the high poly purpose. We need to create a very, very raw and nasty default UV. Okay, now let's go in here. We could go in here, make it very quick, unwrap, or we could go into the object data properties
on this UV map, remove it, and bring the UV so
that he could get this ugly UV that actually
doesn't do anything. So now they could go and try
to select by sharp edges. So hit Q and select
by sharp edges. Or the better way is to hit, to go to Edge mode. Right-click, select sharp edges. And then in here, we need to assign the degree
to see which one is better. So let's go in here and the sharp edges are
selected perfectly. Let me go and select
this one. Again. You could go right-click
and mark seam on this one. Or we have added
that to the Q menu. Hit Q and Mark seem,
okay, this is it. Let's go in here,
select them all. And now it's better
go to the face mode. And in their
right-click and unwrap. It has done a very row on rap, and this is actually not going to make it
into production. So now let's go back and we need to unwrap
this one as well, because we need to make the high poly file
from this one as well. So now let's go in. And now I'm gonna go to
Edge mode by hitting too Q and select sharp edges. And let's see if that
is doing a good job. It's good in here. And it's good in all of the places. It's
doing a good job. So we need to convert
these two seems. Now going to polygon mode. Hit a to select everything. Right-click or we need to
create a UV for that first. So you can go to Object Data
Properties and uv maps, this plus icon so that it creates the UV channel
and then hit unwrap. A very basic unwrap. Something like this isn't
going to be useful at all because it's going to take a lot of space and that
is very an optimal. But since this is not going
to make it to the engine or whatever file that
you're going to create. We're going to keep this. Now. Let's select them all. And you need to make sure that the name of the
UVs are the same. So this is UV map.
And this is UV map. Again, let's select them all. And everything is alright. So now we need to
select these and we need to export
them to ZBrush. But since ZBrush loves to work
with quotes or triangles, we can go in here on the modifier and try
to triangulate this. Very, very simple. Let's take this one as well. Triangulate and gone. Now I'm gonna go select this one and then export
this one as an FBX. So let's name it,
demo one, export. I'm going to bring
that back in ZBrush. So we go to Import and go to the file that we
created and hit Open. Now, drag it in here. Let's go hit T to
go into edit mode. And then you see the files
have been important perfectly. Okay, this is good and
everything is in place. And if we go into sub tool, we get two files. One is the bolt and one is
this object that we have. Okay, now you need to
hit or groups with UVs. But now, first before
doing anything, let's talk about
how to customize the UI of ZBrush to be
something like this. And these are the
most useful buttons that I use on a regular basis. And instead of going in here, going into menus
and finding them, I really find it
more useful to have the buttons there so
that we could use them. So in order to activate
the customization, we could go to this
preference and config. Enable customization, okay, Now, everybody that you need to
drag into the viewport, you could hold down
Control and Alt and drag the button and place
it wherever you want. E.g. this divide button, I use it a lot. I bring it here. And of course the shortcut for that is Control and D. If I have control and D or if I hit divide is going to give
me the same result. Of course this is nasty
and we do not want to use it unless in this situation. But it's how you drag the
things into the viewport. And in order to remove them, you could hold down
Control and Alt and then take it and
drag it on the viewport, on the main 3D view
port to remove it. Now, let's talk about the buttons that we
have in the viewport. The first 1.1 of the most
important ones is the DynaMesh. So we have this DynaMesh
in here you see project poly groups blur,
polish and resolution. I have dragged them and
brought them into viewport. Dynamesh is going to
turn the mesh into a perfect quad mode to get
the best smoothing out of it. So now you see this
is triangulated. If I DynaMesh, you see now
it converts everything into quotes and it's going
to be perfect for sculpting. You see the auto groups with UVs has been gone
because this is going to alter the
geometry and it's going to remove the UVs as well. So for this workflow, you need to make sure
that you hit Auto Groups with the UVs before
doing the DynaMesh. Okay? Just like so. Now, this is about DynaMesh. And then the next
one that I added is this divide button
plus this smooth. You say if I hit this divide, It's just like adding
a subdivision surface. And if you have the
smooth turned on, it's going to make
the mesh smoothly. But if you deactivate the
smooth and try to divide, it's not going to
cause any smoothing. It's only adding
to the geometry, but it's gonna be nasty if you have bad topology like this. You see, this is what
happens on that. The divide button
is mainly useful after doing the
DynaMesh so that we get the perfect codified mesh and then doing the divide to
get extra resolution. Okay, Now the next one is
that we have our delete, duplicate, merge down,
Merge Visible append, and a split two parts. And these are available
in this sub tool menu. You see now the
delete is in here. It's going to delete
the sub tool. If I hit OK, it's going
to delete that and we're left with this only bolt, the k. Now, let me
delete this one as well. Okay, I'm going to
bring the file again. So let's go to demo
and bring that. This is about the delete. And then we have the
duplicate as well, duplicate the shortcut for
that is Control Shift and D, it's going to duplicate
the sub tool, e.g. if I hit Duplicate, we get two of these
objects in here. If you want to do any changes to them, it's available there. So let me hit Delete and then
we have merged and split. So if I take this one
and it merged down, it's going to convert
all of these into the same sub tool and I
can turn them on and off. Now we have only one sub tool. It's not going to do that. But now this is only
part of the same object. And now if I go, if we're going to separate
them from each other, the option is in
here, the split. So the ones that we use
regularly are split two parts, split based on poly groups. So if I hit a split two parts, you see I've dragged
that here and hit Okay. Now, these are two sub
tools that we have here. And then one that
you might use on some situations are split
based on poly groups. This is the feature that
sometimes you might want to use. But in order to do that, let me bring that back. Let me delete the mesh because
the UVs have been removed. And bring that again. We get this. And now let's hit
our groups with UVs. Now we get different poly
groups based on different UVs. And then again, this group based on split based
on poly groups. If I hit it and hit Okay, you see now based on
each polyp group, I get the same mesh. Just hit Shift and
click on this. You see every mesh
that we have here or every group has been converted
to a different mesh. This is something that you
might use on some situations. Okay, now let me delete them
again and we bring that back just by going into
import and taking that. And then we have it crashed
that I had to restart it. It happens sometimes. So now we have the merge
down and merge visible, which is again available in the sub tool and in
the measurement you. So we have merged down. It's going to merge the
sub tool that you have, all of the sub tools that are appearing after that
in the sub tool menu. Then this merge visible as well, it's going to create a new sub
tool based on that for us. Now, I take this, we have only one sub tool with all
of the sub tools merged n. Okay? Now we go back in here and
let me see what we have. And then we have this
masking features which are very important
to the workflow. So now let's go in here. And then we have this masking. And then we have masked
by feature borders, poly groups and creases. And I have brought all
of them in the viewport. And to bring them is very easy. You could go in here just to config and enable customization. And just take the buttons
that you want and drag them into the viewport
or remove them if you want. This is the reason that
I'm not actually dragging every week button in here in
the viewport to demo this. In order to save the file, you can go disabled the customization and
hit us Store config. And this is going to make sure that every time you open ZBrush, you're going to
face this viewport, then you have all of these
options available to you. If you want to save that
to an external file, e.g. to keep it as an external
file, to load it. If your ZBrush gets removed
or for whatever reason, it could go save the UI
to an external file. It's going to save it to a config file that you
can later on loading. If you have a ZBrush,
uninstalled, reinstalled again, or you lose your
ZBrush and want to do this one for future
versions of the ZBrush. Now again, we have the mask, shrink mask, sharpened mask, and Blur mask dragged
in here so that we can control the sharpness or blurriness of the
mask that we create. Okay, Now the next one
is the poly groups. And one of the most important
options or groups with UVs. Let's go to poly groups. And in here we have auto
groups with UVs drag in here. And then we have
binormal and visibles. I do not use this that much, but they are useful buttons that you can drag in here
if you want to use them. The other groups with UVs is the most important ones
in this menu that we use. If I hit this based
on each UV island, it's going to create
a poly group for us. Perfect. Then we have these
Polish features that are available and this
Deformation tab. Now we have Polish, Polish by features published by Polish groups and
Polish by crisp edges. And the most important ones
that are used as this one, this Polish feature,
the default one, and the most aggressive
one that we have. These are the most useful
buttons that we do. And then we have some brushes in here that you can drag
in the viewport as well. E.g. this trim smooth
border, I use a lot. I drag it into the
viewport so that not every time I need to
go in the light box, go into brush mode and selecting these folders and take my
brush and bring it back. So in order to have it, I simply drag them
into viewport. Let's start to use them. If you hit B, these are the brushes that are loaded
by default in ZBrush. And you can simply e.g. this flatten brush. You can take it and
drag it in here. Let me go. And to enable customization, you can take it
and bring it here so that every time you
need this flattened brush, you go and select it. And boom, you have
the flatten brush. Now we have clay brush. If I go in here, now
we have Latin brush. We do not need to hit B
and go find it in here. These are the default brushes, but some brushes are available. And this light box, e.g. e.g. one of them is
the term smooth border or every brush that you take externally from other people. So this one is in here and
then this trim smooth border. And this is not a
default ZBrush, brush in the brush pallet. So in order to use that in
the default ZBrush palette, you need to do a
couple of things. One of them is
taking this one from the Explorer and copy
that into the ZBrush, a starter file so that
every time you load ZBrush, it's going to be
available in here. So to do that, you
need to go into your ZBrush directory folder. And then this ZBrush brushes, the brush that we were
talking about is in the trim folder and there's
this trim smooth border. If you want this
one to load every time that you open up ZBrush. And this is not a default brush. You can Control C
and then go into the startup and then brush presets and
paste that in here. And then it's going to show up in the beam
menu that you hit. Then you can create
a shortcut for it, drag it into viewport so that
every time you load ZBrush, they're gonna be
available in here. But if the brush is available
in this menu by default, you can simply select it. Let's go in here and e.g. select this stucco brush and then take it and
drag it in here. But if it's in lightbox. In here, if that is an external brush that you
get from other people, you're going to add them
to light box first. Or you can go directly paste the brush file
that you have into this folder so that it loads
up by default in here. Now, let's demo on how we're
going to do things in here. The first thing is hitting
auto groups with UVs. And let's go through the same
thing for this one as well, or groups with UVs. And then we need to go to DynaMesh now in order
to be more optimized, instead of going for two k, I'm going to one K, one-to-one, 1024, excuse me. And then he DynaMesh. Now we get perfect
geometry in here. Let's go do the same thing
on this one as well. Or groups with UVs. And then on a resolution of
1024, let's do DynaMesh. And the amount of
resolution that it adds highly depends on the complexity of the mesh and how small and big the object is. E.g. on the resolution of 1024, this one is getting 100, less than 100,000 polygons, but this one is getting five
millions of polygons on the same resolution
because the object is bigger and it gets more
polygons to calculate. And then in here we can
go e.g. on this one. If you're not happy with the amount of polygons
that you have, we can go drag the
slider up, e.g. used to k, or use the
divide button to get more polygons without disturbing
the shape of the object. But I say that using
DynaMesh is a lot better. Okay, Now, let's
take this one. Now. We need to go and start
to select the edges. Because you see we have this faceted edges that
are very ugly. So we need to deactivate border and only
activate poly groups. Hit Mask by feature. And then you see it creates
a very sharp line in here. Now we need to go and grow mask. Because in here we have some lines that are so
close to each other. We do not need to
go that for. Now. Let's Blur mask a bit. Then. What we need to do is control. Click in here and use
the Polish feature. Now, let's use Polish by high percentage that we get a lot of smoothness
on the edges. It's perfect. Now let's go back
control and click in here to invert the mask. And then let's go polish on
the same degree that we have. I believe it was 48. Okay, now you see a lot of
those faceted edges are gone and we get a perfect
smooth mesh in here. Now, if you have
further adjustments, you can go and try to do that. Now, let's go for
this one as well. I do not want to
polish this one a lot because this is a bolt and a bolt is not going
to be so smooth, it's mainly going to
be a sharp object. Okay, Now, let's do
DynaMesh onto k. And in order to
reactivate the DynaMesh, you can control drag
on the viewport. Now we get 300,000
polygons, which is okay. And in order to separate that, they can go into sub
tool, hold down, shift, and click on this to
only be able to see this one. Okay, Now again, I'm gonna
go mask by feature and poly groups and then grow mask obeyed and
then blur the mask. Now again, control, click on the viewport
to invert the mask. Use the Polish, not so much. Then invert the mask again
and use polish again. Now you see we get a
perfect polished mesh. Now let's hit Shift and
click in here again. Now this is the high poly done. Of course we can go and try to add as much detail as we want, but this is enough. But in order to see how far
we can go, Let's go in here. Hit B and D, excuse me, hit P and then D. And this is the
dam standard brush that I have dragged in here. Let's make it a bit smaller and try to do some
damage in here, e.g. some custom damage
like this one. Now this has been a scar, a sculpted on the surface. This is the high poly and down. Now we need to go and
export this in Blender. Of course we could
go and export this, but this is a lot on optimized. Of course, this is a high poly and it doesn't matter actually if you export a 5 million
polygons into Blender, but optimizing that will cause Blender to
run a lot smoother. So we need to go and
optimize this mesh. And in order to optimize that, we need to go into Z plugins. And the Z plugin is available
in here if you want it, it can go just drag it on
here and start to use it. There's an option called
the decimation master. It's going to
decimate the mesh and optimize it a lot without actually losing any
of the quality. So now let's go zoom in. I'm going to hit pre-process. It's going to take
a bit of time. Depending on the
complexity of the mesh. Now it took 3 min and 12 s to preprocess this because
that is a dense mesh. It has five millions of
polygons, which is a lot. Okay, now we need to
specify a percentage of how much we're going to
sacrifice the polygons. 20% is perfect. Now, let, let say decimate current. And now you see we went from five millions of
polygons all the way to only one median polygon without actually
losing any quality. See on the areas
that we have detail, it's going to preserve that. And on areas that we have a flat surface, it's
going to keep it. Okay? Now this is another trick to
optimize the high poly mesh. It's gonna be better for
Blender and it's going to be for the better
for the disc as well, because it's going to require a lot more resources and space
if you have more polygons. Now, let's see preprocessed
again on this bolt mesh. Because this one is simpler. It only taught me a
couple of seconds, maybe 5 s to complete. Now let's decimate again. You see, we didn't
lose any quality. But if you go in
here, you see on the areas where we have
deformed mesh the most, it's going to preserve
the polygon count and an areas which we are
not doing anything. It's going to remove everything. It's very, very intelligent
and it's doing a good job. Okay, now, this
is the high poly, we went from five millions
of polygons to 1 million. And we're ready to export
this to Blender to do the prebaked process
so that we could export it to Substance Painter
for baking and texturing. Okay, we're gonna,
we're gonna go in here to export formats. We're going to use FBX. Now, let's write demo, high poly and hit Save. There are some options
that you need to enable. First one is which of the sub tools you're
going to export. The first one is selected, which is this bolt. It's only going to
export this boat. The next one is visible. All of them that have this icon and you're going to see them in the viewport are
gonna be exported. And the next one is odd because we're going
to export them all. We're going to use
all. The next one is setting that to binary, triangulated and
a smooth normals. You're going to make
sure that these are turned on and hit, Okay? Okay, now, welcome to
the third stage of that, which is bringing the
high poly in here. Let me go on to File Import, and then we're going
to import FBX. But again, I have added that
to the quick favorites menu. And this is the file
that we exported. Very important. Important, perfect. So you see all of
the details that we had there are present in here. Let's go back. And now this is the high poly. Let me select them and I'm
going to create a collection. Let's call it 03 HP, representing the high poly. Okay, Now it's about
the low poly creation. And the low poly is gonna be
derived from this base mesh that we created because it
has the Booleans in place. Now we could go and try to select which one of
them that we want to use and which one of them we're going to
remove basically. So now let me take
this Shift D and then right-click to paste
them right in place. And then I'm going to
create a new collection. Let's call it zero for LP
representing the lower body. So now let's turn
off the base mesh. And in here we have the object. We need to decide which one
of them is gonna be removed and which one of them is
going to stay on the object. So now let's select this one. And this Boolean,
you see this one is so crucial to the image. We want to keep
this because this is altering the silhouette. It has huge impact on this one. We want that to stay in place. Using this drop-down,
apply or go on the modifier that is holding the boolean control
and aid to apply that. And now this one,
let's see about it. You see, this one is only something that is being
carved into the surface. And we can easily get away with baking the normal map on that. So now I'm going to remove
that, to remove it. Now, let's remove this
one and this one as well. And as bold as well, because we need to
make that parts of the normal map as
well. I'm deleting that. Okay, Now this is the
low poly and you see very easily created that from
the base mesh that we had. Now let's go in. We need to unwrap
this now again, I'm gonna go to Edge
mode by hitting E and then select sharp edges. Let's see about this one. It's doing a perfect job. Mark scheme and then going to polygon mode, select them, all. Right-click and unwrap. Of course now this is
again a primary unwrap. It needs further detailing, but it's okay and
we could use this. So now this is going
to be the low poly, and this is going to
be the high poly. So now I'm making all of them up here and
select them all. We need to give them all the same material
because substance nodes, the objects, are the same if you give them
the same material. Now, using the
material utilities, using Shift Q, I'm assigning the material and let's
call this one demo. Okay, now every object that are used in here, Let's go in here. You see it has the
demo material, this one as well as the demo and this one as
well as the demo. So now let's turn off the high poly and then I'm
only selecting the locally. And I'm going to export
this one as an FBX Export and call it demo
underlying low poly. Then the next one, I'm selecting the
high poly files. Let me select them both. And then I need to export
this one as the high poly. And it looks like we didn't export the low poly.
I don't know why. Let's call this one
demo HP Export. And make sure that you have the selected objects so that it only is
exports, these two. Okay, now, let's go
back for this one. I'm going to export
this as an FBX. Let's call it demo LP export. And we should be good to go. We have these files. The next step is to open
up Substance Painter and try to bake and see what
the result is gonna be. Now we are in painter and we
need to import the files. And the first one is going
to be the loop body. We go to file and hit New. Okay, then we need to select. And then we go to the folder
that we had the folders in. This is the demo LP. That's it, open. And we're good to go. If you're going to use
that for in Unreal Engine, you want to check this on the document resolution and the normal map format is okay. We could change them later on. This is it. And we have the demo material
as well. We could hit F1. Now you see the 3D view
port and the 2D view port, which is the texture. And then we could hit F2 to
have the 3D view port. Only. Then we can hit F3
to only see the UVs. Now we're going to take the details to see
what is going on. So in order to bake details, we could go in here to
texture such settings. And you want to scroll down
until you see this mesh maps. We're going to go
bake mesh maps. And in here, we're
going to select this one and select
the hyperlink. This is gonna be the high poly. And these are the different mesh maps that we need to bake. Okay? Now, in order to test it, we're only going to take the normal map because it's
gonna be a lot faster. The normal map bakes, well, we're gonna bake all
of them after that. So now let's take
selected textures. It's going to take some time depending on the
complexity of the mesh. Now, you see we have some
baking going on in here, but it's not so high-quality
because first things first, the output size is 512, which is not so high-quality. But there's something
going on in here. If I turn this one off, this is the Mesh Control Z. This is the mesh
with baked Normals. It tells us that it's good. But in here as well,
he see we're getting something based on that
high-quality file. Although we didn't have
that under low polypyrrole, it's on high polypoid that is gonna be baked
on the lower body. So now in here, let's
go and increase the size to four K
and hit bake again. Now you see we get a
better bake mesh mapped. The quality is a lot better. Everything is much more refined. Of course, we have
a low polyploid, but it's giving us the
look of a high value. So now, in order to see that, to see what is going on, we can hit P to go to Mesh maps, and let's go to normal in here. And it looks like
we need to extend the cage to get a better result. Because this circle detail
that we have goals so much into the surface
that we need to extend the cage in order to be
able to capture that. And by that, I mean, if I go in here and try to bake again, you see everywhere in
here is getting baked, but that one in the center
had transparency there. You see the circle
in the center. You see it's not
getting captured. So we need to extend the cage. To capture that. We have Max frontal distance
and max we're distance. Max frontal distance is for details that are extruding
out of the surface. And Maxwell distance is for details that are getting
carved into the surface. And in here, in this instance we need the max weird distance. Let's drag this one up
to something like this. Now you see every detail that we have is getting captured. Okay, perfect. And now let's go take a
look at this one as well. Then you see everything in
here has been baked perfectly. And we have these. Of course, one more thing
that you can do is setting the smoothing groups
based on the UV Islands. Let's go in, but let's
go back in Blender. This is the low poly file. And if I go in here, let's bring that text tools. I believe that we have installed this in previous lessons
in intro lesson. So let's go to UV layout. No, it should be in here
in the mesh UV tools. We have a smooth by UVA islands. This is going to make sure
that every UV island we have hidden in here is gonna be
smoothing perfectly for bake. Now, in order to do that, I'm going to right-click
and make smooth again. Now all of the smoothing
has been corrupted. And now select this one and
hit a smooth by UV islands. You see now everywhere
that we have a UV island, it's gonna give us a perfect
mesh that we can use. This is an option that I highly recommend you to start to use. And it's awesome thing. So now let's go in here and
do triangulate and export it. So let's bring the polygon back. So this is a triangulated
mesh that you get. This is the high poly, excuse me, the low poly. And re-export it
on the same file. It's going to replace that. And then we're gonna
go into substance edit and then project
configuration. We're going to go Select
and select the mesh. And it's going to
replace that for us. Then we need to go rebate the file to get
the perfect bake. Okay. Now we're getting
these details baked. And of course he said
this is only one polygon, but we have these baked details. And then in here as well, you see, we get perfect baking in here based on the low poly. And it's again, the
same thing as this one. And this one that we had a detailed carved into
place. Exactly. We have that. But this one that we could optimize it simply by
baking the normal map. It's gone. It's available only
on the hyperlink. And it's huge optimization to only have that on the normal. And if you rotate the lighting, you see it looks
like it's there. It's in the geometry,
but it's not, it's only on the normal map. So now that we make sure that
the normal app is alright, we can go in here. There is a setting
that is going to make the bake a lot more high-quality and that is the enzyme aliasing. One thing about this is
that you do not want to push this distance a lot, because by manipulating
that to a lower number, you will get the
result that you want. In this instance,
we push that a lot, but a lot of times
setting that to 0.02 or 0.03 is going to work out this max frontal distance is for details that are getting
out of the surface, e.g. let's go in here and
let's say that we have this detail that we want to bake into
the normal map. On this situation, we need to extend the max frontal distance so that the cage extends outwards in the normals
to capture this. But in something like this one that we have that
carved in the surveys, we need to activate the
real distance. Now. We need to bake these words. Space normals, ambient
occlusion, curvature, position, thickness,
height, and length normals. We do not need
opacity for this one. Okay? Now we got it all set up. It's on for k and an
anti-aliasing is on four-by-four. Let it bake. That's going to take a bit of time to give us the
result that we need. And I'm going to
pause and get back to you when the
baking is all done. Now we see we have the bake
and everything is alright. And now if we go in here in
the smart materials e.g. let's go for one of
these REM parts, e.g. this still painted. See now we get this
textured perfectly. It's showing details
on the edges. And we're good to go,
e.g. this one as well. You see, now we could start to texture
this inside substance. Now one thing about
the material, ID or ID maps, let me deselect them all. It's a tool to be able to select parts of the mesh
based on a color. Now the colors source
is material color. It's for vertex color if
you are familiar with it. Now, let's use file ID and set the color generation to random. Now, it didn't work. Let's go in here in this
drop-down menu and go to ID. It's not doing the thing
that I want it to do. So let's go in here, set it to mesh ID instead. I believe that this
should solve it. Okay, it did. Now you see based on
the file that we have, we're getting different
material IDs, e.g. on this one, it has assigned a separate color so that
we can select it easily. So now in here, Let's
go and do material. Again. I'm going to drag this one in. Let's go into layers. I'm going to right-click and add a mask with
color selection. Pick a color. And I'm
going to apply this. Now you see this bolt isn't getting effected
by that mask. Now again, let's
bring this still. Now you say it is being
applied on anything. I'm going to go right-click Add Mask with color selection. And again, pick color. Just select this one.
Now you see we get two materials on the same mesh based on different material IDs. This is something that we're
going to use later on. When we get to the texturing
process of the tutorial, we will talk about
these concepts more. So for now, this was
general concepts of how we're gonna do things
inside these softwares, what the workflow is, and we have a better
understanding of how things are going to work. Okay, now, see you in the
next one where we actually try to make the actual measures. See you there.
7. Radio Blockout: Okay everybody, and
congratulations for finishing the intro chapter. And in there we talked about the workflow and how the things are gonna be
created in this tutorial. Now, let's go over
some references to see the direction and
where we're going. So this is the main
reference that we have. Of course, I have
three more variations from the same thing. And I liked something about every design is
enough from this one. I really like this cut in here. I like this cut in here as well. Like the button
placement in this one. Unlike the overall
design and how those things have been separated into three different pieces. The front part, which is
actually the main UI, the middle part, which
is holding the things together and the back
part, which is this one. And this is the reference that we're going
for the backwards. So from every design, I have separated some things and we're going to
mix things together. We're not going to go
totally like this one. We're not gonna go
totally like this one. We're gonna go
something in-between. The thing that we're going
to go for is this radio. And we're gonna go
for this one as well. Because I believe this one has some more advanced set
of challenges, e.g. how to deal with adding details on curved
surfaces like this one. How to model some cushions, how to maybe simulate some
cloth and things like that. Of course, we have some
images in here as well. Because something that I had, this one is for the UI of the radio on this one and this area that
we have the player, we might place this image there. Then we have this sound
controller device in here in the center. I might do this design in there. Of course we're not
going to model that, but I can, of course
go and model that. I'm going to provide
image for you. The techniques are
going to be the same if you're going
to model this one. And then we got this one. And I decided that I
might create something like this, this LED screen. And we might make it something
of a rectangular shape. To hold this one. We're gonna make
it emissive inside painter so that it
glows light as well. So now let's go see
what we're gonna do on the radio that we're
going to create has three parts. Mainly. We're going to start
with the radio and then we will move on
to the headphones. And just like the
demo that we did, first, we do the base mesh, we check the design
and we make sure that the design is actually
non-destructive. And we're going to use
a lot of Booleans. And I really
encourage you to have some prior knowledge
before starting this one, although this is a starting or a beginner's guide
to game procreation. It's not a beginner
course to Blender, although I'm trying my best
to explain everything as, as much as possible so that those Beginner ones also can
get benefit from this one. You will get a better
understanding if you have prior knowledge to Blender and especially the
Boolean workflow, because the Boolean makes
it really more interesting. E.g. I'm going to carve something
into this default cube. There are a couple of
ways to go about it, e.g. the first one is that I go into edit mode and do Insert
and then extrude it out. This is one way of doing it, but this one is
destructive and it's gone. If you're gonna do some changes, it can go in here, try
to bring that back. Let me bring it to here. If you're going to change it, if you're going to e.g. bevel, it can go here, but this one is destructive. And especially if
you're a game designer, your team might require you to do some changes
to the design. But Boolean design
can enable you to do the designs
especially so fast. And that is why I've chosen this one to be a
Boolean piece, e.g. now, let's go bring
the same cube again. And now let's go about
doing the Boolean design. Let's say that we're gonna do
the same exact cut in here. So let me bring
the wireframe now, Shift D to duplicate this
one and bring it up. And then let's rescale it
to something like here. Now, with the Bowl Tool, activate it in here. If you have activated bull tool, he can go to Edit
Preferences, Add-ons. And in here you can
search for bool tool. It's a default Blender add-on, and I highly encourage you to
this display as wireframe. It's gonna be a lot more helpful in creating your designs, okay, now, let's say
that you are going to carve something into this cube. You just take this one, which is the Boolean piece. And then here we're
going to click on the host piece that the Boolean
is gonna be applied on. And then Control Minus and done. Okay? Now these are identical, especially you see that
they are very similar. But the thing with this one
is that because we have used the Boolean and using
the modifier stack, using this Boolean piece, it's non-destructive
and we can take it. And e.g. the designer wants us to do some
changes to this one. So quickly. This one and bring it here
and boom, a new design. And this one, a new design. If we wanted to, we can
go here and try to e.g. take this one especially and applied a bevel
modifier on that. And especially a new design. So let's bring in
the segments up. And then in order to remove
this jaggedness in there, I'm going to take this shift and the Spacebar go for smooth. Okay? Now let's go for 30 degrees. And now on this one as well
as smooth for 30 degrees. Now it's gone. We have changed the design
using the modifier stack. And because the Boolean is live, we can do any change
that we want, e.g. we can go in here. And because we haven't applied modifier, we can change it
on real-time, e.g. let me take this isolated. Now you'll see the
default cube is in here. So now let me go in here. Take this bubble and let's say that I'm going
to extrude this one up. Now, let's go back to see
what we have changed. Now you see we get completely
new design for free. But using this workflow,
it's very tedious. You need to bring
this back to here, remove it, do a lot of
cleanup, and so on. E.g. do something like this. You need to bring some cuts, e.g. like this one. Now it's like this. Let me bring a cut in
the middle as well. Now we go to polygon mode, delete this one,
this one as well. Now, it's classic
polygon modelling. We're going to try to
create faces in here. You get something like that. And now you see this is not
actually as powerful as that one because
it takes a lot of time and it's destructive. If we're going to come
back to change the design, we need to change
a lot of things. So that's why I decided to go non-destructive
in this tutorial. Now. And a non-destructive means that if I take
this one and delete it, boom, we go back to
the default cube. If we disable that one is C. Now the default cubes in
here without any problem. Now, we're going to create
this radio with three parts. This is actually the front part. This is the back part. And of course we
have the middle part which is holding these together. And the middle part, as well as some designs to it. You see some indentations
in here, maybe some wires. We model them LLC, which design we actually like. The cool thing is that it can so fast change the
design to your liking. Now, the first thing is setting
the measures in here and setting the unit because the radio is
relatively small prop. So it would be more precise
if we work in centimeters, but the blender default
is in meters, e.g. let me delete this default cube. If I bring in a mesh
and drag that cube, you see that the size of
the cube is 2 m by 2 m. So that will be so huge. So we need to re-scale it
and something like this. And let's apply the
scale and rotation. And now let's say that we're gonna go to add some bubbles. But in here you see the
bubble is point meters, which means that it's 10 cm. But we are working
on a small probe or really neat to see the
centimeters, not meters. So to fix that, we simply go in here. And it should be here in
Scene properties unit. And the unit system has
been set to metric. And I really encourage
you to work in metrics. And then in length
instead of meters, I'm going to set it to centimeters because we're
working on a small probe. And it will make sense
to work in centimeters. And if I hit N to
bring this one, you see now the prop is, the dimensions are 4
cm by 4 cm in 19 cm. But if I change this
one to metric 2 m, you see, now we get this value. So I'm happier to work in centimeters just for
sake of consistency. Okay, now we did the
unit setup as well. Let's delete the
default cube and bring another default cue to
start to work with. Okay, now, let me take the light and the camera and delete them because
we do not need them. Now we need to block out
the design for this one. Since we have three pieces, this front piece, this middle
piece, and this back piece. First, we need to start with this middle piece that is
holding everything together and actually gets out the
actual dimensions because this is an imaginary
repeats that we do not have actual
dimensions for that. So I'm gonna go and we scale this and have
this one as a guide. So now I'm gonna go in here, take the cube, and I'm
going in edit mode, take this face and it also
an S. And just remember that these shortcut that I do have been changed
to the workflow. And if you or your
workflow is different, there is no problem, but these shortcuts
have been changed. If you do not know how this
shortcuts have been set up, just go to introduction chapter. We have talked about
the customization of the workflow
and the shortcuts. Okay, now the
dimensions are 2 m by 2 m. And that is way bigger
than what we needed. So now I'm going to hit a scale and maybe scale it by 0.1. Now it's 20 cm by 20 cm. And I believe that the
height of the radio is cool. But let's go for
something like 25 cm. Now for x and y, let me see what that one is. This is the middle piece
that we're blocking out. Let's go for something like
1010 is too much five. Okay? It looks like
five is okay value. Now for x, we need
to set it to 50. Okay? Now I believe that this
is something like it. Of course, we can change the
design a little bit more. E.g. I. Feel like the y
value is a bit too much. So now let's go for war, because it has a front piece
and back piece as well. So now let's set it to three. This one is a good value
for the height as well. We can go set it to 23, which is a good size. And I'm eyeballing in here to see how I'm actually
liking the size. Now, it's so important
when you re-scale things or rotate things to
apply the scale and rotation. So the shortcut for
that is controlling a. Just remember, remember
that these are very important for modifiers
and things like that. E.g. if you go in here
and add a bevel modifier, you see now the bevel isn't
actually doing a good thing. It's not doing a good job
because the scale has changed and this one
doesn't know how to properly apply the bubble. And in here, if you
assign the bubble, you see now it's not particularly
doing the same thing. A good thing. If we go in here as well. Control V, You see now it's not actually
going to the center, just like the way
that we wanted. So the way to fix
that is hitting Control and then
applying the scale. Now you see it has been properly Booleans and
everything has been centered. Here. You see that the scale has
been set to one by one by one. And it's very important to apply the scale and rotation
when you change them, especially for working
with modifiers. And let's say that we go change something about
rotation as well. Now you see the rotation
has been changed in Z. And if we're going
to apply that for a modifier or
something like that, weed control an a and
then apply the rotation. You see now it has
been zeroed out. So you want all of these to be, for a lot of times, for a lot of situations
to be defaulted out. Okay, now, let me hit Control
and a and apply the scale. And we do not need to
apply the rotation because we have not done
any rotation on them. So now let me hit Shift
D to duplicate it, and I'm going to bring it to the front so that this one
becomes the front face. Especially talking
about this one, which is going to be the
main focus of this radio. Now, this one of
course, is too much. Now to have a better
scaling on this one, I'm going to hit Control F to isolate that and using
the setup that we did. Now I'm going in here
and taking this face and hit Alt and still
bring the pivot in here. And that is because
if we go in here, and I'm going to
apply this scale, if I scale it in y, it's going to be a scaled based
on that face that we did. The previous setup
was in the center. If I'm going to apply
the scaling on this one, you see it becomes scaled on the center and we'd
need to push that back. So another way to save a bit
of time is taking the space, applying the
rotation, excuse me, the pivot on this
one and now rotating or a scaling in here to get the proportions
that you want. So I'm going to snap it
exactly to this vertices. So let me drag it back. And I'm going to
upload a snapping by hitting Shift and Tab
to activate a snap. And a shortcut that we did
for the snapping menu, I believe was Control, Alt and S. Okay, now I'm going to Snap to vertex and let's
set it to active. Now, I'm taking this one and let's say that I'm going
to apply that to this. Now you see it's exactly stitching these two together to create a seamless transition. If you just try to
randomly move it, you're going to get
something like this. But when you move with the gizmo and just a
snap to something, it's going to snap it to
that level, especially. Now the placement is good. And I feel like we can
re-scale it in y by 1.5. This one is okay. I believe that the actual
size is very good. So now let me apply
the scale on that. And now we need to block
out the back piece, okay, now this one is gonna be a
bit thinner than this one. So now I'm going to hit Shift D and disable
the snapping mode. And I'm going to rotate that by negative 180 degrees and
drag it back in here. And let me apply it
as snapping again. Then I'm going to snap
it to here perfectly. So instead of
one-and-a-half centimeters, I'm going to make it one. Now. Looks like this is a
bit too much, okay? 0.75 is a good value. We have blackout the
scales and everything. So now let me take this one, apply the rotation
because we have added the rotation to it and
apply the scale as well. Okay, now the pivot is in here. The pivot of this
one is in here. The pivot of this one in here. It doesn't change or it
doesn't matter actually, unless we're gonna do
some dramatic changes. Okay, Now, let's start by applying the round
shape that we have here. You see now this
has a round shape, but this one is relatively flat. So now let's go bring this one. And of course I'm going to bring the reference image so that
I can take a look at it. And now I want this one
to be a bit rounder. So now I'm going to go in here, take this edge and this edge added control
and b2 do a bubble. And what you need
to do is heading. See, you see that? When I'm trying to go beyond
the extent you see now, it really tries to
destroy the geometry. But in order to prevent
that from happening, you need to hit C to clamp
that so that it doesn't go beyond the actual geometry. So now we need to add some
more geometry to this. I'm using mouse wheel, mouse will up to add
some segments to this, okay, now, I believe four
segments are going to be good. This 11 thing is that
when we are trying to clamp a lot of times
or all of the times, something like this happens. You see now we have some
overlapping vertices because when it tried to clamp, these vertices reached
to the same place and it prevented the bevel
from going too far. So something like this happens. In order to fix that, we go to vertex mode, hit a to select all of them, and M to bring in
the merge menu, we hit by a distance. Now you see two
vertices got merged. But we can go too far on this one and make this one
non-destructive as well. So that we can control
it real-time everywhere. Because now we have
the bevel logged in. We can not change it whatsoever. So now I'm going to go
back and let's go back. But we're going to do that
using the bevel modifier. But this one, you see it
only applies on this one. And it applies the bubble
on all of the geometry. But we do not want that. We want the first pebble to
be applied only on this part. So one of the ways of
doing that is limiting the geometry and to create vertex group and
assign them to them. So a lot of the blender atoms have something called
the vertex groups. So for this one, I believe it should
be in limit mode. The default one is set angle. So every angle above 30
degrees will get doubled. But if I set this to 90 degrees, we see now nothing gets bubbled because every edge in
here is 90 degrees. But if I drag it back
only a slight bit, all of them will
get captured the k. Now let's bring
it back to 30. And in here I'm going
to go to vertex group. But in here, since we do
not have any vertex group, everything by default is there. So now I'm going to go in here. Let's disable the
bevel modifier. For now, I'm going
to take this edge, these two edges, and I'm going to go to
Object Data Properties. And in vertex
group, I'm going to create a new vertex
group and assign. Now, if I select, de-select, you see that these two
get calculated in there. So now let's go to modify. And in here vertex group, I'm going to go and
select this one. Now we need to activate this. Now you see only this
portion has been calculated. And if I apply e.g. some more vertices, you see now only this one gets calculated, which is actually what we want. Let's go for four and we're seeing some
jaggedness in here. And that is because we
have not applied to a smooth fit on these ones. Okay, 30 degrees. Let's go for this one as well. Smooth 30 degrees. Move 30 degrees. This is crucial for the
workflow that we're going for. Okay, now, this is
the vertex group. And if I go invert that, you see now, all of the edges except for these
two, get calculated. Now I'm going to add another bubble to make this
one totally rounder, e.g. you see this one is a bit rounder than the
middle piece in here. So now let me go in here. And now we were talking about
non-destructive workflow. You see that we have this one. If I go and try to
change this, you see, every time we can go
and non-destructively tried to change the
bubble to our liking. Okay, Now this is about the
non-destructive workflow. You can go and change everything every
time to your liking. Now, after adding double, it would be good idea to go and shading and applying
the harder Normals, it will make the normals
recalculate a lot better. So now, after this one, I'm going to minimize this
and go add a new bubble. And this bubble is going to be applied on all of the geometry. So again, we're going to go, we're going to go to
shading or the normals. And let's apply four vertices. And let's make it. Bit like something like this. Now you see that this one is totally non-destructive
and we can go and try to change it to our liking whenever we want to. Now, if the shading is
alpha-beta in here, you shouldn't really care
about it because this is not a blender aimed course. This is for producing a prop and bringing
that to a game engine. So a lot of these issues
later on will be fixed in ZBrush and using the sculpting and it's not gonna be a problem. But if you really want
to take this one out, you can go to Add
Modifier and otherwise abnormal to fix a
lot of these issues. Now let's make it
something like this, okay. Now done. The front part has
been locked out. And we can go and try to do
the same thing for this one. We can now bring in
a bevel modifier. On this one, I'm going
to add only one bubble. And let's see how many
segments we added in here. Let's expand the bubble. We have four in here, and let's go in here and
set it to four as well. It makes the consistency
to be a lot better. So now let's go to Shading harder normals and we can add
a related normals as well. It will do the same thing. Let's clear this
one out for now. And this is the
backside we can go for. But I feel like this is
looking just to plasticky. And we can go try to bring the actual amount down
to something like this. Okay, now this is a lot
better and holding out. So well. So now let's go for this one. And I believe that according
to the references, let me bring up the
main reference. You see now this one has
a round shape as well. It rounds up in here. And this one as
well, it rounds up. But it's gonna be
sharper than these ones. I'm not going to do a lot of interns bubbling on this one. Okay, Now let's go at a bubble and I'm going to
bring the bevel down so much. Something like this. I feel like it's okay. So now let's add four segments. But instead of adding
the bubble on all of it, Let's go again and bring the vertex group or
bring their weight. This is another way to add it. And in order to do
that, let's isolate it. I'm going to go in here
because I'm going to only round these ones and not
the front and backwards. Okay, now let's take these. And if you hit N in
the transform menu, you see now we have an option
which is called the mean, but we'll wait if we try
to increase this one up. You see now these get
marked for the bevel. And the reason that
nothing has applied yet is because we need
to apply the bubble. Okay. Now you see it
applies the bubble on these parts and not on
the front and back port. Okay, now let's go back
and try to see that. Now, I'm happy with this one. Now, let's go and apply a general bevel on it to
highlight some edges. Okay, now I'm going to
drag this one back. This is too much. Only wanting very, very
slight bit of bevel. And now let's go for 0.1. 0.1 is a good value. And now let's add
four segments to it. Now, four segments is too much. Let's add only one bubble. Now let's go to shading
or the normals note are, the normals isn't good for that. But it's good for this
one because I want this one to be a bit
stronger than that. Now, another thing that
I'm actually noticed is that I do not like
this one to be beveled. Do not want this top and
bottom edge to be calculated. So now in here, Let's
go vertex group, try to remove it. Now you see we do not have
a vertex group in here. It has contained
everything on that. So let's remove an in here. Let's go for weight. Now, I'm going to select only this one and this
one for the first double. Let's try to deactivate this bubble so that we are
seeing only that bubble. And this is a shading
issue. No problem. We can go for mean devil wait, and try to increase it a bit. Now, if I try to take a look at the geometry without
actually having these ones. So let me take this
one and this one. Excuse me, I was manipulating
the vertex data. We need to manipulate
this edge data. Now you see, this is actually
what I want it from that. Only wanted this side edges to be calculated and
not the front ones, not the top and bottom
once, excuse me. So now I'm taking this, let's extend database
to something like this. Now we have this round shape in here and flat shape
on this side. Okay, now let's
apply another bubble that is not working because of the clamp that this one has. In geometry, it has
a clamp overlap. If we enable that, you see, it tells us
where the problem is. And that is because
this pebble is to close that we bring that back. Okay, now, you see this bevel
as well gets calculated. Because let's take a look
at this geometry in here. You see now this is
what happens if I try to bring it closer. You see now we get
two vertices so close to each other and
something like this, they totally are overlapping. And this prevents the next
pebble from kicking it because it has an overlap. You see this overlap tries
to prevent from that because these two vertices
are so close to each other that cause some issues. So we need to, well
these vertices, but if we go in, you see now no vertices
exist in here because these are all fake geometry. We have not applied these yet. So one way to fix that is by going in here and bringing
the world modifier. And I'm going to bring
the world modifier before this bevel modifier. Now you see, because
this will modify, it tries to weld some vertices
that are overlapping, although we have the
clamp overlap in here, because these vertices
have been weld, welded. This pebble as well kicks in. I hope it makes some sense. But it's the way that this
workflow is going to work. And let me show you with
some statistics in here. I'm going to go in this menu
and bring the statistics up. So now in here, you see that we have two, any two vertices. But if I tried to disable that, you see now we get 24 vertices. And that is because these
two middle vertices are overlapping. Overlapping geometry
prevents the double from happening because it
tries to do the bevel and that one tries to
cause some issues because these two vertices needs to
cross each other really. And it tries to
bring some issues. We can go and bring
in a Bevel modifier, try to vote these vertices
so that it goes on. Okay, now, I don't want
this one to be so soft. Let's go for the second bubble. Let's go in here. And only a small bit, 0.05, maybe a good value. Okay, Now I'm going to go to this mode and try to
take a look at it. And actually, I'm happy
with how this is going, but this one is a bit
too soft, I believe. So. Let's bring this one. And I feel like the bubble and this one needs
to be changed. I'm going for the
overall double, not the bubble that
we assigned only for these rings
that we have here. Okay, now, let's set the
amount to 0.5 as well. Okay, Now, this is the
look that I'm going for. Now, the block code
has been done. These are the shapes
that we have. Of course, later on, we will go for the
headphone piece as well. But for now, we're
only caring about creating the base
mesh for the radio. And I feel like it's
enough for this lesson. And the next one who will go
and try to add details to the front part and
then moving to the middle and back
parts as well. Okay. See you in the next one.
8. Front Panel LEDs: Okay everybody, this
is where we left off. And I'm actually
liking this design, especially here.
I do not like it. I really want this part to
be attached to this place. If you take a look
at the references, you see that It's somehow connected to
the main piece in here, but this one has a double
bevel on both of the sides. Okay, now I'm gonna
go in because this pebble is based
on the bubble weights. Let me bring in everything back. You see now this edge
has the bubble weight. Now, if I try to
bring that back, let me explain you by
going into the modifiers. This is the first bubble that is doing this one on this can, I would say it's based on
the edge bell weights. And if we go in
here, you see now we apply these double
weights on these ones. Now I'm going to take this edge that we want
to apply to that. And I'm bringing the edge
bevel weight exactly back. Now if we go back and see now, it's more connected
to the piece. And I'm actually liking
that a bit more. I'm going to do the
same thing on this one. I'm gonna make this not so soft. So let me bring everything back. I'm going to select
every edge in here. Before. I'm going to remove that. Then I'm going to bring in the bubble weight
up on all of these. Okay, Now, in order
to change it, I'm going to select it in here in limited method
instead of angle, Let's set it to white. Now, see now this one in here doesn't get
any bubble at all. Okay, now let's go back and
I feel like this is okay. But we could use some bubble
on this one. Let's take it. And the edge bubble weights
on these ones are 0.99. I'm going to add only
some bubble weights so that it gets slight bubble, very, very low
amount of Babylon. This when I'm taking a
look at the references, I see that this one
is a bit rounder. You seeing here, especially, you see that it's very rounded, but it's not the
case in this one. Let's see what we have in here. We have this one that's
disabled that bubble. And I'm going to extend
this one a bit more. Okay, Now, let's set it to ten. I'm actually happier with ten. Now, let's go back. And one thing, there's a bit
of inconsistency in here. And we need to fix
that because I want these to exactly follow
the same curvature. One way is doing
a Boolean piece. Again, I'm taking this one and making a boolean from that. Another way is to add bubble, bubble with the exact
same dimensions like this one so that
they follow each other. Okay, and instead
of using the bevel, Let's go for the Boolean piece. I believe it's going to
give us a better result. Now, I'm going to Shift
D to duplicate this one. Then we need to
apply the bubbles on that so that it
becomes real geometry, not fake geometry,
something like this. We cannot manipulate
the geometry, run this. So now let's see, I do not need the site bevel. Let's see. I'm going
to remove that. Now. This is what we get. Then I'm going to
scale that in y. And we're going to understand
why just in a minute. Now, you see this
piece encompasses these two and we need
to do something. And that is cutting
this piece using these, or especially
cutting these parts using this Boolean piece. So now let's take it, apply and scale and
apply the bubble. So that becomes
the real geometry. And now what we need
to do is to make a Boolean so that we cut
this piece using this one. So now I'm taking
this one and taking this that represents
the actual shape of the middle piece
that we have. And it control minus or
let's do the reverse. I believe we should
do the other way. I'm taking this
one and this one, I'm setting as active
and Control minus, and it's actually
doing the reverse. It's actually the exact
opposite of what we wanted. We wanted the center
piece still remain and these extra pieces
to get removed. So now we need to go change
the mode to intersect. Now you see, this
is what we get. If I go back, you see now it follows exactly the
same curvature, which I'm actually
happy, happy with. And now since this
Boolean is alive piece, I can go take this one as well, control minus, then I'm going to set the
mode to intersect. Now let's take this and create a folder for them and
just call them Boolean. So that I can hide it or
bring it wherever I want to. So now there's a bit
of shading problem. Let's see where it is. Let's see if we can
fix it by bringing in weighted normal modifier. No, it doesn't. So the problem is, I believe, because of the order
of the Booleans, because we have many
Booleans in here. Of course we have many bubbles
in here and one Boolean. So let's bring that on
the top of the list. And now you see because we have some vertices that are
close to each other, it's preventing a lot of these
bubbles from kicking in. So now let's bring this back. Okay, now, this is
exactly what we want. And you see, let
me turn off all of the modifiers to see
what is happening. First, we have this cube, then we are applying
bubble on this edge. Then we get this Boolean
to cut off from that edge. Then we are welding
some of the vertices. And then we're actually adding another bubble that is rounding
of all of these edges. So this is the order of the
Booleans and how they go. And now let me go in here. And I believe that
if I bring this on, this one up to the
top of the list, we should get a better result. Now, this one, I believe if I add weighted normal modifier, that should fix the
shading issues or not, Let's bring the bevel up. Then we have the Boolean. I believe that some issues
could cause this problem. One of them is the bevel way
that we're using in here, because the bevel
weights on these edges, let me select the edges
except for this one, the birth weight is one
which is high value. So let's drag it down
and let's go back. Instead of bevel weight,
Let's go set the, set it to angle. Now, we're getting
a better result. We're getting a separation between this one and
this one as well. Now let's take the Boolean peace and drag it before the bubble
and it solve the problems. Sometimes the order and how they have been placed will
solve the issue, okay, now, this is
a very good result. I'm happy with how
the things are going. And let's go in this
view to see it, to be able to see
what is going on. And let's see where did normal. We'll solve this one as well. Okay, Now we got the blackout
piece done and ready. Now we're ready to move
on and add more details. Okay, now we have all of
the parts settled in. And now that I'm taking
a look at the reference, the first thing
that is so obvious is this current line in here. It's almost totally to
how we want that to be. One is this one this colour
that you see this design? One is something like
this and L-shape. One is this one which is
a bit more to my liking, but I'm going to
reverse this design. You see we have this flatline at diagonal line and another
flatline and goes on. And I'm going to reverse
that because I'm going to make this piece a
square and this one rather a rectangular piece
because I'm going to place this one on this LCD and place this one
on this one in here. And let's minimize this. And I'm taking and look at the reference to see
what we have here. Let's see about this one. I'm going to mimic
something like this design, but I'm going to reverse that. So now we have a lot
of Boolean to do. Let me bring in a plane. Now this is something better. Now let's take these
two and isolate them. I'm going to bring
everything back. I'm going to bring this one up exactly somehow to the
center of this piece. Okay, let's see about the
dimensions of this one. The dimension on the
height is 23 cm. And in order to get this
one exactly lined up on z, we need to go to a location. And let's say 23/2 is calculated
under result is 11.5. And sometimes these
calculations are handy if you are going
to do the calculations. Calculations, the blender
will help you, e.g. if your height is 25 and
you want the center of it, or the third of it, hago, 25/3. It will do the
calculations for you. Okay, now, we see that the
dimension is 23 in here. Let me go in here,
select it and 23/2. Now this is exactly in
the center of the piece. So now I'm going to
use this plane and cut this line just like
the way that it is. But before that, let's
apply rotation and escape. I'm going to go to
Edit Mode and hitting Control R to drag a
line to divide this. So now I'm hitting B, so that
this is a Boolean piece, excuse me to bevel that. And I'm going to edge mode. And let's go bring
in the box x-ray, and I'm going to select
this one and drag them up. Okay, Now, in order
to test the design, let's first apply the Boolean. So I'm taking this piece. Let's apply the rotation scale. And I'm going to take the
host peace and Control minus. Then it's going
to cut this piece and remove everything
in between. But in order to take that back, we need to solidify
this geometry because if you have
only one plane, it's going to take a
look at the normals and remove everything that is
facing the red normals. So let me go and bring the face orientation
bag and take this one. Hit F3. Now you see these faces that are red are removing everything
that is after it. But if I go and
take this one and try to solidify
the geometry, e.g. take all of them in polygon
mode and try to drag it back. You see now we get
this piece back. But in order to keep that more non-destructive so that we
can control it later on. I can take this and instead of adding the
extrude manually, we can go at a
solidify modifier. Okay, now you see it
brings everything back because we
have now a piece. And this piece is
controlling the way that the Boolean is
going to look like. If we go in. This is only one
piece of geometry. You see it's just like this. It's not real geometry, it's fake geometry
and it's there. So let's take the offset, set it to zero now that
negative one was good. And now let's set it to 0.1. And let's set it to 0.1. Looks like if I drag this
one into the Boolean pieces, let me take this so
that it gets hidden. Now you see we get a
cut exactly like so. If we go in here, take this
plane and try to change it, you see dynamically tries
to change the design. This is a good thing
about this workflow. You can change the design so
fast and it can take e.g. go in and let me
bring this one up. And let's say that you want
to do something in here. You bring in extra vertices and try to change it to something
e.g. to your liking. Everything that you
do is non-destructive and you can change
them if you wanted to. So now that we have done this, let's hide these and take a look at what
we have done in here. I'm actually happy with this. Let's go back and you
see we have only done the cutting on this part and
not the rest of the parts. And if you want the
rest of the parts to get affected by
the same Boolean, that is so easy, you can go
bring the Booleans back. And this is the Boolean piece. I can take this one again, Control minus to do the
same thing to this, to do the same cut in here. But I actually do not want
this guy to be in here. So let's hide this
collection for now. And now that I'm
taking a look at here, let's do this design in here. It's a diagonal line and then a flatline
Boolean doubt there. Okay, now let's go
bring in a cube. And the cube, this
scale is really awful. We need to re-scale it
until we get to here. And now it should be okay. Let's apply the
rotation and scale. And a lot of times when I'm doing the Boolean,
I take the Boolean, then take the host piece, do my boolean, and then I go and change the design
on the Boolean piece. Now it's live and we can do
whatever we want it to do. So Let's take this,
bring it back, and then I'm going
to take this one, drag it back so that we have some kind of diagonal
line in here. Now let's go back,
take a look at it. The great thing is
that we can go and try to do the same thing
on this one as well. Let's take it and bring it up. And let's take this one
to something like this. This one to bring it up. You see, now we get something
just like this one in here. And the good thing is
that if I go in here, bring the pivot in the center
and try to re-scale it. I can take instantly
whatever design that I'm actually liking. It looks like this one is
giving me a cool result. Let's go back and try
to take a look at it. I'm liking the design so far. If I wanted to change something, I will come back
and try to fix it. Okay, now, let's take this, apply the rotation
and the scale. And since this
Boolean pieces live, we can go in here and try
to bubble this piece. If we wanted to, we can try
to add as much segment as we wanted to do any change
that we want on this. It looks like we have some
jagged lines in here. The reason for that is because of this one, we haven't smooth. And let's set it to be based on the degrees which
is, which it is. But in order to get
the normals right, we need to go in here and bring the weight at normals
down the list. Okay. Blender crashed and I had to reopen blender
and bring this one. Okay, Now, according
to the reference, I feel like this is closer
to what we have here. You see the lines are so sharp and we do not
have a double in here, but I can drag this
one a bit out. Let's bring it out to
something like this. And later on, we could do
a design in here to put some speaker lines or whatever we want it to, with no problem. Okay, Now, shift and a spacebar
to bring everything back. I'm going to take
this one and add it to the Boolean
collection using m. And do not worry if these lines are looking
to sharp and low poly. Later on in the
high poly section, we will go and try to fix them. But I'm really thinking to
add a bevel line in here. And I'm going to do that
using the Boolean as well. Again. You see the shading
is corrupted a bit, but I said this is not aim
to be rendered in blunder. Of course, using the
workflow that we do. There's no problem to render
that in Blender as well. I mean, this base mesh
isn't going to be rendered. So we do not care if the shading is corrupted or
anything because later on this is going
to be converted to high poly sculpted in ZBrush and all of the shading
problems will be gone. Okay, now I'm going
to use this one. Let's bring in a cube. And since this one
respects the normals, I'm going to bring it
exactly on this part. Okay? Now let's hold down shift
so that we drag the cube. And then because the
pivot is in the center, I'm going to cut, cut
a line on this edge. Let's drag this one out. And I'm going to bring
the snap menu Control, Alt and S to see
what we have here. Let's bring the edge and let's try to snap it on this edge. It looks like we need to turn on the rotation factor as well, aligned rotation to target. And now looks like it's not
doing anything that I want. So it's only good to
snap that to this page. Now, let's turn the snap off. I'm going to bring it here. And let's rotate that 90
degrees or 45 degrees. Instead. I'm having the degree there. Now, let's take this, take this one Control minus, and this becomes
the Boolean piece. Okay, now, let's try to
take the Boolean piece. I'm going to hold down S and Z. I'm going to re-scale this so that we get a panel
in line in here. And I'm actually liking that. So again, let's bring
the scale in z. Looks like this is okay. And let's take this line and this line and try to
bring them closer to each other to create a diagonal shape for
a more Boolean piece. Okay, now let's see
what we created. Actually perfect. I'm happy with it. An extra design
that adds a bit of more look that we want
it to this shape. And I'm going to
keep this one sharp. I'm not going to do anything. But let's before that, let's go make that as smooth. And then based on 30
degrees, 30 isn't okay. Let's make it 20. Excuse me. They can go in here
on the normals. Let's make it 20 or well, let's control the
couple of times to go back to get this one. Instead. I don't want the
smoothing to take place. One thing to notice is that
if you go to Edit preference, the system, the undo step, I believe by default
should be 30 or something. You can up this one up so that
they can more undo steps. If you change
something too much, you can revert that back. Okay, now, let's go back and see what we
have done so far. It looks like I can take
this and these two and just drag them down a bit
and take a look. It looks like this
one is a lot better. Now let's go and take this one using M and move it to
the Boolean collection. Now right away, I'm going
to do something and that is carving the place for
these two LED pieces. And I want one of them to be
a bit of a squarish piece. One of them to be more
of a rectangular shape. So that later on in
the texturing phase, we can place these two as the LED screen without
having to model everything. So now let's bring
in cube. Right away. Let's set the size to
something like ten. Now it looks like
dan is too much. Let's go. I'm comparing the size against the actual front panel in here. Let's set it to
be scaled by 0.5, which makes it 5 cm in here. It looks like a five
centimeter or let's make it 7.5 in all of the directions. It looks like this
is good value, but we need to do
something that is taking this cut in here
and bring it down a bit. And he said This is
the powerful thing about this workflow. Now that we need a change, we could go and easily
take the, take that. And bring it down, okay, Now I'm taking this and
try to bring that in Z. Okay, perfect. This would have, wouldn't
have been possible using the traditional workflows. And this one really enables us to do a lot of cool things. Okay, now let's apply the scale. And I'm going to go make
the pivot to be in here so that we can control the
LED screen on this side. Now, I'm going to take this and take the Host Control minus. And now I can have the control to carved the LED
piece to be in here. But in order to make that a bit more good-looking and
capturing the normals, I can go in here and try to take this edge like this
face, excuse me. I'm going to do a small bubble. But before that, let me
take this and drag it back. Like so. And we're gonna do
reverse bubble on this side to capture
some of the normals. So I'm going to take this back. And you remember that by hitting Shift and Shift and N and recalculating the normal
by doing the bevel this way. This will actually
do a reverse bubble. Like so. Now I'm going to
add only one extra vertices. And if we go in here, try to take a look at it. You see now this has a
bit of paneling in here. And of course, in the
introduction chapter, we have talked about
the reversed beveling. You can go back and try to see how we have done that. Okay? I do not want the LED screen
to be called so far in the geometry by just
wanted to have it a bit end because when we take
a look at the references, you see it's not so
far onto the geometry. One more thing, the size
of the bevel in here, I want to actually
double that a bit. Now, let's go back and take
the Boolean piece in here. This is the Boolean piece. And I'm going to go
in here, take this. And I can bevel
them just in here using the destructive workflows. But I'm going to make the
bubble actually to do that. Now, let's add the mean
bubble weight to one. Now, if I go add
a bevel to this, it's going to bubble
what we have in here, but I'm going to
set that to angle. No, set that to weight. And that is too much. We need to only have a small, a small bubble, like so. And now let's add some
vertices to make it round. Okay, four is enough. Now let's take this looks like there are some
jagged lines in here. So we need to go
make that as smooth. And based on 30 degrees, it looks like the
normals are wrong. Again, if you are
going to fix that, It's going to be fixed, just go add related normals
and enabled to keep sharps. It should fix the issue. Now, let's try to take
a look at it in here. It's perfect. Let's not try to minimize these. Now. See, we have a lot of
them showing up in here, and this is the powerful
thing about it. If we do not anything, if you do not like anything, we can go back and try to remove it and get another
design so fast. Okay, Now, I'm going to
call this rectangular LED, so that later on we could
host this texture onto that. So now I'm gonna go and
bring another cube. Now it's ten by ten by ten. Looks like that is too much. Let's go set it to five by five. I'm going to drag it out. And five by five by ten looks
like a very good value. And it fits exactly the
part that we want it. Now, I'm going to place
the pivot in here. And I'm gonna do the same
thing for all of that. Let's take these edges
and mean double weight, set it to one, so that later on we
could Boolean that out. And now you can bevel
that route, Excuse me. Now Control minus. And then I'm going to take this, bring it back so that we
could do a reverse bubble, but now the shading
is corrupted. We could fix it later on. Do not worry. Now first, let's add another related normals on this and hit sharp to
correct the shading. Now we need to go change
something about this. Let me take the
Boolean piece in here. Let's apply the
scale and rotation. And then I'm going
to take this Shift and N to recalculate the Normals Inside and ship
them be to do a bubble. Now that I take this, let me take it and
drag it in NY. Just a slightly and
holding down Shift. To be more exact. Now it looks like we need to
drag this one in just a bit. And just like that,
we need to go and add a bubble on this one as well. Let's take the Boolean piece and I'm going to add a bubble. And that bubble is going to
be based on only the weight. Let's drag it out and
only this side is okay. Okay. And now I feel
like it's a good one, but it looks like we have added vertices and haven't added
the bevel weight on that. So now let's hit F3 and this to be able to
visualize the geometry, the real geometry, I mean, that is present in here
without the bubble. And in here you see we have
the edge bevel in here, the bubble weight,
but the edge that we have added later on
doesn't have any. So we select this one and simply go to select an edge
loop stage rinks. It selects all of
the edge links with the same things in there. One. Now if I go back, you see the problem I
believe should get solved. It looks like we need to
drag this one out of bed and y to recalculate that. First we need to go and
apply the real-time on this. And it's so far out. Then we need to take this and F3 to hide the geometry and move it to the
Boolean pieces. Now, this is the
piece or the LED. And I've been like, the pebble that we have
in here is too much. I'm actually liking
that this one follows the same curvature at
the outline piece. But on these inner ones, I'm going to change that. So that's an easy fix. We could go bring
the Boolean pieces, take this one and
take these edges. Let me isolate this one. And I do not want
to take this one. Let's go to edge
loops and edge rings. And I'm going to de-select this. And now all of these
have edge weights, mean double weight of one. I'm going to reduce that to 0.5 and this one will reduce
the bevel on these. Let's set that to 0.25. Let's go back and
try to change it. And you see now this
is more like it. But on this one in here, I really liked that. And I'm going to keep the
design like so because it follows the actual
curvature of the geometry. And I'm liking that.
So I'm going to take this one and I'm
going to drag that down a bit and z so
that these two line up a bit closer to each other. Okay? Now, there's a bit of
accidents in here. We need to go take this
plane and drag it down a bit more in z to make that happen. Okay? Now, I feel like it's
enough for this lesson. The next one, we will go and try to do more changes to this. Okay. See you there.
9. Refining The Front Panels: Okay, Now this is
the point that we wish to in the previous lesson. And now we're going
to continue to make the design
even more better. So now having a cycle look
at references or soda, or there might be some
changes that we need to do. E.g. I'm taking a look at
these panel in lines in here, just mimicking a shape of
maybe a speaker or something. It would be amazing to
add them to the design. And I liked this panel as well. I really like the
shape and how it follows the curvature of
the line that we have here. But one thing that
I'm really liking to change is the size
of this panel. So let's go take
the Boolean piece. And a great thing about the
workflow is that it can change whatever you
want or you don't like, you simply remove it or
change it on real-time. And that is not
actually a problem. You can do that really fast. So now I'm taking and
reaching to this point. Okay. Now let me take a look at it. By going to know wireframe mode. I just feel like
it's a lot better. One thing for this
panel is that I do not want it to
go too far because later on when baking
ambient occlusion on this part is going to be so
dark because under low poly, we're going to remove
that completely. Going so far to capture
that information would result in a dark ambient
occlusion in this part. So now I'm gonna
go take this one and let me drag them back. Something like this
would be awesome. Just, we should drag them out so that we have some
geometry in this part. Like so you see that we are capturing drum
geometry on this one. It looks like we could
go a bit more on that. You just take them like so. And this one gives a little
bit of more shape to it. I believe. If you do not see the panel
going through all the way, you can go take the car or
take the Boolean piece. Let me bring this one, go to Edit mode. And I'm going to add a loop cut. Then make that goal
for that point. So now let me take
this point and drag it back and bring it to here. It's like both of them. Now we see some panel
cuts on this one as well. But looks like there's a
problem in here which you can go and simply try to fix. So take the Boolean piece and now take this
one and push it back until it captures all
of the geometry perfectly. Okay? This one is a lot better. And in order to make
it more manageable, I'm going to take this
one, drag it back. However, that is not actually
going to affect anything. That was just for making the piece manageable
on edit view. And that's the great thing
about this workflow. You don't like something, you just go simply try to remove it or change
it on real time. So now I'm going
to add a panel in here that is going to follow
exactly the same shape and make that a spirit speaker shape that we have here
is that this is going to kind of mimic shape of a speaker or something that
we're going to create. So now, in order to do that, and instead of
creating new geometry, I'm going to take from this geometry and
continue to make that. Now we have this. Let me just bring this up slightly because I'm going to follow the exact same
curvature on this one. So now that we have this, let's go and select F3 on this. And I'm gonna go in and
try to remove these. First, remove the
solidify modifier so that we're left
with this only. Then I'm going to
take this and try to remove them because
we do not need them. Actually. Looks like we could go and try to remove these
vertices as well. So now let's take these, align them to left
and remove them. Or let's Control Z to go back and remove
the polygons only. Now we're left with this piece. So it looks like we could
bring this one back. And I'm going to bring
this one back until here. Then e to extrude that. And I'm going to bring it
up exactly to this place and then extrude
and I'm going to exactly bring that
back on this corner. Okay, let's see that. And bring it exactly two here. Now, I'm going to bring
a vertices in here, and let's double-tap or triple tap G depending
on your workflow. And I'm going to take these and try to remove this polygon. And then we're left
with these two. Merged by distance
and just bring the threshold up to
join them together. Again. Now we got
this piece that we could Boolean into the piece. But before that, there are some considerations.
Let's go in. I'm going to alter an S to
bring the pivot in the center. And it here, we need
to cap the geometry so that it cuts off the
geometry perfectly. So in Boulder more or edge mode, Alt and select, right-click
and N to create a new phase. And in here as well, Right-click and to create a new phase. So now we're going to go
to face orientation and looks like we need to flip the vertices and
flip the normals. So now, in polygon mode, just select everything
Shift and N to recalculate the normals back. Now Alton a excusing controlling
a rotation and scale. Now let's go back and I'm going to take this one as
the Boolean piece. I'll take this one as the host piece control and minus to cut that
into the piece. So let's go back and
see what we have done. And the first thing is that
I'm going to take this one and drag it out just a bit. I do not want it to go for because later on
we're going to remove that and only rely on baking
this into the normal map. And we do not want
to use the geometry, run this to save
a lot of things. Now, let's bring this one back. Okay? Let's try to see how
the curvature is going. Now, I'm gonna go in
edge mode and I'm going to follow the same
curvature that these have. Now control and B
to add a curvature. And then I'm going to take
them and drag them back a bit so that it follows
exactly the same thing. Okay, and now let's
take this one as well. Take this edge only,
and then Control B. But this time I'm going to
add little bit of curvature. And then I do not actually like this piece in here,
this sharp edge. So I'm taking that control
B2 bevel that and add this. Okay, now let's go back and see. I'm actually happy with
how the piece is going. But we could go and try to
add the reverse bow as well. Again, I'm going to take
this, let's isolate it. And I'm going to take this edge Shift and N to
recalculate the normals. And now I'm going to Control
V to add a bubble. Like so. It looks like we haven't
yet applied the normals. So Shift and N. Now the
normals are recalculated. Now you see the normals
are working correctly. So now I'm going to
take this and just try to mimic the surface. Now when we're looking at
that in this one as well, we're seeing the exact same
thing as the above one. So I'm happy with it. Let's take a backup. And now it's time to bring in the speaker lines that we
have in the reference. You see, we're going to
create something like this, but not actually the same thing. It's going to follow the
exact same curvature. So in order to create that, we need two pieces. We need the speaker lines. And then who need
this Boolean piece to cut the speaker lines
only in these borders. I do not want them to
extend out in the surface. I want them to be
in these borders. Exactly. So now let's go take
care of the speaker lines. Let's create a cube that's
not the size that we wanted. So I'm going to
re-scale that a lot. And I'm going to bring that
exactly in here and try to match up the scale to the
proportions that we have here. Now, let me drag it here. We could make it
something like this, or we could re-scale it a bit depending on how many
speaker lines you want. So it looks like this
one is a good value. And now let's rescale
that in y so that we make sure that all of the details are
gonna be captured. So now rotation
and scale applied. In order to make that refined, I'm gonna go take these
In the edge mode and Control V to add a bevel so that it captures the
normals as well. So now I'm going to take this one and use
an array modifier. So it's working perfectly
because the direction is right. We're gonna array that along X. And let's bring the
array number to a higher value to
exactly this number. So let's bring that back. And it's doing a
perfect job because. We're actually mirroring
that along x if you want another direction or if you have created your geometry
facing this way, he could go for y, but for now, x is
gonna be alright. So control an a on
modifier to apply it. We have this line
that we could use. It looks like there's not actually a distance
in between these. So Control Z to go back. And let's try to increase a bit of distancing
in between them. Looks like this one is alright. And a bit of more. Distancing would
be a lot better. So now they could go and try to remove how many of them we want. And then I'm going to take
this and the Boolean piece, that is this one. Okay, Let's isolate them. And I'm going to
create a duplicate from this because
I'm going to limit all of these speaker lines
only to be in these borders. So we need to make this
one a cutter piece, the Boolean piece that removes the rest
of them instead of going and actually trying
to manually remove them, which takes a lot of time. So now I'm going to Shift D to leave it in the same
place and take this one, can again try to hide them. So now I'm going to apply
the array modifier. And let's try to take this. Now I'm going to hit F3 to
have the real geometry. So now there's one
problem with this. And that is, we went ahead and try to reverse
bevel on this one. You see these lines in here. If I go into face orientation, you see now this
needs to get flipped. So Shift and N. Now let's take this and
try to re-size it just a bit so that it
becomes consistent. Or we could go and try
to remove this one completely and take
this, bring it down. Take the vertices or the edges, right-click and N to
bring the new phase. Now, I'm going to take the panel that we have
and take these ones, Control minus, okay, Now this is exactly the
opposite of what we wanted. We want only the
inner peace still remain the outer
pieces to get removed. So we go and instead
of using difference, we go and intersect. Then I'll see the panel
lines in here perfectly. And we could go back. Now you see the result
is perfect and seamless. And everywhere in that, we have the panel lights. And the problem is
that they are a bit out of this space and
there's not a problem. We could go and
try to bring them in and the problem-solved. And because we have
added the pebble, it's going to look very
good in the normal map. Okay, now this one is good. But I feel like on this
panel cut in here, we could go and add a
bit of more detail. So let me take this one. It has solidify and it
has added the geometry. So after this one,
I'm going to add a bevel modifier to round
this pieces of a bit more. So that is too much. Let's go add a slight bevel. Now, you see that it's more prominent in
the normal map view. If I try to turn this off, you see now we do not
actually see anything, but in this one, it gets more permanent because it has now some
geometry to work with. So let's go for shading,
harder Normals. It doesn't work because
we need to take this piece and try to shade smooth and then
based on 30 degrees. So now there's a bit of shading error on this
one. No problem. We could go and add
weighted normal modifier. And it keeps sharpen. To remove those issues. You really shouldn't care
about these issues because later on we're going
to fix them in ZBrush. Now let's remove this one. Let's go back. This disabled the auto smooths, the normals as well. The issue is because this Boolean piece is
so close to this line, this curvature
line that we have. So I'm going to go in here, take this Boolean piece, and here you see this vertices
so close to this line. If I take it and try
to remove it a bit. Now the shading gets
a little bit better. But as I said, No
problem later on, we could go and try to solve
a lot of these issues. And by adding the
weight, the normal, and set it to keep sharpen, it will remove a lot of
them in the viewport. So it looks like I can take
this one and drag it out. And moving some vertices, we could make that a
little bit better. One way to fix that is by taking the Boolean piece and trying
to move in some vertices. Let's see what happens. So now, let's take these vertices. Now. It should look alright
after some changes. Okay? Now it's a lot better, but it's capturing the
details as well. Let's take a look. This
is what we got here. So as I said, you shouldn't care too much about these details. All of them are gonna
be fixed later on. Now let's add a bit of more curvature to
this Boolean piece. So let's take this go in, and I'm going to take this edge and try to Boolean
that a bit more. So that becomes a
little bit better. Now, I'm actually
liking the design. It has a smooth curvature
and it falls off here and two sharp
curvature in the end. I might go as well. Let me go in and try
to take this and try to make this curvature
to follow the same. Now actually this one is a lot better when you go
see the changes, do some changes and
see one of them that is better to your
liking and keep it. Okay, now I feel like this
is enough for this lesson. Now having a take a
look at these details, or soda or LED screens that
we created are on the roof. Basically, we do not have a
place to place this handles. So on the next one, we're gonna go refine the details even more and try to bring
this panel cuts in here. So see you in the next one.
10. Adding Knob Panels: Okay, Now, this is where we
left off in previous lesson. And we found out that we need to create this handle pieces and the LED screens that we created are so far up in the design. So let's go back. And I'm going to take
whatever we have here, these panel lines, everything in this Boolean
pieces and drag them down. So including these. So let's keep this one B, or let's take it
and drag it down. And you see how
powerful this workflow is whenever you do
not like something, you can easily go and
try to swap it and change it without actually
getting a problem. And this makes the
iteration a lot faster. So highly recommend you
to work non-destructive. And that is gonna be so
better for the workflow. Let's de-select this and
try to drag these down. Okay, It looks like
there's one more. Okay. Now you see you're
changing the design for free without actually
having a problem. Now, looks like this
is a lot better. Now we could go and try to make that panel cuts in the top. And this wouldn't have been possible using the
destructive workflows. So now let's go in. It looks like we need
to do some changes. I'm taking this and let's
take it, bring it up. And this one as well. Let's take this panel cuts. Now. This is a lot better and we have the room to make the
top cut in here. So for the panel cut, actually like this
design in here, we have this one as well. I like the cuts in here. But the overall thing is going
to be something like this. We're going to have this
piece cut in there. Let's go and try to create. So I'm going to
add a cube again. So this is good. I'm going to align it
exactly to the center. So controlling a, excuse me, take these two pieces, Alton a. Now it's exactly in the center. And take this one
only and rotate it 90 degrees and drag it back. So now this is exactly in
the center of this piece. And you see that it's correct. Let's go take this
one, bring it up. Now apply the
rotation and scale. So let's bring everything back. Now, I'm going to take this control minus
to cut this piece. So in order to
change the changes, I'm going to take this one. Let's take this
and drag it back. In order to make that more similar to the
piece that we have, I'm going to make these clothes. To make such a piece. Now it looks like
we could go and try to cut this
one even further. And you see now it's not cutting through all the way to the end. So that is because we have not yet aligned this
Boolean to that pieces. So again, let me take this
piece and drag it back. And then I'm going
to take it and this one, Control Minus, again, take this and the next piece and Control minus k. Now you
see this piece we have. Now it's live. And it's doing the changes on these pieces, which is perfect. So now let's try to
take a look at it. It looks like we could
take this and try to drag it a bit to the left and take these edges
and try to bubble them. Like so to add a little
bit of curvature. Again, let me make this a
smooth and based on 30 degrees. So now again, let's go in here. And after that, we're
going to bring in the modifier to fix the issues. Of course, there's some issue in here which isn't a problem. Later on, we will solve it
by setting to keep sharp. It's going to do the same thing. So now let's do the
same thing on this one, weighted normals and keep sharp. Now, it's not
solving the issues. Let's see what the problem is. So let's isolated
with this piece. If the problem persists, it can go back and take
the Boolean piece. And for temporarily,
I'm going to add some loop cuts in here to make the shading a
little bit better. So now you see the
shading is a lot better. There's no problem.
So we can go in here and again, activate this. And this is going to
solve the issues. So if sometimes you see some
problems there is because of the bad shading that is happening there or the
lack of loop cuts. So let's take this one. Bring it a bit. So here to solve the issues. Okay, it's fine. And for bike pieces, we do not really need to do anything. So now you said this has
been limited and we have this handle that has been cut
exactly through the piece. And we're going to create that. And now we're going to introduce the concept of
bullying the bullied. And by that I mean, we're going to take the Boolean piece and try to cut it off to make
extra piece in there. So why? And what I mean by that, Let's open up a new scene and
we're going to explain it. Let's name this one to host. And then we're going
to create a new piece. Let's bring in an exact cube, and let's just call
this one book. This is gonna be
the Boolean piece, and let's remove that here and do a Boolean
piece like this one. Now, you see that it
has been cut off. You already know the details. And everywhere that we have
solid geometry on this, it's going to cut
off on this part. So what if we go and try to cut something into
this Boolean piece? Because if we hit F3 and
go in the solid mode, basically you see that this is real geometry and this
is the Boolean piece. And now if I create a new cube, and let's call this
one pool, the pool. And try to something
into this piece. So I'm going to take this and take this one Control minus. And now you see the main
boolean piece that we had is now having
this cut in here. So these plays is not getting or is not cutting
through the main object. So let's go back and try
to take this, hide it. And now we see everywhere that
we have that Boolean cut. It's not basically
getting subtracted. It's adding volume to that. So again, let's
go and do a demo. I'm going to bring in cylinder. Let's bring it here. Now. Let's resize it a bit. And I'm going to take this and this one as the host piece. So now I'm going
to Control minus, looks like I've
gone the wrong way. Let's take this one and this
one as the active object. So now control minus. So here you see it's
cutting the piece. Let's go apply the
scale and bring it up. Now you see everywhere
that the cylinder exists, we're not seeing anything on
this piece because now you see we have the cylinder
cut exactly on this cube. So this is the way
that we can create really complex designs
using just Boolean pieces. So back to the
scene that we were, I'm now going to cut the
panel exactly in here. So I'm doing that. I'm going to go create
an cube in here. And now this cube
is going to be cut exactly into this Boolean piece. So let's take this
one and this one. Now, let's take here, resize it. I'm going to exactly do
something like this, okay? Now, I'm going to do something. Let's apply the
rotation and the scale. And I'm taking this and this one as the Boolean
piece and control minus. So now you see this one has been cut off from
the Boolean piece. Let's go back to the sea. And now you see this
piece is back in action. And that is because
we have taken this cube and subtract
it on this one, resulting everything
to come back. So I'm going to take this
cube and drag it up, something like this so that it creates this handle in here. It's like we could go exactly in the center and try
to bring this. Okay, let me see if I
liked the design or not. Looks like this one is better. And if I drag it
back so that it's only on the sensor part, it's going to be a lot better. Now this is about the handle as well. And I'm happy with it. And in order to make it a bit more good or better
in the shading, I'm going to go on here at some vertices to make
the shading are right. And why the normals to
solve the shading issues. Ok, now in here you see using the Boolean
or Boolean double, we are able to create
something like this. And now this actually
happens in the geometry. If I go and try to take
this and add a bubble, e.g. you see now this one is exactly
part of the same thing. It's inheriting the
lines in here and it's creating a bubble line
in here perfectly. Okay. Now let's remove it or we
do not need it for now. This was only for
creating the cut in here. Okay, now, let's
take the cube and try to bring it in here. Now this is better. Okay? Looks like there's a
shading issue in here. We could go take this
one, bring it up. The bevel issue salts because the harder normal teacher
or the actual double. So let's remove
that or excuse me, minimize it, not removed. And there are some shading
issues on this one as well. Let's take the Boolean and bring it up the
bubble that we have. Okay, this is the bubble and this is the Boolean.
Let's drag it up. Okay? The issue solved for now. So now it's enough
for the handle. Now, let's do something more about the front
panel in here. And now I'm going to curve
the panels that circle panels for the knobs and sound
controller in the front. Now, let's take a look
at this reference and I'm really
liking this in here, how the knobs volume
controller has been placed. And this is the
detail that later on, we're going to place this one as a texture to it
using MSF channel. So we're going to create
a round channel and we're going to paint this one into
it in the Substance Painter. So a lot of these
details are going to be added later on,
like this one as well. E.g. we're going to carve
these details and the text is going to be later on added
inside Substance Painter. So some of the details
are added in Blender, some of them ZBrush and some
of them inside painter. This is distribution of a stages that we
are going through different softwares and it enables us to do a
lot of the detailing. So now I'm really liking
this design in here. I'm going to bring
in a circle and carb and insert circle
in here for this piece. So now let's go in
here and I'm going to bring the cylinder. Again. Let's bring it, and
I'm holding down Alt. Now. Let's hold down Shift so that
it becomes a full circle. If you do not hold down Shift, it's going to give
you a lot of shapes, but holding down shift will
give you a full circle. Now it looks like I
did the wrong thing. Let's hold down shift and now
let go off the mouse click. Okay, now drag out. So this is the detail that
we're going to carve into it. But the first thing is
that we're gonna go in, bring the overlays, all of them. Now, first things first, I'm going to make this one a smooth and the
histone 30 degrees. So now let's take
this and I'm going to do a rough sketch in here to see how these details
are going to look like. So for that, I'm gonna
go at double soda. You see how the details
are gonna be captured. This is temporarily and I'm not going to use
this one like this. I'm only going to sketch and see where we're going
to place these details. So now this is one of them. Let's try it out just a bit. Now in order to
make it parallel, parallel to this
panel cut in here, I'm going to go on this one, Shift D to duplicate it. And now I'm going to remove the solidify and Bevel modifier because we do not need them. So now I'm going
to take this one, delete, only liking
this line in here. So let's go in polygon mode, I'm selecting that Control I to invert the
selection and remove. Now Alton S to bring the
pivot in the center. And now I'm going to
bring this one as a guideline to see where we are going to place our panel lines. Now I'm going to extend
this just a bit. Let me take this one
and I'm going to extend this exactly
in this direction. So the normal gizmo isn't
going to help us anymore. So we're gonna go in here, hit Alt Control and
q and go to local. Local is not going
to help normal. The normal is going
to help perfectly. So now let's drag this one in this direction and this one
as well, and this direction. Perfect. The panel codes are all going to
be on this line. And it's going to be
parallel to this line, which makes it
compositionally a little bit better than having
something with no planning. Okay? Now let me take this one and I'm going
to do something. Let me bring it here and
bring it to here as well. Now, I'm going to go in and
just add three segments. Let me take this and
I'm going to hold down or double-tap G or triple tap G to bring one
segment in here. And let's go out. I'm going to bring
it some vertices so that I can snap them
exactly two displays. And for that, I'm gonna go
in here. It's like this one. Hit em and no,
let's not collapse. Let's extrude it a
bit on this one, because we have a
new set of vertices. I'm going to hold down M. Collapse. Now we have our DC to work
with on this one as well, e to extrude and right-click
to bring it back to the same place and collapse. Okay, now we have a vertices
to snap to that place. Exactly. And this
is what we want. The reason that
I'm selecting this and adding the vertices
is that later on, I can take this one and step it exactly in the
center of that line. Now, I'm going to take
this courtesy and using a slight tool
and bring it here. Now, there's the
time for a snapping. Now we have the
vertices in here. Let me just go and select this
one and make it the pivot. Okay, now I'm going
to go and activate the snap mode and set it to
vertex and set it to active. And now just go. And this is now the
center of that line. If I isolate this, you see now this is the
vertices and this one is a snapping exactly
to that vertices. And the reason that I
added the vertices that I can flawlessly take this one and bring it to here and
snap it can now you see it's exactly
on the same line. It looks like we can go
through some changes on here. It looks like we can go. And let me say this line. It looks like we could
slide it a bit more and bring this one
out on that vertices. Snap it. So now let's go back. Okay, Perfect. Now the lines are exactly
in the same place. And now it's time to add the
big circle in the middle. And by that I mean, this
one that we are later on going to paint
this texture onto. So now it's easy. I'm going to shift
the bring it here. Looks like we need to
add a vertice in here. So I'm going to hit X
to remove that vertices and take this one at a
vertice in the middle. And the great thing
is that it knows the distances and all
of them are going to be placed exactly
compositionally, right? Okay, Now I'm going
to scale this, but I'm not going to scale this like this one in all
of the directions. I'm only going to scale along. Let me go in global
because now the gizmos are in local mode and they're
not white in order to get the perfect
lungs Control Alt Q, if you have this shortcut setup according to the intro
chapter that we did, and I'm going to
set that to global. So now I'm going to scale
that along Z and X. So we do not need to
scale that along y. So I'm going to hit
Scale and now Shift Y. And this is now
going to excuse me, scale and then shift and
why? Now this is normal. Let's go back again to global. I don't know why
he went to normal. So now again, scale
and now shift and y. Now we get the perfect scale alongside Z and X
and not the why. But there's something
in here that is wrong. And that is because the scale in x and y have been
changed and not z. And that is because
I believe we have not done yet applied
the rotation. So this one, I'm going
to apply control a. Just look at these values
and here they are, -90 -90. Apply the rotation and now
they become zeroed out. And it means that
they are right. Now again, I'm going
to go hit Scale and then shift and why
increase the scale? And now we see this
scale has been changed on x and z and not y. So if you're going to include or exclude a certain vector
from the scaling, you can hit that vector
with shift to exclude that. E.g. in here who didn't
want to scale that along y. So I hit Scale and
then shift and why to exclude the
Y from scaling. Okay, Now this is perfect, but this circle looks like it's a little bit bigger
than what I wanted. Or these two circles are bigger. Let's go and we scale this. Okay, now, I'm not going to
rescale them in such a manner because it's going to scale them both based on this
pivot in here. So in order to prevent
that from there, I'm gonna go bring the transform pi and
instead of median point, I'm going to hit
individual origins. So now everything I do on this is going to be applied
on them individually. Like so. Now, this one could
get scaled a bit more. Okay, Now let's
take a look at it. And as one could now go in, That's the activator snap mode. Then I can remove the bubble from them perfectly
without any problem. Now these are going
to be the panels that we're going to cut in here. And now let's take this one, apply the rotation and scale. On this one as well. I'm going to apply the
rotation and the scale. And on this one as well. Let's apply the
rotation and scale. It looks like we have a panel that we could cut in here to add more secondary details
just like this panel in here. So now let's go in here at solidify modifier to make
that a bit more detailed, offset is going to
be zero, excuse me. And one centimeters is too much. Let's go for 0.1,
which is a good cut. Okay, now I'm going to take this one and isolated with this. And the next thing is
taking this one f three, and take this host object Control minus to
cut this one in. So let's take this one. I'm bringing it up the
way that normals so that the normals get
calculated for the time being. Okay, now we have this panel
cut and that is perfect, but this is extruding too much. Let's go for the Boolean
piece, which is this one. Then I'm gonna go in, take this one and bring it
back alongside its normals. It looks like you could
do some more changes. Let's take this and
bring it to here. This one. Let's leave it be it's extruding outwards and there's no problem with it. Now, I'm liking this design and I'm liking this
parallel line. It's a great detail.
And it looks like there's something
wrong in here. Let's go back and
see what it is. Okay, it looks like until
here. Let's drag it back. Doesn't matter at all. And then I'm gonna
take this one. And in order to add
more details to that, I'm going to bring
in a Bevel modifier, excuse me, not a Boolean. Let's add a bubble. And this bubble is going to make these details a bit rounder and they get captured better
inside the normal map. You see this is with the bevel
and this is without bevel. See very sharp. And this adds a bit
of roundness to it, making the details a bit captured better
inside normal map. So this is the comparison
with and without. Of course, not so much, but it's going to
be worth it added. So again in here are the
normals and perfect. So now the next thing is cutting these
lines are occurring, these circles and the detail. So now I'm going to
take this cylinder and take the front panel
control minus a. It looks like, again, I need to bring this one up. The weighted normals. Always let the way
the normals to be the latest one so that it calculates the
normals a lot better. Okay, Now, let's hit F three on this to see
what is going on there. Let's drag it out a bit. Okay. Now, I'm gonna select this line and add
Bevel, hit a three. There are some shading issues
that we could solve easily. By pushing this one far away. Are able to solve the issues. Okay, I'm happy with it. Now let's go. We're going
to learn a new trick. So now I'm going to
hit again a three. And then we're going to
do a reverse bubble, just like always that we did. So I'm going to
take this remove. And now we have this one that we could cut into the details. So let's go see what
happens in here. I'm going to hit Shift and N
to recalculate the normals, and then again hit B to make
it cut off into the object. So again, I'm going to
manually drag this one in, hit F3 to see what happens
there. This is perfect. A bit of reverse beveling
to add more details. And then again, instead of doing the same thing
over and over again, we could go in and edit mode. Let me take the Boolean piece. In the edit mode, I'm
going to take this all of them and hit Shift D. Okay? And now I'm going to bring
this exactly two here. So again, we need to go and
set it to snap two vertices. Exactly two here. We're going to rescale this. So let me delete this one
out, this one out as well. So again, let me take
this and move it so that it snaps to that
vertices that we had in mind. Okay, in here. So let's
bring it in like so. Then remove the snap. And again, we need to re-scale
this alongside x and z. So again, let's go to
global scale shift and why? To scale it alongside X and Z, I need to select
the whole thing, altering G to select all of it. Then scale shift and why, excuse me, to cut the
place for that piece. So now let's see what
we have done in here. Perfect. And I said, Do not worry
for the shading in here. It's all gonna be
solved later on. Because we're doing
that in the edit mode. All of the modifiers that we have applied on this and all of the details are gonna be captured because this
is a Boolean piece and everything that we add to this is gonna be applied
to the geometry. Again, I'm selecting this
Alton G to select all of it. The default shortcut
for selecting all of it was controlling L to
select the linked, but we changed it to Alton Zhe. Okay, let me bring this in here. We need to turn on Snap mode. Exactly. Line it up in here and just a bit of movement
to bring that in here. Now, these panel codes
in here are perfect. And I'm really
liking the design. And one way to fix some of
the shading issues would be to go in and mark some
of the edges to be sharp. So let me take this one. We want this inner
edge to be sharp. So let's go and take this edge. Right-click and more sharp. This is going to mark
that edge as sharp. Now you see we have some
more detail on this one. If this is something
that you want to do, you can go and do whatever
you want to do with it. So it looks like on
this one, let me see. Or on this outer edge in here. Whatever edge that you like, you can go ahead
and make a chart to make it more detailed. So now let's go again here and I'm going to bring another, yet another cylinder. And this one is going to
be placed for the knobs. And let's just place it here. Exactly in the center
scale shift and why? Okay. One for this, 1.1, for this one. Now there's nothing
actually visible in here. And that is because we
need to go make them smooth based on 30 degrees and apply the rotation
and scale on both of them because they have been rotated as well as the scales. So now let's add a
small bevel on this. Just a small bit like 0.2, 0.1 is better and add one more and make harder normals to make it look like it's
actually having details. So now I'm going to add the
same bubble on this piece. Instead of going and
adding that dude, that manually, I'm going to copy the modifier from this
piece to this one. So I'm going to take
this one that I want the modifiers to be copied on. The one that has the
modifier on the last object, which is the active
object control an L. Now, copy modifiers. Now the same thing applied on
this one, which is perfect. So now that I'm
looking at this one, we're going a good direction. Of course, I can add one in the middle of
this one as well. Let's bring it to here. And I can apply Snap vertices. Snap exactly to the center line. Just a bit to the right. Okay, Perfect. Now let me turn this
off and drag it in. Then this is now for only
the visualizing purposes. Later on, we will come back and add more details
to this piece. Now, I'm happy with it. And let's call this lesson done. In the next one,
we will come back and try to add more details
to the front panel. Okay. See you there.
11. Adding Secondary Details: Okay, This is where we
left in previous lesson, and now it's time to go
and add more details. And one thing that I noticed is that I can copy this panel line, this radial speaker line on
the bottom part as well. So by that I mean, let me hit Shift and right-click to paste
that in the same place. And now if I move it, it's not going to give me
the result that I want, because this is now a
Boolean piece and it's alive if you want to
change something about it. But now I'm going to hold down control an a on the
modifier to remove that. Now, I'm going to bring that
exactly in here on this side and rotated 180 degrees
to bring that in here. Now, it's not showing up because Let me see
what has happened. Oh, these ones are too much in the surface
because of this piece. So now I'm gonna go, let me take this piece, which is the Boolean piece. And I'm going to
shift the copy that hundred and 80 degrees and
bring that exactly here. Now, I'm going to cut again using the space
control and minus. And now you see it has revealed these pieces that are there. So now let's bring
it up again or bring the weather normals modifiers to recalculate the
normals for us. Then it's time to take the Boolean and try to
move it a good place. Now, let's take these and
bring them to the place, roughly about the
place that they were. Okay, now, I'm actually liking the idea of this double
radio that we added. And totally, I'm
happy with the idea. So now it's time to go and
add details to these bonds. And the reference that I
have for this is this one. You see these panel cuts, all of these cuts in place. And I'm going to add them. So now before that, let's
bring all of them on. I'm going to take these
vertices, hit, Insert, drag it back, scale
it a bit, drag it up. Like so. Again, another
insert, drag it out. And then again insert, bring the vertices
out and collapse. Or that's not collapse. I do not want that to be sharp. Let's just try to re-scale
that or hit an insert. Rescale that. Okay, Like so. Now let's go back in
here. Right away. You see that we have way, way more detail this piece and that is going to be
duplicated to this side. But first, we need to go and
take care of this piece. So now I'm going to bring in the cylinder and holding
down shift, drag out. Okay, now we need to rotate
it in the right directions. So on this one,
negative 90 degrees. Okay, Perfect. Now on this one in this side, we do not want any rotation. Smooth based on 30 degrees. And I'm going to drag
it in just a bit more. And again, let me take this, this is this one. A bit of it will be a good idea to put the
pivot in the center. And on this one it's already
in the center as well. And now, based on the shortcuts that we
did on the intersection, I'm going to take this one and
this one and then control, excuse me, Alton a. Okay. I'm not going to
actually use rotation. Now this one is
exactly in the center. And now let's take this. And it looks like we are
on a good place to go. And we're ready to do
the Boolean piece. Okay, I'm selecting this one. Before doing the Boolean. Let's resize this a bit so that it's much more manageable. And now I'm going to cut
this line exactly in half. And on this one as well. Let's take this and this. Okay, now we have this one, control and B to add a bevel. And I'm going to take this side, drag it down, like so. And now let's Control
minus to do the Boolean. And doesn't matter
for the shading. We're going to
make that alright. Later on. Okay, now this is
the active object. I can drag it up and use it to wherever I want that to be. Okay, now let's compare that to the size of
the actual radio. And it looks like
it's a good piece. Okay, now I'm going to take
this one and this one, because the pivot is in here, I'm going to copy this one on a radial manner
around this piece. So there's a little
bit of setup. There are some
add-ons that do this, but we're gonna do that
in vanilla Oberlander. I'm going to take this one and it has the pivot
exactly in the center. I'm going to hit Shift and
S. And now I'm going to bring the origin point
to the selected. Again, our pivot is
in here exactly. Now, let me take
this one and I'm going to select this
around the pivot. But if I now try to
rotate as you see, it's not doing what
we want it to be. So we need to offset
the pivot exactly two here so that we could rotate
that around the subject. So now let's hit Alt Control and Q to
bring the Transform menu. And now it's going to
be the pivot point. Now is individual origins. We need to set
that to 3D cursor. Okay, now we've got it. I'm going to Shift D
and then duplicate. Maybe based on 90 degrees. Okay. Now let's take them all. Shift D again based on
hundred and 80 degrees. Okay, now because the
pivot is in here, it's going to revolve around
the pivot with no problem. Okay. Now, again, another one. This time. Looks like they got the piece done
using the radial symmetry. It looks like that is too much. I'm not actually liking the amount of circles that
we have carved in, in here. I'm going to Control
Z. Okay? Looks like this one is much
more manageable. And I'm liking this
one a lot better. So now I'm going to
copy this one in here. Let's take this, remove it. Take this one and the
Boolean piece shift D, because these needs to
move alongside each other. And I'm bringing that to here. And make sure that you copy the object under Boolean
piece at the same time. Now, let's rotate. So you need to bring the rotate
instead of the 3D cursor to the individual origin and make this month
active object. Let's make it bounding box
center instead of that. Now, let's make
it active element so that this object is now the active using
the bright orange. And let's rotate that
just a bit. Now. More detailing in the piece. For this central piece, what we could do is mimicking
this design in here. And because we are using a
lot of round shapes in here, I'm going to make
this one kind of sharp so that that's
a bit more different. So let's bring everything back. I'm going to extrude
right-click to pay studying the center and we
scale that or okay, now it looks like a bit sharper. But I need to do one thing
that is adding a loop cut in here and try to raise
this one a bit. But this is too much. So this one is okay. But I need to do something more and sharp this
one a bit more. The key is to go in here, and instead of using 30 degrees, let's use 20 or ten. Okay, ten looks like
a better value, but it's not giving us
the result in here. So let's go back to the same degree and
bring everything back. I'm just going to take
this edge in here, take this edge loop, right-click and mark sharp. Okay, now let's take a look at it and decrease the bevel a bit. It looks like now this
is a good value, okay? Now this looks much, much sharper than
what we had before. And then again, I'm
going to take this and let's bring it up like so. And then again,
insert and insert. Bring this back to create
that bubble piece. And take this edge
and do a small bevel. Okay, it looks like now
this is a lot better. And if I compare that to the piece that we have
here, It's very good. And all of the details on
this one later on is going to be done using Substance Painter. And let's see how far it goes. Okay, it's very good. Now it's time to go and
add a smaller details. And this is the
way that it goes. We first start with
the big shapes, the things that really
define the shape. E.g. if I take this one
and go in here, see now, everything in here is based on this cube that we scaled
and are changing. And now you see later on, we went ahead and added smaller
details and smaller and smaller until the point that we are going to very,
very small points. And this is the way
to create 3D prompts. You start with beak shapes and then start to add a
smaller details later on. So now let's take a
look at the reference. And I'm going to go
for such details. And you're already familiar with these ones because we have done them in the intro chapter. So that's not gonna be an issue. Okay? Now, let's try to
smooth this based on 30 degrees and push this a
little bit to the surface. Like so. Now I'm going to
cut this 1.5 Control and J. And this one again,
Control and J. So that we have a loop
that goes all across. And then I'm going to
Control B to add a bubble. Okay? Now let's go back to see
what we're gonna do. I'm gonna take this
and drag it out. Okay? Now right away,
I'm going to take this one, does control minus. So let's go bring the weighted normal
modifier down the list to recalculate
the normals. Looks like there are
some shading issues in here. So no problem. I can go take this one
and let's add vertices, an edge loop, excuse me, and bring it to here. Okay, move it so that they could change the
shading a bit with it. Like so. Now let me bring them on. And then I'm going
to take this, this, and this one and bring
them back again to add that reverse bubble
Shift and be, excuse me, Shift and N to
recalculate the normals. And then take this edge, loop it all the way
through by holding down Alt and Shift. Okay, and now looks like we
are good to go Control V. And it's not doing the same
thing that I want from it. Let's see what's wrong with it. Just control Z couple
of times to go back. And I'm going to remove these
vertical lines in here. They are causing the
problems, okay? No problem. We can do that later on. So again, Control V. Now this time it's doing the job
without any problem. So now let's drag it out. So now this time we could go in and try to add those vertices to make the
shading a little bit better. Like so. And let's do the
same thing on this side. This one helps a
little bit more with the shading and the
look of the shading. So it looks like
this one is too big because I'm going to copy
that a couple of times. So now let's rescale that. Okay, like so. And drag it in. Now, I'm going to use
the array modifier, and this time it's
gonna be along z to copy that
sometimes because you see this is the
design and we have it in some places in
couple of pieces. In order to add the
array modifier, first, we need to apply the
rotation and the scale. Because you see now the
rotation and scale has been manipulated because we
did some changes to that. So control a rotation
and control a scale. Okay, perfect. Now let's
add another vertices. Make the shading even better. And I'm happy after we added
the vertices on the bubble. Okay, After this one, I'm going to bring in
the array modifier. So now the array is going
to the wrong direction. I'm actually liking this. And I'll call this one
the happy accident. I wanted to copy
that alongside z, but alongside eks, it creates
a good result as well. So now let me do something. I'm going to bring in
an array modifier. And this time
alongside eks snow, it's going to be
alongside see one, no negative z, like so. And let's try to increase
the distance a bit. And maybe a couple of times. Now, one time is okay. Okay, now you see this
one is a lot better. We have a panel to
add those buttons, and then we have
another panel to add those extra burdens
that we have placed here. Okay, that is going
to be perfect. And the things like
this one happened a lot during the production. You do something and you
liked the design and keep it. So now we have done this, and now it's time to go
and add the buttons. And the button placement is
very easy because this one is only a circle with a little
bit of curvature to it. So let's bring that
holding down Shift. It's going to be so easy. Let's push that in control to apply
the rotation and scale smooth based
on 30 degrees. Now I'm going to add a bevel
to make that readable on distances and make it
very small, small bubble. 0.1, 0.05 is okay. Now, let's do the same thing. I'm going to array
modifier this one, the exact same
values on this one. So now let's add
an array modifier. It's going to be
along negative Z. Let's disable that. Negative one. This is relative. We need to add a
relative amount. Okay? This is good. Now another, okay. This is good. We added the buttons, and now we need to add
some buttons in here. And let's already
add a bit of design. That is, let's bring it. It's like this circle
for this space in here. And push that out a bit. Like so. This is good. Then I'm happy with it. I do not want to detail
this one even more. And the next one is
adding the buttons for this area in here. Okay? Now let's do the same thing. I'm going to bring in
the circle, excuse me, the cylinder hold down Shift
to make it a full circle. Looks like this one
is a good value. Okay, Now, I'm gonna go
cut this one and this one, n j, and this one to this one. Again, Jay. Level to separate
them from each other. And now it's time to
go back and try to push this to the left to
fill the button space. Okay, perfect. Alton S to bring the pivot
exactly to the center. And apply this smooth
and based on 30 degrees. And again, I'm
going to take this control L copy modifiers. It's copying the
bubble perfectly, but it's not copying
the direction, although it's going in z. But it says that in here, we need to apply the rotation to get the modifier
to work properly, but we need to manipulate
its values a bit more. Let me see that. Like steak, we could
manipulate data bit more. This is a lot better. Now let me take this one, go in edit mode. And I'm going to take this
edge only and push that in a bit because this is what
I'm seeing on the references. You see, this reference, you see it has a
slight curvature. On the flat surface. It's not completely flat. It has some curvature to it. Okay, Now this is perfect. Looks like you could
go and take this one, make it a bit smaller so that we could see what
is going on behind it. Now we need to offset
this one a bit more to place that in roughly.
Okay, perfect. Now we have three
brown buttons and three cylindrical buttons
in here, which is perfect. And we're getting
to the point that we're adding smaller
and smaller details to finish this one off
and then gradually move on to middle and
back part as well. Now it's time to add
some secondary details around this cylindrical
piece in here. So I'm taking the design
based on the SEC. It carves into the
surface and it's mainly texture based later on inside substance,
we will take care. This detail in, so I'm
going to add that and make it round peas that goes around
that cylindrical piece. Now this time, instead of
creating new geometry, I'm going to borrow that
from this shift D. Again, isolate that and remove the bevel modifier because
we do not need it. Now, let me take this
one Control Plus to select everything and
hit X to delete them. Now, right-click and N
to create a new phase. Okay, perfect. Now
let's go back again. And this is the details that
we could carve in here. Let's go scale here to y so that we could scale is
based on the details in here. It looks like it's good in here. And I'm going to take it
and I'm gonna do something to radial symmetry
around this piece. So now, you know the rule. We're going to offset the pivot exactly to the center of
this so that we could use that as a copy
point to copy this one alongside a radial array. Okay, I'm taking
this Shift and S, bring the pivot to the selected. Now I'm taking this, now, the pivot is in here. And in order to make that right, we need to go in here in
the period pivot section, and we need to set the
pivot to the 3D cursor. So now I'm taking this. If I tried to scale that, you see it revolves. If I try to rotate that you see it revolves around
the same piece. Now, I'm going to go and
try to cut this part. And let's first do
some changes to that. Bring that in here. Bring that out a bit. Then I'm going to first do
some detailing on that. Let's bring the pivot
to the bounding box. Alton S to bring
the pivot in here. Then excuse me, I'm going to apply this
scale and rotation. And then do the reverse
bubbling Shift and N to recalculate the
normals Control V. Okay, Perfect. Now, if I take this and try to rotate it around this
center line in here, I'm going to pivot menu
and study to 3D cursor, which we have set to be in here. So now let's shift the right-click to
paste that in place. And one in here. Shift D, and one in here. Okay, perfect. Now I'm going
to take this one, this one, this one, and Control
J to join them together so that they
are only one piece. Now apply the
rotation and scale. And then I'm going
to take them as the Boolean piece to cut off on this part using control and
minus and then drag it down. Drag the weighted
normal modifier to recalculate the normals. When they need to go in a bid. To get calculated. Let's try to take them and
move them a bit and why soda? We could see them on the
surface. Okay, Perfect. Let's take a look at
it and it's okay. Now let's see what we
could do about this. I'm gonna go in, take this one, Shift T to bring that to see what happens if
we cut this line in here. Actually, I'm liking
this designer. So let's go take this. And I'm going to
take this vertices, make it bounding box center. And instead of global, we're going for normal. So this is going to be only from this point all
the way to another. Okay, Then let's take
this Boolean piece, which is this one. And instead of
leaving that in here, I'm going to take it and
bring it to the slide. Exactly to the
center of that line. Then it's time to take
this and drag it out. I do not want this one to be extended all the
way to the end, only to this part. Let's bring that. Take this one as well. Okay. Looks like just a bit of
more detailing needed. Okay. It's good in here.
And in here as well. I'm going to take this one, this one, this one, and drag them in. Before that, let's remove these to make it a
bit easier on us. Then take the vertices. Move that in, just like so. Okay, perfect. Now let's take a look at it. And now again, we
are insisting on that diagonal line that
goes all across. In here. You see there are a
lot of diagonal lines. One is in here, One
is in here, this one, this one, and this one that
makes the design cooler. Now, I just took a look at
the references and I found that the cylindrical piece in here is a very good
idea to add soap. Let's go and start a created. First thing, we're gonna go and create a cylinder this time, let's go bring in
a normal cylinder and we're going to
bring that to here. So shift and a. And then we're gonna go
bring in a cylinder. And let's scale that 2.1. Like so. Now I'm going to bring that
in here and I'm going to make it just the same
scale as this one is. So let's just take a look. I'm going to roughly eyeball that to get the design perfect. Or I could really make
this one a little bit bigger like so. We're going to fix
this later on. For now, let's just rough out the shape and scale
to see what we get. Now, it's time to go
and scale that in Z. Okay, perfect. I do not want that to collide with this
piece that we created. So let's bring that back. And now I'm going
to make it smooth and based on 30 degrees. So right away, let me take it. And using this one
Control minus. And we should bring
this one above the white-eyed normal modifier to get the normal calculator. Alright, so now I'm going to take this and I'm
going to bring the geometry. Beck is saying here we
have the real geometry. In order to bring
the geometry bag, I'm going to take
the Boolean piece and add a solidify modifier. Okay, now like so you see, we get this cylindrical
panel cut in here. Perfect. So let's make this 10 and start to play with the scale
to see what we get. Now looks like a scale of one is okay to get a
perfect panel cut. And in order to make
that more detail, I'm going to add
a bubble like so. And I do not want
it to be so much. So let's take a look at it. The shading issue, I believe, is that it's colliding
with the geometry of it. So let's just drag it out. Like so, so that the shading
is much more manageable. Now let's go back and
try to take a look at it from this view and it
adds a cool detail in here. Then as I said, you
shouldn't really care about these issues that
you are seeing in here. We're going to fix
them all later. Okay, Now there are
some shading issues. Let's go see if we could
clear them. It's okay. But if it couldn't, it's
gonna be alright because the workflow requires
such a thing. So now the first thing is, let's go and select
a Boolean piece. And it looks like that We
didn't we scale the scale. Basically, we need
to go and apply the scale so that the bubble and anything that we have here
works on controlling a. Let's apply the scale. Now. Let's see, see, the
real level is kicking in. Okay, Now let's go
and set it to 0.1. Let's see. Before that, we need to bring a
lot of the geometry back on the solidify
modifier as well. We need to go set it to 0.1. Okay, Now this is a
better panel coats. We have a better
panel codes in here. And now let's go for
the pebble and let's add some more extra segments. And then shading,
that's too hard. A normal doesn't matter. But overall, this is a
better representation of what we're gonna do later on. It looks like better for now. And now it's time to go
and create these bolts. It's going to be easy. We've done that before. We're going to play
some bolts around this to create the illusion that this has been manufactured and as a bit of a storytelling. Okay, now let's go in here
and create a cylinder, right about this
size hold Shift, so that it becomes
a perfect cylinder. Okay? Now, I'm happy with this. Let's drag it in and
then take this one as the host PC Control
minus to do the Boolean. So right away, we need to go
take this or take this one, take the host piece, and bring the way that normal
modifier down the list. Now the shading gets
a little bit better. Now we need to do something
for the geometry. First. I do not want it
to be too progressive. Let's drag it out because
later on we do not need to take so much
normal inflammation. So Control Z again. And now let's see. It's a very good one. This time even without
going for reverse beveling, by only beveling
this one so far, we were able to create
such an effect, which is a good one. So now there's one
thing that we need to do and that is copying this one over n instead of copying
that because this is going to be symmetrical piece, I'm going to use the
mirror modifier with it. So if I go and
mirror that so much, it's going to be colliding with these speaker lines,
which I do not want. So let's take it and drag
it back a little bit. Like so. And now I'm going to bring
in a mirror modifier. So it's here. And now we need to take this object as the
mirror modifier to the front panel off the radio because we have this
pivot point in here, exactly in the center. And if it's not in the center, you can hit Alt and S
to center this one out. So now let's take this. And in here I'm going to, for the meter object, I'm going to select the radio so that it mirrors it
exactly in this direction. In x is perfect.
And now let's see. I believe that we
should do that in z as well. Let's go to global. You see this blue
represents the Z. Okay, now, let's go
for Z. Now. Perfect. Let's take a look. Now. It's a very good one
and I'm happy with it. And for adding the bolt, we do not need to do anything. You only need to go
and bringing the bolt. It's an add-on bolt factory. Then shift on a and in here, there should be a bolt. But since it's gonna be a very, very simple thing, we're not going to put
too much time in it. We only need to bake this
one on the normal man. So bolt. Let's see what design. Like this one is a good one, a very simple bolts, and I do not want
it to make it so complicated. So let's zoom. And this one needs to
be very, very small. And let's rotate this one along x by 90 degrees and
just place it in here. Roughly, it's going
to be placed in here. We're going to bring
that in the surface. Like so. Now let me just apply the rotation
and the scale. And now I'm going
to symmetry that. But in order to
make that faster, I'm going to take this and take this one that
has the modifier, that has the mirror modifier Control L to copy the
modifiers from that. And now it's everywhere
that we have that this bolt has been
copied out over as well. Okay, like so. Adding these small details will really improve the design. A lot more. Big details are important, but medium and small details
are important as well. Just imagine this radio without having this
amount of details, it wouldn't make sense. And it wouldn't be so much of a good design
if you do not add. Now I'm thinking about
cutting this part to make a sharp corner because
all of the corners around, and it's a good idea if we could go and create a sharp corner to do something
opposite of that. So let me go bring in a
cube and scale that by 0.1. Okay? Now I'm going to rotate that, excuse me, 45 degrees. Okay. Now, let's just make it way, way smaller because I do not
want that to be so huge, only something like this, so that it's much
more manageable. Apply the rotation
and the scale. And then I'm going
to take this and the host piece control minus. Okay, now we'll see it
creates this part in here, which I'm actually happy with. We can go take this one. And since it's non-destructive, we can go and do whatever
we want to do with it. And I'm going to push
that until here. Okay, perfect. Now
let's do something. I'm going to take this
one and scale that even more to make it cut
off these pieces as well. So this one, Control minus
to this one as well. Control minus x,
like you need to do this one and this
one then Control minus because that
one was symmetry, excuse me, Boolean in this one, in that way as well. So let's just take a look and see if you
like the designer. I'm actually liking that. But it would be a good idea to bring some of that
information back. Now we're gonna
go and do a bull, basically bull the bull
to cut some of that. Okay, Now I'm going
to take this one and duplicate it and
cut it from itself. That is gonna be so easy. So let's go make it
based on normal snow. It globally is alright, shift and D, Okay, now I'm going to
make it a smaller. Now let's drag it in here. I'm going to bring some
of that information back. Now that I'm taking this, I'm going to subtract
these from each other, basically subtracting this
orange from the main piece. So take it Control minus, and this will bring the
rest of the piece back. Now, it looks like we could take this one and drag it out. I'm feeling like this is adding
a good design into this. Now I'm going to take
this one. Let me take it. And I'm going to go into
edit mode because this one, if we go into edit mode, who take the geometry and we have the ability
to manipulate it. And because this is
getting Booleans, again, that's gonna be very easy
if you could do new design. So I'm going to hit Shift
D and drag it in here. Now you say because
we are in edit mode, everything that we do
is going to be live in there because the space
is already Boolean out. So again, another shift D. Let's remove it and I'm going to bring
one in here as well. Okay? Now, let me take a look. And actually I'm not liking
this empty space in here. In order to fix that, I'm going to take this one, alt and G to select everything. And then I'm going to scale that alongside Y to bring the
rest of the geometry back. Like so. Let's just
move it out of the way. Let's I'm just trying to make it as close as
possible to these lines. So let's take this one. And we could go for
a vertex, snap. So let's activate it. Vertex this map and
set it to active. Now I'm dragging this one out. And let's hold down Control
so that when we see a vertex, it snaps to it perfectly. Let's activate. Because this is
vertex we need to go and snap it perfectly
to this one. Okay? Now, in order to
bring that back, we need to add a bit of
distancing but in-between them. Okay, let's drag
it out just a bit. And because we added a bit
of distancing, it's working. Alright. Now we need to take
this one and move it in y. Very, very slightly. Now let's turn off
the snap mode and add a bit of distancing to
make a cut in here. Okay, perfect. Now let's do something. I really do not like these cuts that we have
added in the middle. Now because the workflow
is so destructive, we can go back and take this Boolean piece
that we have cutoff. Now, if I turn off this
Boolean, let me turn it off. Now. It's not really getting affected by that
cuts that we did. And everywhere
that we move this, it's not going to
matter actually. Let me delete those. And now instead of copying that so much, I'm going to re-scale
it and bring a lot of that back and
have it only on this area. Okay. So now let me take
this one and drag it back until this part. Now I'm going to do a mirror on this side to cut off
that part as well. Because I want to keep
this part in the middle. Okay, now, let's add
a mirror modifier. Let me take this one and turn off the Boolean because we do not need
the boolean on this. And now we need to go
for a mirror modifier. It's gonna be a long
why the screen? Let's set the Boolean piece
to be the main object. Let's make the y. In order to make
that, on that side, we need to copy this one. And let's hit okay, now it's not working for. Now. Let's select
this main piece, this middle piece
instead of that one. Okay, it copied out, but we need to
apply the modifier and manually do the
rest of the thing. So now let's take this, bring it out to cut
off this part in. Now, I'm actually liking
this design even more. So now, in order to
make the shading right, I'm taking the host piece, which is the center one. Let's go in here and
bring the weight at normal modifier down the list
to recalculate the normals. Okay, perfect. Let's do another
Treasury detail on this. Again, I'm bringing
this cylinder, I'm going to cut the cylinder
all the way to the side. Let's bring that here. Then I'm taking,
I'm taking this one Control minus, okay, perfect. Of course, in order to
cut that all the way, who need to take this one and select these other
pieces as well. Because these are
different pieces and need to get the Boolean
applied differently. Now, let's take a
look and we see a cut through here, which is perfect. Now, another thing,
let me take this one. I'm going to do a
reverse Boolean again, reverse pebble, excuse me. Let's bring that as close as
possible to the center line in here. Like so. And another one in here. This should go close
to the surface. And because we are
using the Boolean, it's getting a bit slow, but it's not actually a problem. So now Shift and N on this one to recalculate the normals. And on this side as well, we could go and let's
drag it out just a bit. Shift and N to
recalculate the normals. And then I'm taking
this control B. Add a small bevel, make the edges showing
a little bit more. But before that, let's go and apply the scale on this one, because without actually
having the scale applied, it's not doing a good bevel. So let's do a bubble
to see what that does. Control B. Now, it's not
actually doing what we wanted. But if I go and apply
the scale and go, try to bevel, this is doing perfectly
what do you want it? Okay? Now this is a
little bit too much and causing some artifacts in
here which we do not want. Control Z couple of times. Control B, add the bubble. Just a tiny bit. Okay? And on this one, it's
going to be easy. Let's bring that
in and Control V. Okay, like so. And then I'm
going to drag this one in so that it cuts this
diagonal edge line in here. Okay, Now, I'm happy with this design and I could
call this one finished, not this one, this lesson. But first. Now let's take
this main piece in here and bring the way that normal modifier down the list to
recalculate the normals. I believe it's enough
for this lesson. We have added enough
geometry and details. And the next one who will
go and add more details, maybe go to other pieces as
well. Okay, See you there.
12. Middle Pieces And Strap: Okay, everybody, now we got here and it's time to go
and add more details. But before that, I
really like to go and take this cylindrical
piece that we have here. And I'm going to re-scale
that along y and x. So to do that, I'm going to
scale and then shift and z. That is going to exclude
z from calculations so that we have only the Y
and X in calculations. I feel like making
this one a little bit smaller would give
us a better result. Okay? Now this is a better
result already. And I'm liking the result. It creates this panel in here, an extra panel right here. Let's go do one patch of
detail on this side in here. And I've found out that
based on this reference, if we have some details, some cuts in here, it would make a very good idea. Okay, We're gonna go here
and grab a cylinder, hold down Shift, and
then drag it out. Okay, Now the size is gonna
be something like this. And we're not going
to make it too far. Because later on this
is gonna be deleted, unbaked only on the normal map. So it's gonna be a tiny piece applied as scale and rotation. And then I'm going to
take this and drag it in. And let's hit Alt and S to
bring the pivot in the center. And then take this one, Shift and N and recalculate our normals to make the Boolean, excuse me, the bevel like this. The Boolean and Bevel are
similar, always mistake them. So now let's take this one and take the
Host Control minus. Let's take a look at here. It's not so obvious, so we need to first go and make the weighted
normal modifier down the list for a better render. And we need to push this one a little bit to capture
those details. So you see that these details
are floating in the air, resulting in no
rendering at all. So we need to bring
this one in just a bit. Like so, not too much. Okay. Now, it's perfect. Now that we're happy with this, we can go and even try to
give more bevel to this. Let me go and take this face in here and just try
to re-scale this. So that becomes a little bit more focused and
insist on the details. Let me just drag that in. Not too much. Let's just bring this one up. And you should find
a middle ground in there so that it
renders a lot better. Now that we're taking a look. It's perfect. So
now let's drag it. And a rotation and scale has
been set to default by now. And we're gonna go and make an array modifier this time
that is going to be in Z, and I believe that it
should be negative z. So let's zero out. And this is gonna be one. So it's gonna be in
negative x, negative one. This relative offset takes
the relative size of the object and tries to array
based on that distance. And now that this one has
the size, when we put one, it's going to appear
exactly after that. But if I try to make this
one a smaller a bit, e.g. like so you see this one tries to appear always
after the main one. But if you go e.g.
to constant offset, let me go and make this 10. And we want that to be in x by negative two, e.g. negative two. This is negative two and it
doesn't matter if I try to scale this one,
make it whatever. Always the distance is gonna
be two in-between them. This is the difference between the constant offset
and Relative Offset. Negative one is to close. Let's go for one-and-a-half
and it's okay. So now let's increase
the numbers to see the result that we can get. I believe that eight will do. Okay, eight is enough. Let me just drag them up. Okay, this is the
result that we get. And now let me go to here. And it looks like a good
detail we have added here. So for now, I'm actually done adding the details
to this front piece. For now, later on, who might add
details to this one, but now it's time to go and work on this
middle piece in here. Now let's see what we have here. Just to summarize what
we have done in here, Let's go and activate and deactivate all of the modifiers
to see what we have done. So this is the basic block
that we started with. And then we went ahead and
rounded these corners. And then we brought in this handle line to make
a cut for the handle. Then we added a bevel to round
out these extra corners. The way that modifier
is to solve everything. And then a Boolean with a cube. Let me go to see where
this one has been applied. Looks like nothing. And then this one at
this punch in here, and it looks like this Boolean
cube 012 is doing nothing. So let's go back. I believe that it was this cube in here. So let's go see. This one is cube 012, and it's not doing
anything in here. It doesn't matter if
I go and delete that. Okay, now, let me drag the two-headed more
normal modifier down. Everything salt in here. Except for the fact
that we need to go and do one thing in here. We need to apply
that keep sharp to make everything sharp again. Okay, now got this
and it's time to go on and add some
side panel league. And I wonder I'm liking
is this one in here. Before that, let's
do paneling in here. It's going to be a
good idea as well. I'm going to do something
like this radio on this side. So now let's go and
try to start here. I'm going to start with a cube. So the basic idea
in here is going to be doing something like this. And we're going to use this
Boolean part that let me show you is that this Boolean part is cutting this panel in here. And then whatever we did
and whatever we made, we're going to cut that
using that Boolean ports. But since this Boolean
part is a bit out of the way in this side
and this left side, I'm not going to make
short Excuse me. I'm making sure that
these pieces are not extruding so much about
scale based on x. And let me drag it out, drag it up, apply the
rotation and scale. And I'm going to add
a simple Boolean, excuse me, simple level. A lot of times I
just mistake these. So let's add a very small level. Like so. And now this one, I'm going to, now
let's leave it be. And let's just drag this one in. And after this bevel, I'm adding an array modifier. It's going to be in negative z. Is it? This is the positive,
positive z, which the pointer is directing. The other way is going
to be the negative z. So let's go for negative one. Too much or too little. Now, let's go for negative two. This one looks better. Now let's see, I believe
that we should go for maybe 25 instances now, 50 instances until here. And in order to cut them off, I need to do one thing. Let me take this one, Shift D to duplicate it
and isolated with these. Okay, Now see, there are
plenty of them that are inside of this Boolean piece and some of them
that are outside. Okay, now I'm
taking this one and this one does the
Host Control minus. Let's go the other way. It looks like we should
go the other side. I should take this one
as the Boolean piece and then this panel as the
side piece, Control minus. Okay, Now it's doing exactly the reverse of what
we are expecting from that. Let's go for intersect. And now you see this panel is getting cut in
here perfectly. So let me just take them and just drag him out a bit and the surface and
then take this one. Does the host object
because I'm going to cut these N Control Minus. And then where the
normal modifier is going to solve those issues. Like so. Now, I believe that
it's a good result, except the fact that
we need to make the inner rectangle to have a bit of depth
variation from that. So now because this one is only one instance and it's real time and it's
non-destructive. And it means that every change that I do to this instance, you see, these are
all cyber instances. They are not real.
Everything that I do on this is going to be
applied on all of them, even the bevel and the
array boolean, everything. So this is it. Let me take this one
and I'm going to re-scale that in a bit. Okay? Then we scale
that in just a bit. Let's do a bit of more
scaling in z. Okay, like so. And then apply the
bevel and Boolean not apply to show them. Okay, now everything is
in here. Let's go back. And now you see the form is
a little bit more prominent. And this is very good. I'm happy with it. Let's take it when you say the only place that
they are getting shown is based on that object that
we have here to cut that. And it means that if you
go and try to move this, it's going to be
changed on realtime. Of course, this is the P studies driving the boolean on this one. Let's de-select that and
do another selection. Again, that one, I don't know. You say there are two
Booleans in there. One is this one on,
one is this one. So just control Z to go back. And now we need to cut
a panel on this side. And that is gonna be so easy. Still we're going to bring
in a cube and it can hold down shift until
be an exact cube. But we want this one to
be a rectangle piece. Like so. Let's just eyeball this. To be in the center. Apply the rotation
and the scale. And I'm going to add
a Boolean in this. Excuse me, not a Boolean has the bubble every time
I do that mistake. Okay, one. And let's add Some
more vertices. And I'm going to take this, drag it in and select this
one and Control minus. Now let's take a look at it. Let's give us a good result, but we need to do the same thing that we
did on the other piece. Let's take this and
I'm going to scale that burst in z to add more, more profile to that.
Just a bit in z. Not so much, and just a
little bit in Y as well. So make the profile
a little bit better. Okay, after this one, I'm going to add
an array modifier. Array. It's going to be in Z
this time, not negative z. It's going to be in positive z. Okay, let's make it one. But you see that in here,
it's very compressed. We need to do all ones in there. But one thing is, I noticed that these panel lines are a smaller and smaller in Z. So I'm taking that lets
up something like this. Okay? Now I'm taking
this one as an object. Instead of scaling that we
go in edit mode and take this one and bring it
down in z just a bit. To make such a panel cut. Okay. Now let's
drag it in Bevel. And then the array modifier. Now you see there's a bit of
distancing in between them. And it's OK. So you see this
one is bigger than this one. Let's see, 25 instances is okay. But I need to take this
one and drag it down so that it starts right from
the bottom piece in here. And let's add one more instance. I want that to match the side exactly these panel lines.
Okay, Now we got it. Let's take it and I'm going
to bring it up in z, g, and z so that they
match up like so. Now let me take a look at it. And now you see we're
getting somewhere. We are actually adding details and we're happy
with these details. One more thing that
we could add is the little bit of
panel cut in here. And the spinal cord
is gonna be something like this is gonna be a very, very tiny panel cuts. Okay, let me bring in a cube. This cube is going to
be very, very tiny. Like so. I believe that this one
respects the normals. I do not want to
respect the normals. Or either way, I want the
normals from this one. I do not want to have any
rotation value in there. Okay, Now, take this one. Now, I'm going to scale that in y. I want very, very small cube. Apply the rotation and the scale and take this
one Control minus, okay, you see now this one
has cut into the surface. But now we need to go drag the way that normal
modifier down. Okay, like so. And now there's some
changes that we need to do on this and that is
taking the Boolean piece. Now, adding a solidify modifier. Now to solidify is too much. Let's apply the scale and
set this one to zero, brought it back and 0.1. Now you see this
panel cuts in here. It keeps the
surrounding geometry, but it tries to cut
that shape in here. I feel like I'm happy with it, but we can drag this one out
a bit and try to scale that MY to make that panel
a little bit better. Okay. Because this is a tiny object. Now let's apply
the scale on that. And after that,
let's add a bevel. And let's do 0.1. 0.1 is too much, 0.05, 0.002, I
believe, should do. After some testing, I found
out that this value works. Okay, now I'm going to
add an array modifier. Disappeared. And that is because
the array is going in x, but we want that to go in Y. Okay? It's going to be in
y, but let's see in which direction it's going
to be in positive y. So let's add to add
some more variations. Now, you see the sci-fi thing. Panel cuts in here. Perfect. But we could
go on the solidify and try to make it a bit
smaller, like so. But overall, we could
drag this one to the side of it and
eyeball it to make it, to make sure that it's exactly in the center of the object. Just a bit more. We could try to add this one on
the top side as well. So that requires a
mirror modifier. So let's bring the
mirror modifier. That is going to be along z, not x, it's going to be along z. But let's deactivate
that for now and make the object
to be this one. Now. Z, Let's lipid. And the reason that
it's not working, I believe that is because
of the pivot of this one. So now you see the pivot
is exactly in here. We want this one to
be in the center. So Alton S to bring
that in center. And now I take this and
let's go hit Z again. And now it's based on cube. Let's show it. Now you see after
changing the pivot, it's showing up exactly
in here, perfectly. So when you are using an
object as a mirror here, really need to take a look at where the pivot
of that object is placed. Here. Let me see if I could
mirror this along x as well to appear
on this side. So let's go and take
the Boolean pieces. And it's going to be along x. So, okay, and you see
with only one click, we were able to transform
these to the other side. It adds some much
more detail there. Okay, Now I'm having a mind to go and create an
audio system in here. We're going to create
some audio plugs and maybe some controllers based on the mixer that we
looked at earlier. But since there is going
to take a lot of time, I'm going to leave it
for another lesson. But before that,
it's good to go. And in this very lesson, create a strap on this side. It's going to have a locker. And then we're gonna
cloth simulation the strap to hang from here. I'll talk that from
this reference you see, it kind of has that a strap. And we're going to model that. Okay. Now before making the strap
using the cloth modifier, let's create a locker for it. We're gonna go and hold down, shift, drag it out. Now I'm going to
scale that in X-like. So I do not want to make this too far off from
the actual surface. So let's bring that eyeball it so that it's
relatively in the center. And then just like always, I'm going to make
it as smooth and based on third degrees. And now I'm going to take a duplicate because I'm going to first card in the
Carver in here. So while I have that backup, I'm taking this one and
this piece control minus, and then just drag it above the weighted
normal modifier so that we're good to go. Now it's time to go
and drag this one out. Let's see, looks like there's
something off with this. Let's apply the
rotation and the scale. In order to capture
the details better. I'm going in and just
selecting this one, Control B to add the bevel so that it captures the highlights
a little bit better. Okay, like so. And then I'm taking this
one and dragging that in x. Like so. So that'll create that reverse
bubble just like always, to capture more of
that highlights around the edges while having this
one selected in face mode. I'm hitting Shift and N and then recalculate the Normals Inside, then Control B to add
that reverse pebble. Now we need to
control plus once. And let's do one more. Let's select that
its entire form. And now we can go and try to bring this even more to
capture all of those details. Now, you see this one has a
little bit of more details. It looks like it has been
carved into the place and we have that backup piece
that we kept for this use. Now, let's bring
the pivot in here. Just go select this face Alton S to bring
the period in here. And I'm going to drag
it out just like so. We only need something
to capture the details. So there's not
actually a point in leaving a lot of geometry in here that is going to be wasted. Okay? Now this is too much. Let's scale in x.
And now it's good. Apply the rotation
and the scale. And now I'm going to carve
some pieces in here. So let me go and bring a cube. And I'm going to make
this cube very small until it matches the exact
shape that we have here. Like so. Then I'm going
to select both of them, Alton a, align them
together perfectly. Now, let's select this one. And since this one is
perfectly centered, is going to be awesome
for the purpose. Now in z, once more
in x, and it's good. So now let's apply the
rotation and the scale. And I'm going to Boolean
that control minus. Now let's go back
and I'm taking this. And since this one
is destructive, I can go Control B to add
a lot of segments in here. And if we go back, you
see now this is the shape that we get exactly what
I wanted from that. Then again, I'm going to make it mirror upside down in here, so easily go in here. Another mirror modifier. Again, we're going to make
this one the pivot point. So the pivot point is exactly in the center in z no
matter where it is, where it is in X because we're
going to mirror that in z. So now let's select this
one and mirror that in z. First we need to set the object to this
one. Okay, perfect. Then we get this shape. Let's go back and try to see
how it works with the piece. I'm happy with it. But we could go and try to
rotate this 90 degrees. But if I take the
piece and rotated, you see nothing happens because the Boolean pieces stay
on the same place. We do not want that. So in
order to move them together, you could go select
a Boolean pieces and this one and move them
together, like so. But it doesn't work
because the pivot and all of those
things are different. So let's take this. I'm going to apply the mirror. And now since this
one is the Boolean, I'm going to attach
that to this one without actually
attaching to geometry. We're going to use
the parent's system. We're going to make
this one the children and the locker to be the parent. So I'm taking this
one and this one as the active object Control P and set pattern tool
object keep transform. So now every time we
go and take them, transform change on this one, you see all of the
Boolean pieces work with it and move
with it as well, as well as rotating that. You see. Now, these shared
the same pivot as this one. We could go and rotate
these individually, but the same thing happens when we go and try
to move the parent. All of these children's
are going to move with it. Now. It's good about this one. And let's go take these and push them a
little bit further. Because I'm going to carve a
cylindrical shape in here. Let's bring the
cylinder and I'm going to hold down shift and make
it a perfect cylinder. It looks like we have a little
bit of angle variation. Let's set this one to 0.0, this one out as well, because we were sampling
from a wrong normal. Okay, now it's a good one. Just like always, we're
going to add some bubbles to this to capture some
more highlights. Ok, Control Minus. And see everything that
we do here is based on Boolean workflow and it's
non-destructive here. You can go change whatever
you want to do with it without any problem. Now I'm selecting this and let
me select these two faces. Shift and N, recalculate
control B2 bubble, like so. But I'm only going to
add one small bubble. Now, I'm going to bring
this one in here. Like so to capture these
details, of course, a lot of this geometry, these later on is going
to be removed and only rely on the normal map. Okay, probably the same, but we need to drag
this one out a bit. Like so. Now using this method, we're not capturing
these details. So another way would be to go and risque in this until here, so that we get a full capture and then go on the
logger piece and after all of them at a bubble so that it captures
all of the geometry. So let's go for the
amount of segments. Okay, so now we have
more captures in here. And for the faceted shading, it doesn't matter actually. Let's go shade smooth
on this or the normals. Then on these pieces as well, Let's go for Shade Smooth. And then based on 30 degrees, and now this is
more or less flat. Now let's go about
this one as well. This piece that goes
in needs to be smooth. Okay, Now, it's alright. Then we can go and try
to simulate the strap. So for the simulation first, we need to make the base mesh. We need to simulate
something like this shape. I'm going to make it lie and having to create
something like this. So it would be easy
to create that. All you need to do is
adding preference. I'm going to add ons, just search for extra. And there are a
couple of options. One is ATC curve and add mesh. Both of them are useful, but this time we're
going to use as much. So we go to Mesh and
the only thing that we need to add is adding
a single vertices. Okay, now it's in
here, a single vertex. And we're going to start
our way from this one. So we go to Edit mode
and try to rough out the shape of a
hanging a strap. Just the shape that
represents what we want. Let's take these two and
then I'm going to take them merged by distance so that
they get merged perfectly. So now you need to hit
Alt on as to bring the pivot right in here. And then let's apply this
scale and rotation on it. So we need to go on the edge
mode, in the edit mode, right-click and N to
create a face and then insert to create some geometry. Okay, Now in edit mode, I'm selecting this space
and we're moving that. Okay, now this is
going to be the shape for the strap and
for the ease of use, I'm going to select these
top vertices and Alton as in here to bring
that as the pivot. So now this one is optional. You can do that or
he can remove it. I'm going to go and
add some Segments. So make these just in the
same threshold of size. Say, I do not want
some of them to be bigger than other ones and some of them
are smaller rooms. Now, we need to apply the
cloth simulation to this one, but before that, we need
some geometry to work with. And the first thing that we need to add is the solidified, because now this is a simple plain, it's
not going to work. So we go to solidify modifier. Now, let's set it to 0.1. Now this isn't that much, okay? One is okay for now. Later on we could go
and try to change it. And let's set the motor complex. Sometimes it's better to create
complex geometry with it. After this one we are going for a subdivision surface because
for the cloth simulation, we need a lot of subdivision. And I'm keeping this
one non-destructive. We can go try to change everything what we
wanted with no problems. So on this one,
right-click Shade Smooth, disabled optimization
display to see how many geometry and how much
geometry you have in here. Okay, now I'm having this one. I'm going to do the
cloth simulation. So now let's go see what, how the cloth simulation works. So there are couple of
ways to activate that. The first thing is going
into physics properties. And in here, you want
to select the cloth. And another way is going to add a modifier
and articulate. So both of them
just work the same. And this one needs the timeline to play the play the animation. So now let's play and you see the cloud starts to fall off because the gravity
is turned on in here. If we go in here to feel
great, it has gravity. So we need to exclude
some pieces of this geometry from getting affected by this gravity
and all of that. And we're going to
use that are created by using the vertex data. So we go in edit mode and
you see you still get that. Plane that we had there. Now, I'm going to select
this top one, this two. And I'm going to go in the
object data properties. And in here we have
a vertex groups. So add a vertex group, a sign. Now let's select,
de-select the sea. So it works just fine. And now we need to
exclude these from getting calculated and
the physics properties. So it can either go
to Physics tab and get the cloth simulation or
you can go to Modify tab, hit this icon and go
to the same settings. The first thing
that we need to do is opening their shape. And in here you see pink group. This is going to
pin this object. Print these vertices in
here so that they stay on the place and everything
else gets calculated. So now let's go select the default vertex
group that we did. And now let's go play the animation and you
see everything moves. But these vertices
that we created, and it easily creates
a strap for us. Very easy and really
nothing actually complex. Okay, now let's
take a look at it. I'm happy with it. Of course you can go and try to change some settings, e.g. quality of steps,
Let's set it to 15. They can go play with multiple. Most of these settings
to see what you get is that you need to go back, set this one back, and then play the
animation more. And because now we
increase the quality, it's getting a little
bit longer to create. But you see this one
has been pinned in here and everything else moves
so that we get this one, this effect going on. So leave it until the
frame rate that you like. I feel like this one is okay. And now this is non-destructive. But there's something,
if you move this, you see everything, gets reset
it to the default place. So in order to bake
that, you either, you want to apply the class
modifier by hitting Alt on a, excuse me, controlling
a to apply that. Or you can go and try
to bake the animation. So the second way is
going into the cache. And here you see we have
a timeline in here. And it has by default 25, excuse me, 250 frames. We do not want all of that. So the frame, the simulation and start
is going to be one. And the end. Let's set it to 90, okay, and then you can hit bake. It's going to take a bit of time to calculate to the frame. And then it will give
you the animation. So I'm going to pause
and get back to you. Okay? Now the animation is baked. Now if I try to move or play, you see we get a
perfect animation. Okay, Now I'm happy with this. Now in order to
bake the animation and prevent that from
moving and making that a static object that later on we can UV or to whatever
we want to do with it. We can go and control a on this. Because that was not
the first modifier. It's given us those problems. In order to fix that, we
go and do the classic way. Delete the bake in here, just go and apply. It's not given us
that result either. So let's go back and just try to rebate the
animation by playing. And now this is real-time. Everything that we've seen
here is going to be applied. So I'm going to let it
play for some time and get back to you when I'm
happy at their results. Around this frame.
Looks alright. And then you can go apply
the class modifier. Okay? But before that, we
need to go and apply the solidify subdivision and then the class modifier
to get the same result. Okay, now that I have this and the pivot is exactly in here, we can go rotate this by 90 degrees and try to
place it somewhere in here. There might be some
problems in the simulation. If you go to the
face orientation, you see these
problems happening. That was because of
the fact that we didn't have enough
thickness on this cloth. So let's go back. Control Z couple of times. Now under solidify modifier, I need to set this
equal to three. Now it has enough thickness
and we can work with it. Let's set the offset to zero and add one more
layer of subdivision. Now let's go again
on the same quality. The same everything
has been happened. And now there is an option
called self collision. This is preventing the
geometry to get accidentally in way of each other and
creating that ugly red results. But it's going to take a lot
of more time to calculate. But let's see how we
can do about this one. I'm going to play and get back to you when I'm happy
with the results. Around this frame,
everything looks alright except for maybe a couple
of issues. Let's go back. I believe this frame or the next one might be
a good one as well. Okay, like so. And now we do
not get any major problems. If we had any problem, Who will fix that later on, maybe in ZBrush or something. Okay, now that we're
happy with this, Let's go for this one and apply the solidify subdivision and
then the clouds modifier. Okay, now we get that. And let's go in here.
Bring everything back. I'm going to select this one
and place the pivot in here. Okay, now let's try to eyeball this to the exact
same place in here. Now let's go take it. And I'm gonna go bring
everything back. Now that I'm taking this, Let's bring that
exactly in the center. I'm going to select
these vertices. And in order to move all
of the pieces with it, I'm going to go for
proportional editing. So now you see every time
that I moved this one, all of the pieces are
going to be moved with it. And the same thing goes
for scaling as well. So when I'm happy with that, just hit scale for scaling that. And using your mouse wheel, you can try to increase that threshold or try
to decrease that. Okay, you say this is the proportional editing
tool that we have. The only want that to be
limited to this top part. Okay? Now you see it's getting placed in here. More or less. We're getting the same result. But we need to rotate this
90 degrees to match that. But this one isn't working. Let's go rotate that
again 90 degrees. And I need to place this on
a place that makes sense. Maybe on this side. Let's try to take it and
re-scale it until we get this. Okay? Now this one looks a
bit to space consuming. I'm going to scale that and why? Okay, so one more thing that I can do is confirming
this one bit to this side. We're gonna go in and while having the proportional editing, we could go and try to
move these pieces with it. Okay, let's take them. And this one as the
last final piece. And then let's take them and
drag them out. Just like so. In here, we created a strap for it as well
using the cloth simulation. And for the last one. In this lesson, we
could go take this and try to move it
in place just a bit. So the first thing
we need to decrease the size of the circle and try to roughly
place it in here. Now this is good and
I'm happy with it. I'll see you in the next
one where we go and try to create this audio
system in here. Okay, See you there.
13. Audio Mixer On Top: Okay, everybody now created the strap and we
can go and create, create the audio system in here. But before that, this one really doesn't make sense to me. It looks like we could go
and try to make a ring in here that we could
try this one too. So now, instead of
creating new geometry, I'm going to borrow from
the geometry that we have. So now this ring is exactly
in place that we wanted. So let me go in and I'm going to go into edit mode, excuse me. And take this face
and Shift D to duplicate P to separate
it by selection. Now we have the spring in
here that we could use. So let's bring the
pivot in the center, and let's go back and try to
select it. Now this is it. I'm going in the edit mode
and just try to insert. Now, delete this whole
thing in the middle. Now I'm hitting a three. So that brings it back. And now let's apply the
rotation and scale. The first thing is adding
a solidify modifier. We do not want that
to be too much. So 0.1 looks like a good value. But let's see about
the normals to see if they are wrong or right. Smooth based on 30 degrees. And it's okay. Now let's
go make the offset zero. Do not want any offset. And then I'm going to
go in and edit mode, an edge loop that goes across, and I'm going to re-scale that. But before that, we
need to make sure that the proportional editing
is turned off like so. And then a bubble on the spring. Okay? Now it's time to go and
try to align this ring. Rotate 90 degrees. Let's take this,
drag it out for now. And let's go out of this mode so that we can
see a little bit better. Now, it's time to align
this piece in here. Okay, it's good. And now we can take this and try to
bring it in here. This way. It makes much more sense to me. It has a connector as well. And that is more natural. You can go and try to make
more changes to this. But this is how I'm
liking about it. When I'm taking a look, I really do not like this strap. It's not matching the quality bars that we did for
the rest of this. So now let's go and
recreate that at this time, maybe do some changes
to the workflow. So let's add the single verts, bring the pivot exactly
to the same place. And in edit mode, I'm
going to go and create a rounder shape that the spacing in-between the
pieces is roughly the same. So now let's take these
two M merged by distance. Okay? And now I'm going to
make this one the pivot. So it looks like this
one is a good one. So let's go in here. And I'm going to make
this one the pivot. Now apply the rotation
and the scale. And in edit mode,
in the edge mode, right-click and n. Let's
see where the bases are. Basing basically. And then take this one
in the polygon mode. I'm going to delete that. Now let's take these vertices, these edges, and try to move
them up just a little bit. I'm going to add a
subdivision surface. Maybe three is enough. And now I'm going
to take this one. And in vertex data, I'm adding them to
the same vertex data. Okay? Now, let's go and add the cloth modifier before
adding the solidify modifier. And the previous one we added the solidify modifier
after that, the cloth. So now I'm adding the class. Let's bring this back so that every shading
issue that happened, we will add the solidify
modifier to make them alright, so let's set this one to 15, and then the quality
of collision, let's set it to ten. Once more in here in
the shape pink groups. I'm going to add that. Okay,
now let's go and simulate. Now, this is a better thing, a more liking this one
than the previous one. So it's jaggedy, so we need
to go ahead and shade smooth. One thing to clear
these shading issues is that I'm going to add the solidified after
the class modifier. So let's see what happens. Let's add the solidify modifier. Now, it's too much. We need to go set
the offset to zero. And then this 12.1. Now you see there's not much of those shading issues and
everything is looking alright. So let's set it to point to. Okay, Now this is a lot
better than this one. I'm actually liking
this one more. Let's set this one to 0.3. Okay? It's alright. Now another
subdivision surface to make it smoother and better. Okay, Now this is actually a lot better
than the previous one. So now subdivision
surface applied, cloth apply under
solidify applied. Now let's see, check
for any issues. Everything is alright. Let's apply the scale and
rotation and then again, check for any issues. So nothing happened. And I'm going to delete this
and bring this one to here. So I'll turn a while
taking this one line. Okay? Now it's a good
one. So we need to go and try to place it in here, roughly a bit of rotation. And in here, we need to do
some scaling. It's like these. And while in
proportional editing, try to make this
scaling a bit more. A smaller. This ring as well
could be rotated. Oh, it's not making
sense in that way. Again, I'm doing one thing. Let's go see this one. And then I'm going to
rotate that instead. Like so, and then
rescale it so that it has a place to
connect with this week. Okay, now, I feel like
this is making more sense. Again, I can go to Edit Mode, bring my pivot to here so that the movement can get a little
bit easier on the side. Just the bid. And we're good
to go to the next piece, which is the audio
kid up top in here. So let's take a look
at the references. And this is what we're
going to create. I took them an idea from
this mixer in here. We need to make an audio kit. It's going to have
some paneling. But you see the paneling on this one is going
to be positive. All of the paneling
that we have done so far have been negative and we
subtract it to the surface. But this time we're gonna go
and do a positive Boolean. And then we're going to make
this audio plug as well. And then later on when we reached to the
headphone section, we'll make this spiral wire. I think we will make that procedural so that we could change the design
wherever we want it to. Now, the first thing is making paneling up top of
the main piece. Now let's go in here. And I'm bringing
everything back, and I want that to be in here. So let's go bring a cube. And I want that to be exactly
in here. Okay, perfect. Now we need to attach this
to the piece in here, and we're going to do
that using the Boolean. So let me apply the
rotation and the scale. And then I'm going to take
this and this one Control minus this is going to
carve it to the surface. But we're going
to make it union. You see now using
the union it as cut this piece
exactly into here. Now this is part
of the same thing. Let me bring the weighted
normal modifier down first. So let me isolate this. And now if you go and try to do a bubble or do whatever on this, this piece, this up top piece as well is going to be
calculated with it. And let me bring a bevel
modifier. Soledad. We understand what
we're talking about. Now. The bundle is not
doing anything because of a lot of the vertices that
are so close to each other. But to test some things, I'm going to go in the geometry and there's something in
here, clamped overlap. And wherever two vertices
are so close to each other, it prevents the
mesh to be pebbles because it's going to
cause a lot of issues. So now I uncheck this, you see now this is a very bad results in nobody's
ever going to see that. So now let's set
this one to 0.1. Now you see because this one has been welded to that piece, the bevel is getting
shared among both of them. You see the bubble
happens in here. And that is because
this piece and this one have been
united together. Now let's go back.
I feel like there should be a Boolean
or something in here. Whatever. Okay, now this is the piece
and if I bring it up, you see now it disconnects. So now I'm gonna go in and take the face and try to
bring it down a bit. But before doing anything, let me go and see a total
composition. Take a look. And see what is going on there. We could go and try to
bring that down a bit. Like so. And now I'm taking this face and drag it down in z just a bit. Okay? Now, this one, drag it in. And this one as well, try get in these two phases. We could scale them in why? Make a bevel profile on
that scale and in y. Okay, Now that we are
taking a look at this, you see, now this is
giving us a better result. So now let's go and see about carving the
details in here. And you see this one
later on that we are applying the Booleans
and making the locally, this is going to stay because it's altering
the silhouette. It's actually
changing something. And we couldn't
bake this one into a normal map because
it's too far off from the actual surface and
we needed that to stay there. So now let's take a look at here later on who will
carve something onto that. And for now, I'm having in mind to create some
of these buttons. And of course, a place for this audio, something like this. But before that, let's go and try to bring the
cylinder in here. Make it a perfect
cylinder and drag out. Okay, now I'm going to copy this onetime so that we have
a backup copy from that. And I'm taking this
control minus so easily. Now we need to drag
this one out in here. And let's go back and take it. And we need to add
a bit of a bevel on this site to make it capture better than I'm bringing
that one out just a bit. Let's try to bring this one in, shifting and having that
face selected and inside. Then Control V. Okay, Like so. Now we have actually
some details on here. It looks like we're
getting some bugs. Let's see why they are here. It's because we have gone too far with the reversed bubble. So I'm controlled Z in DAD. Looks like we need
to take this edge and drag it down a bit. Now this edge could be beveled. Actually give us the details. Now, this is good. And this is going to
be, or the audio kid, I'm not going to make
a positive boolean on this because later on we will take this into
the normal map. So let's make this one
a bit smaller. Like so. Then I'm going to bring it up in z to make it capture all of the details or bring
it down like so. And a bit more as well
to capture more details. Now, I'm going to place something for these
buttons as well. You see these buttons
have this cave and then the buttons are placed just like what we did for this one. You see, we have done that. So now I'm going
to take this one. And since we have some bubbles and all kinds of things on that, I'm going to remove
this and only take this one Shift D
to duplicate it. And I'm dragging that in here. And since it's going to be
perfectly placed in there, I'm going to copy that. Maybe sometimes like so. And then I'm going to take them. And maybe now this is okay. And then join them
together, Control and J. Then I'm selecting this as the host piece and
then Control Minus. And is it created this result? But one thing is that I could take this and try to bring them just a little bit to this side to make room for something if we wanted to make. Ok, and now it's time to
place the buttons in here. Let's bring this
cylinder and hold down shift so that it's
an exact cylinder. Later on, we will decide on this button if
we want it to be baked on the normal map or if we want it to be real geometry, apply the scale and
rotation and then add a small bubble to capture
some of those details. Okay, it's alright. Let's move it here. And then we could copy that
exactly two displaces. The details on these
are going to be done when we do the text string
inside Substance Painter. And as I said, some of the
details are going to be done. In Blender, some
of them in ZBrush, and some of them are going to be done when we do the texturing. Okay, now that I have this, we could go and take this
Boolean piece in here. I'm going to make
that a bit smaller because we do not
need that much detail in there. Like so. One more thing is that
I'm going to take this and duplicate it so that we could add a volume
controller as well. You see, I'm really liking
this design in here, and we might add that plus
this audio plug as well. So I'm taking this dragging that Loved a bit ago in edit mode. Alton G to select everything, Shift D, right-click
to paste that in. And then I'm dragging
that one out to make a room for that volume
controller as well. One of them is going to be for the audio device and one of them for the volume controller. This one down as well. Now I'm thinking about adding
a detail in here as well. Let's go take a look and I'm going to add the
cylindrical detail. Okay, to do that, I'm
going to bring a cylinder. Basically. We're gonna
do one thing in here. Let's go in here. I'm going to take
this face isolated. Now while having that selected, I'm hitting P by selection. And now I'm deleting this one. So now we have this piece. Now in order to get that
shape that we've seen here, you see all of the edges are
moving towards the center. We could select this face
and hit em and collapse. Now let's hit I to create an
inset to create those edges. And then we have the
space and collapse. You see now all of those edges are moving in the same place. Now in order to
separate these edges, we could go in here
at the wireframe. Now, this is going too far. Let's set it to one, or 0.1 or 0.01. Let's play with the values to
see what we get from here. Okay, Now this is
non-destructive as well. I can go take this vertex
and hit Control a and B and then V to
make it the vertex. So now I'm gonna go and select these 90 degree
vertices that are in here. And then I'm going to
drag them out like so. Then let's see what it has done. Okay, I'm free styling
in here to see what result I can get by
moving some of the vertices. This one and this one, like so. And let's try to drag them in. Okay, You see, we can simply
get such a design in here. Let's set it to, point to. Okay, now we have this and we could go and try to
carve this into the surface. Let's apply the modifier and
take this, drag it down. Looks like this needs
to be a smaller, a bit. Like so. It's not doing anything right now, because first, let
me make that a bit smaller and then apply the
rotation and the scale. We need to bring it up
exactly on the surface. Like so. Now we need to go and bring in a solidify modifier
exactly on this object. So that is making that chaotic. Let's set the offset
to zero and the thickness to a very low number. Now we'll see, we
should get this one carved into place by
bringing that up in Z. Let's bring that up
exactly on the surface. Like so. You see, we have this one
carved in place. Then we could add a bit
of more details to this by adding maybe
subdivision surface. And this needs a bit of
drag up to appear fully in the result. Okay, like so. And adding some more
vertices to make that. Okay, now it's a good detail, maybe a brand or something, sign up a brand or anything
that you can imagine. Now, this one is done as well. Now let's move on to making
the volume controller and you plug dance it. Since it's going to make
or require another lesson, I'm going to cut it off in here and do that
in the next one. Okay, See you there.
But one thing that I noticed is that the place
for all the plug is okay. But this one needs to
get the scale a bit. So let's go into the Edit mode. I'm taking this and
dragging that out in here. And this one needs a drag
out. Let's bring that. And it needs a scaling, like so. And let's drag it down in z so that all of the curvature
details get captured. Okay, now, this is a lot better. Now that we have
the place for them. I see you in the
next one where we create the details for
them. Okay. See you there.
14. Audio Plug And Volume: Okay, Now it's time
to go and make the audio plug and the
volume controller as well. But one thing that I noticed
is that who didn't scale the side edges on
that Boolean piece. So now I'm going to go and
select the Boolean piece, not the mesh itself. It's a bit tricky to
select that. We've got it. Now let's go in and I'm selecting these two
edges, scale them. And we're going to
limit that to y only. And drag these in just
like so. Let's see. Now this is a good one. And we're getting
some curvature detail on every place that
we take a look at it. Again, we're going to start
with the simpler one, which is the volume controller. And then after making that, we will go for the
more difficult one, which is the audio kit. This needs a bit of re-scaling and a bit of rough placement to make
sure that it's working. Alright, Now, I take this
one and set it as the pivot. Let's place it roughly
above the surface. Shade Smooth and
based on 30 degrees. Now I'm going to scale that
in Z and taking a look to see how far we could go
by scaling this one. Okay, It looks like a bit of more scaling in Z is allowed. If you want it a bit more. Now, apply the
rotation and scale. And now I'm going
to round this part of we could do that simply by going in
and adding a bubble. We could do that
non-destructively, or we could do that
destructively, which I'm going to do now. Ok, Control B and add some more segments
to round this part of. Okay, now you see this
is going very well. And if it wanted
to make this one destructively or
non-destructively, excuse me, using the modifiers,
you can go and try to add the bubble weight on
this one, set it to one. And then you could go
add a bevel modifier. And instead of using the angle, you could go for bevel eight so that we use this one
only has the bubble. Wait. Okay, now let's try
this one just like so. Then enough segments to
make this one round. Everything looks alright.
This is about it. Now since this one
is non-destructive, you can go and use the modifier to do whatever you
want to do with it. Okay, now, I feel like
this one is a good one. And I'm not actually
going to make this one-to-one copy
exactly like this. I only want to take
that as an idea and then make my own design
to see what happens. Now. In order to do that,
I'm going to separate. And since we're going to
use the same curvature, we can go and try to
select this face. Let's de-select. Let's see. We could go and try to
select these two faces. Shift D to duplicate and
then p by selection. Now we have a phase
that we could try to change and do whatever
we want to do with it. Okay, let me take them. Then. Let's cut something in. Solidify modifier
that's at that, but not so much. Offset is going to be zero. And then this 1.1. Let's see what results
we can get with that. I do not want to go too
far because later on, I do not want to make
this one a real geometry. We rely on the bake
normal map on this. 0.01 or 0.05 is a good value. Then I'm going to copy
that around this. So first let's apply
the solidify modifier. And one more thing to make that more detail,
who can go in here? This phase controlled
bubble, like so. Then let's take this one
and this one Control minus. Let's see the result.
I'm happy with it. Now, let's go back. We have this Boolean piece that we could try to revolve
around this one. So now I'm taking this and
let's first take this one. And since the pivot
is in the center, I'm going to bring
the world center exactly to this pivot so that we could later on he use it to
revolve around Shift and S, bring the pivot to select it, excuse me, the world
origin to select it. Now I'm selecting
this and the period. Let's set it to. The 3D cursor,
which is this one. So now I'm taking this shift D, rotate around 90
degrees another time. 90 degrees another time. Okay, like so. And then I'm going
to take all of them, shift D, another 90 degrees, or let's go 480
degrees or whatever. Let's select all of them. Shift D and 45 degrees
could be okay. Now take them all, join them and then joined onto this last piece so that they get carved in
the surface as well. So now this is it. Let's go back and take a look. Okay, I'm happy with it. And let's bring
the Boolean piece back and add a bevel modifier to add some more details to make the curvatures
more sophisticated. Okay, let's add
just a tiny, tiny. Okay, like so everything
is working on right? Now that I'm taking a look, I see that this part in
here has been flattened. Again. It's going to be easy. Let's bring in cube, scale it by a very, very low number and drag it up. Now, the pivot needs
to go exactly in here. Scale it in z, scale it in y as well. Now I'm bringing that in here, Control minus to
cut off that part. Okay? Now this is more like it. Now we need to make
the audio login here. And taking a look
at the references, you see it has
this part into it. I'm going to start with this middle piece and then we go for the plastic piece because the metal piece is a
bit simpler to make. So it has this cylindrical
shape that has this hatched line continue
all over the place. But this one is a
bit better to me. It has more details. So let's go and make this one. Dragging the reference out. And then starting with
a simple cylinder, hold down, shift, drag it out. Okay. Now we need to
place it in here. Exactly. Okay, now let's
start to work on it. First. Let's shade smooth
and based on 30 degrees. And then I'm going to
make this piece in here. And instead of doing a extrude, I'm going to copy. So let me copy that
out and bring it up. I need to snap it
exactly to this side. So let's bring the
vertex snap active. It looks like first I need
to make the pivot to here. So I'm selecting this vertices
and make that the pivot. Then we could snap it
perfectly to here. So now I'm going to make this design and that
is easy enough to do. But before that,
there is something to consider and that is I'm going
to delete this top face. And in this one, I'm going to delete this bottom
face because later on, we're going to join these two together to make it a one-piece. Okay? Now, in order to prevent these edges on
the border to change, I'm going to go at
two vertices and scale them until they get here. So now everything
that we're gonna do is in this boundaries. So now I'm selecting
all of these phases. Or before that, let's try to add enough vertices to make them
some kind of round shape. Okay, now, let's try
to select these. Okay, everything
has been selected. Now we need to
triangulate these. So now I'm bringing
my search menu, which I set the shortcut
to be controlling a free. Okay, Now there's an
option called The Polk. So Polk faces, it's
going to do something like this and create
these diagonal lines. Now while having the
polygon mode selected, I'm going to right-click
and triangles the quote you see now the curvature of the lines
have been changed. Now in order to
create that shape, let me see that. I could go and try to insert. But now you see it's inserting all of them
at the same time. I'm going to make them
insert one by one, so we need to hit I once
more to make that happen. Okay, so let's see
about the curvature. And now we need to
scale these ones out to make that detail pop-up. Now we'll see we
created that detail very easily using this workflow. But now I need to go and add a bevel modifier to make that
capture even a lot better. And take a look at this.
I'm happy with this. Okay, now apply the
bevel modifier, and now I'm taking these two
pieces Control J together. And now let's go. And since I didn't change
these border edges, I can go and select
these control plus ones. But here you see it selects
this one, these ones as well. Now I can go, and since
these are selected, I can hit em,
merged by distance. This one is too much. Let's set it to a
very low number. You see now a lot of the
vertices have been changed. And now if I select a face, e.g. and hit select the link. You can see that now
it's one piece and everything has been sealed
together perfectly. Okay. Now we need to do the extrusion to make the rest of the piece. And that is very simple. So let's bring everything back. I can drag this one down, extrude, re-scale, drag it up. Another extrude. This one is going to be
longer than this time. I'm going to insert first. Okay? Now, let's try to
do something like this. Now on this face, I'm going to add a
small bubble, like so. And then drag it out. And another bubble. Of course we can go and add
some more details here, e.g. taking these control
B, select them. And now while having
the polygons selected, I can hit I to insert and then I again to make
them like that. And then Control to
drag the profile n and just re-scale them n. While having the
individual origins in z to make the profile
a bit more stronger. Okay, so now we made this, but this one is upside down. So 90 degrees. This is going to be here. Okay? Now we need to make
this piece as well. This is going to be simple
as well. Let me select this. I'm selecting this phase
shift and D to duplicate it. And p by selection. Now, let's place the pivot in here, bring everything back. And then I'm gonna go
into the Edit mode and try to do the extrusion
to make the piece. I'm froze the roughing
out the shape. Like so. Let's just bring that down. Out of vertices in here. Bring it up. I'm going to add that
curvature in here. Okay? And then hit the bubble. And then add another versus in here and make it a smaller. This top side as well, thins out as it goes along. Like so. But now let's add a curvature and try to refine
the curvature bit. Control B. Let's do some detailing on this. Let's bring everything back and take these ledgers and slide them so that
they do not change. Then add enough vertices
or the details to pop in. These control be
in polygon mode, just insert and then holding down Control
to bring that in. To make these details. I'm not going
non-destructive on this. Let's just be destructive. And later on we
could optimize this for game resolution object. So insert and then
control to bring that in. And I'm going randomly
on these places. Okay, let's add some more edges so that we have enough
options to select. Now I'm batch selecting
some of these. Hold down Shift Control. And then hold down
Shift Control, select the select what you want. Again, shift control,
control select. And then one last, let's make it here. And another one. Control B to add the pebble
and go to polygon mode, insert and then using control. Just do something like this. This is the small detail
that we added four there. And we need to cut the place for the wire later on as well. Insert Control N. So later on we will make the wire when we go for the
headphone section. Okay, now I believe that
it's enough for this lesson. In the next one, we
can go and try to add even more details and maybe
move to this part as well. But before that, let's see
what we can do with this. Let's select this
space, remove it, and select this
one and remove it as well. Select the face. And because we have
used the geometry, we could easily select them and join them together
without any problem. Now, let me bring the geometry back and I'm going to
select this row of edges. Excuse me, this is
row of vertices. And then control. Only,
not controlled. Okay? Now this becomes one-piece,
one solid piece. Okay, See you on the
next one where we try to add more details.
I'll see you there.
15. Detailing The Back Panels: Okay, so now, before
doing any changes, I really liked to make the
design a bit more complex. And up the leg, if
we go ahead and cut this corner of it would
be a good design. So in order to do that, I'm not actually going to
create a new geometry. We're going to borrow
from this one that is exactly according to
this part of right away. And if we go to Edit Mode is if I change anything about this, the whole mesh gets changed. Now I'm going to Shift D. To select this. You see, it's a bit slow because it's now a part of a Boolean piece. So let me just rotate this to a certain degree that is something
like this, e.g. and then try to drag it down. Not that much. I do not want to hurt this
panel in dealt with it. Let's try it. Now.
I'm taking this face. I want to extend it a bit. So let's go to normal so that we only extend in the
normals of the exact shape. Like so. And now go back. And it looks like I
did a wrong selection. We actually selected
the one that was used for Karina
of these panels. So it doesn't matter.
I can go and take this Alton G and
now p by selection. Let's go take a
look at this to see which one is the valving
this Boolean piece. This is not. Let's go see the plane now. The cube, the name
of the cube is cubed zero-zero for so
we need to find it. Let's select this one. This is now a cube, 14. Now this is cubed
zeros, zero for. Now I'm selecting these two. Let me select this one
and this one, Control J. Now let's go back. And you say this
part has been cut off because now this Boolean is the same part of this Boolean and they're
doing exactly the same thing. But now one thing
is that I do not want to cut off
right to the end. I'm taking this and
now the global mode. Just move it in Y
to bring some of that piece back. Like so. Maybe something like this. And now I'm taking this piece, drag it in here. Okay? Now let's take a look at it, and now you see it
adds more to this one. Now one more thing
is that this piece in here needs to get deleted
or gone into the surface, actually, this one as well. So let's apply the mirror. I'm going to take this piece only and
drag it in the surface. And because this is
a Boolean piece, it's going to cut off really
well into the object. It's already a Boolean piece. Now, upload a mirror
on that one as well. Then we did it and added one extra card to the surface to make
it more complex. And now I believe it's
time to go on and move to the other side
and finish this one. And here's the
reference that we have. And the first thing
that is so obvious is that it has a speaker
or something, and then multiple
speakers repeated. And then we have
some bolts in place, which we could do so easily. And then this is this part actually that we're going to do using the texture and
insights substance. Because this is
an emissive part, it's going to shine light. So first we carved the
place in, inside Blender, detail it out inside ZBrush, and then do the final texturing
phase inside painter. So for now, the first thing is this overall paneling
that we have here. You say the panel goes around
and we need to do that. And now let's see
what we have here. I'm going to disable
all of them. And this is what
we get basically. Now, this is the default
cube that we had. First we have a boolean
that rounds everything. Then we have this one that calls the place
for the handle. Now we have a bubble that
rounds out these corners. And then we have another
Boolean that cuts this one on this angle. And then this one
should be, this one. Is it. So this is where we get. Now in order to
recalculate the normals, Let's bring a where the normal modifier and said keep sharp so that
we're good to go. Okay, Now, the first
thing I'm going to call this overall panel. You see now this is the piece. And then there's a
door or a panel or something that maybe
people open it up, change the battery
or do something. I don't know. But this is what we're
going to do now. And now. I'm making sure that this one isn't going
to change at all until the end
because I'm going to shift the duplicate to
create a copy from it. Then apply the
modifiers so that I'm able to catch this face in here. So now let's see what a face
normals. I do not need it. Now, let's deactivate it. I want this one. This one as well. The pebble might
be or might not. So I do not want a bevel because I only want
a single phase. Now this one cuts and
then this one as well. We do not need it. Okay,
Now we've got all of these, and now I'm going to make
this one destructive. And that is, we go in and we could go and try to
change anything. Then you see the bat
shading in here. We could easily go try
to clear an enormous. And now you see every shading
issue that we have is gone. And this is why I really tell
you to not to worry that much about let me go back. Shading issues like
this because later on that we can go to get
the real geometry. All of the shading issues
are gonna be fixed. So we do not really need to care about this one whatsoever. So now I'm taking this face
and now p by selection, and I'm taking this
one removing, okay, now we've got this face and it's ready to be a cutter to cut this part n. So now let
me bring that in. It doesn't matter actually
because one way or the other, we're gonna go and bring
in the solidify modifier, the add some thickness to it. This is it. Now let's take a look at it. And there are some
changes that we could do. I'm gonna go in
and drag this one. And drag this one in as well. This is the frame that
we're deciding on. And let's, let's do something. I'm going to scale that in x. Okay, like so. And then I'm
taking this one and dragging out so that there's a bit of the sensing
in between these. Okay, Now we got
this and I'm gonna go apply the rotation
and scale and making sure that the normals are correct because sometimes the solidify modifier corrupts the geometry and the normals. Okay, now I'm
taking this one and this piece control
minus the bevel, excuse me, the Boolean,
I always mistake them. Now excuse me, let me
bring this one back. Now we have this one in
here, right in place. Now, you see there's
nothing actually there, but we need to go in
here, apply the geometry. And now, while this one
has the geometry in itself and are applied the solidify modifier to
get the real geometry, I'm gonna go and apply
another solidify modifier. And you know the
rules, we're going to set that too complex for now. Set the offset to zero because
we do not want the offset. And then we're going
to use a very, very lower number,
a number on this. Okay? Now let's take a
look at it and you see a bit of curving in here. And in order to catch
the normals better, I'm gonna go and add a
bevel modifier after. Now you say it catches
the normals perfectly. And we can go and try to add
as many segments as we want. But now this is the
door for the panel or the case or whatever
you can think of. For this one, it follows
the same curvature, the same geometry,
making it really realistic based on the
designs that I have seen yet. All of them that I have seen, a radio or a mobile or something have this
profile to them. They have the main shape. Then they have something cut off based on that main shape. So now, in order
to be consistent, we're not making sure that we do not change the real
shape in here. Now, this is for starters, and it's a good one. And now we need to go and
apply the rest of the details. I might start with
this speaker in here, and then maybe some
of them as well. And we have couple of options. One of them is to make
this one real geometry, something like this one
that we will later on. Low poly and texture. And the other way around
is going and making the Boolean piece like this one that later on is
going to be deleted. The first way is adding more shape and silhouette
and definition to the shape. But the latter one is
gonna be more optimized. So we're gonna go for the
second one because this is a game piece and it doesn't hurt if we add
a bit of optimization. So now let's go add a cylinder, hold down Shift to make
it a perfect cylinder. And I'm going to make
it something like this. And now this one and this one have the
pivot in the center. I'm taking this and this one
as the active object and I'm hitting Alt and a
disabled rotation. This one is perfectly
centered in here. And I'm happy with it. So now I'm making
that smooth based on 30 degrees and take this
one and cut it into object. So for now we do not care if
that isn't working, right. We need to go and try to bevel this to add
some highlights to that. Let's take a look and
it's adding a good one. But I'm needing to add a
bit of depth into that. I do not want it to be a planar. So let's add an inset. Like so. Let's just
add an insert, apply and then m collapse. This is going to make
the geometry for us, but it looks like there's
something wrong in here. Let's go back and see
what is going on. I'm taking the piece in here. Let's hit F3 to bring
the real geometry back. And then what I'm
going to do is insert, very small Insert
and then M collapse. Let's see what this one does. And let's hit up three on this. Okay, it's working perfectly. And now I'm selecting the cylinder and we
have a vertex in here. So this is the later vertex. I can go and try to add
some depth into this. But since one is going to far, we're getting these issues. So let's see what we
could do about it. Let's take this one overall. And then I'm trying
to drag this one in. Let's hit control Z. I do not want it to be so much. Okay, This is good. Let's
bring the geometry back. I'm going to select this face. Let's select the
cylindrical piece and control and B2 add a bubble, but it's not adding
a bevel to the Vs. So you need to add v to bring in this one so
that the vertices can also get beveled as well. So let's drag that back
and try to look at it. Bring everything back. Now we need to go
face orientation. Everything is fine. We do not see any
problem in there. So it looks like we could
go and try to note, let's leave it be this
is the piece and it looks like we could go
and make this one a bit smaller because based
on the reference, this is not a very big
piece like this one. We could go back and
try to take this. And this one is life. And every change that we
do on this is going to be applied no matter
what on the surface. So the scale is going
to be along z and x. So I'm going to hit Scale
and then shipped and why? So that the scale is going
to be only along z and x. And now I'm going to drag this one down and it's
perfectly centered. You see, there's actually
not a problem in here. But we could go and try to
resize it just a bit more. So again, I'm hitting
scale shift and why exclude the Hawaii
from the calculations? And this is okay. Let's take a look
at it. Very good. Now later on, I will do
something for these pieces. For now let's go and try
to carve these pieces out. And you see these have
some paneling as well. We might do something
like this one on them as well to make them just
like speaker or something. But first we need to
carve the place for them. But before that, let's
reuse some of the geometry. I'm going to take this one. We have this Control D to duplicate and I'm
dragging them out. I'm going to mirror
them to this side. So one way to re-scale
them would be two, rotate around 180 degrees
and to bring them in here. And another way would
be to rescale these in a negative direction based on the vector that we want to, e.g. now, we want to make the, make these base in the y. So we go scale and now hit Y so that it scales only on y
and then hit negative one. Now you say it mirrors
them to this side. But there's one problem
with this approach. And that is, it
destroys the normals. If I go haploid or
rotation and scale, you see now, the normals
need to be recalculated. So we go in Shift and N to
make the normals are right. And this piece needs to get a
line with the rest of them. Because this piece that we had, this one goes too far. And it's not on the same
plane as the other three, but these are all
on the same plane. So now I'm taking this
and this one needs to be placed exactly
in here to face. So that's about it. And now we need to
bring this one, close the object so that
we can apply the Boolean. Let's bring them here. But one thing is that. I'm not happy with the
placement of these. I want them to be exactly
on this panel line. So we're gonna go into edit mode and select
all of them and drag them n. And drag
these ones up as well. Now, it's a better
thing, I believe. Now, let's drag them
out just like so. And take this one Control Minus. And just like always
the way that normal is going to be on the list. Now, this is okay. In order to fill that, we need to bring in some bolts. To do that. We're going to do the same
thing for the bolt as well. So we selected them Shift D. And then again, I'm
going to re-scale them on why to get them to face
to the other direction. So scale in y and negative
one, they got rotated. So now let's go in. And this one needs to get
aligned with the rest of them. I believe this one was further. So roughly about the same. Now we need to go
face orientation. If we apply the scale, you see the normals are bad. Okay, Now, let me
see where they are. Okay, have found them. Now let's apply. The
rotation is already applied. Now. Let's drag them in. And we need to place them
in just like these as well. Just we need to drag them
like so in their places. And this one as well needs to
be placed exactly in here. An extra detail that we added on this, and
I'm happy with it. Of course, let's go and try
to bring them in just a bit. Orthonormal basis.
We do not want this to be a geometry piece. One more thing is that I want this one to show a little
bit of more depth. Because as you know, we went to this piece
and pushed it so far. But that is not enough to capture the depth that I wanted. A way to trick it
for the time being, it's tomorrow, sharp,
some of these edges. So if I hide everything
you see now, although we have
some depth in here, but that is not enough
to capture that. And I do not want to push
this one further into the object because this one
is relatively thinner one. And if we pushed the
detail too much, we're going to have some
intersections with this piece. I do not want to do that. One way to fix that would be taking this Boolean
piece and going into edit mode and taking
this edge in here and push that in the
capture some more depth. But you see since this one
is a thin object relatively, it's not supporting the idea, so I'm bringing this one back. Let's Control Z couple of times. Now we would like to
go and why having all of these selected
Right-click and mark sharp. Now you see this
becomes a little bit more defined and
having the shape and the smart sharp is at some probability solution for
rendering inside Blender. This is not going
to actually work when we bring that into ZBrush. This is only for Blender side, and I decided to March
sharp this one as well. So if we go and take
this edge, e.g. and right-click and mark sharp. And since I use
more sharp a lot, I'm going to right-click
and add it to a quick favorite menus so
that every time I hit Q, I hit that I get this quick
favorites and the ones that I use not that regularly to be a shortcut piece or
bring them in there. So now you see this one
becomes a little bit sharp. So now Let's go
back and fix that. Okay, gone. Now it's time to go and add
all of the details which are, let me take a look. And they are these pieces
that I'm going to add. And they're gonna be so easy. We're going to bring
in a cube, like so. And this one is going
to be a good one. Now let me drag this one out. And then this one in here, the space is going
to be the pivot. So that every time I move, moving based on that, that the reason that
I placed it there is because that is exactly in the center of this
100. By check this. And objects that
we want to make a Boolean out of,
which is this one. And if I hit Alt on a PC, it's going to align
them together. But I do not want to
align the rotation. I just want to align
the center pivot to the center pivot so that this is exactly now in the
center of the object. So now let's go apply the
rotation and the scale. And I'm going to bring that up. Let me see what we have here. We have one bigger one in
here and two smaller ones. Downside. Okay, Now
let's bring that in. And now I'm going
to Control minus, or we should select
this one as well. It's Control Minus.
And bring this one. Under the weighted normals. Let me bring it
up. Okay, like so. Now I'm going to go and take
this edge and in select, go to Select, select loop and
then select Azure brings, this is going to
select the ring. That is a rounded edge loop, is a set of loops that are
connected to each other, e.g. this one, this one, this one is an edge loop. This one is a nice loop, but the edge ring is, are the edges that
are just like a ring if that is around your finger, you know what everything is. Okay. Now, Control V to
add a small bubble. Now using mouse swill to
add some more segments. Okay, now we're seeing
some defilement in here. Now in order to make that a little bit better,
I'm gonna go in, take this face and double
this one as well, Control B. Let's see what we have here. Of course, I do not
want to have all of those segments if I
hit Control B again, you see now we have
a lot of segments. I just want one of them. Now, let's drag this one N. And By the way, we're not seeing a lot of definition in there. So let's go again. I'm taking this one. Let me go in, select this and try to insert a very
small number we have, because we have a lot of vertices that are
so close to each other that if you tried to
re-scale them too much, these would be starting
to Intersecting to each other using the insights. Okay, now let me drag
this one n. Okay, now if we take a look at here, you see now we have more
shape and definition. And let's add one more level. And that is the reverse doubling that we always add
into the pieces. I'm dragging this one in. Just like so, and then shipped an n to recalculate the normals. Let me drag the reference
out and then take this one Control B to
add the bubble. Like so. Not that much because
you see it starts to intersect with
the other pieces. So now I'm dragging this one in until about here
that we start to get that edge definition. Now, it's here, it's a
small but it's a good one. But now instead of re-creating the same thing over
and over again, and looks like we
have problem in here. Let's go see what
the problem is, what is causing that problem? So I'm checking these ones
on and off. Let's go in. And looks like by accident, I just drag these ones up. I don't know why what
is causing that, but this is why we're
getting those problems. So now looks like
we need to drag this one down to get
the problem fixed. So you say, now this should
be exactly on the ground, exactly on the ground level. And he said this
one has gone up. So because we have the Boolean, it's going to cut up there, but that is not a problem. So now let me bring the
pivot exactly in here. And then along z, we
want to zero that out. So I simply go to Z and bring that on the ground
level and the problem fixed. Okay, now we'll see we
get the same thing. And I'm happy that
this one happened. That we know how to
troubleshoot some of the errors that happen
in the production. You see not a lot of times
we have no issue at all. One of the good knowledge it is that we're to fix
issues when they arise. Now for now, let me bring
the 3D cursor to the center, and now we're ready to move on and continue to make this piece. And now that I'm taking a look, this piece is two for n.
Because later on this one is going to be baked into normal map and not
having the real detail, the real actual details. I'm going to scale
it alongside why. I'm telling you just
why in a minute. So let's drag that one out. If this one is having
too much details, we need to go and make
the cage a stronger. So for now, we need to make this one a bit closer because
later on, by the way, this is going to be baked into the normal map and doesn't
matter how far it goes. By the way, it's going to
be baked on a normal map. But one thing that
we could do indeed, is taking this face and
try to re-scale it, make that reversed
a better, stronger. Let's rescale and take
all of them using Alt and just drag it out until we're happy
with the definition. Okay, now we have some
rounder edges in there. So now let's do
the continuation, and we are going to make
these pieces as well. But in order to do that, I'm going to reuse the geometry instead of recreating that. I'm taking this piece, let me shift D to duplicate and then right-click
to paste that just n. And now I'm dragging this one
in and make sure that you do not move that Boolean
piece because if you move it, you're gonna get the
error under design. So now I'm taking this one. But this needs a bit of
refinement because you see, but the shape is round a bit. So we need to make that
roundness in here. So let's go in and edit mode. And if I try to control our history because we
have a lot of guns, it's not going to make
a loop cut through. So we need to go bring the k, then use the knife
tool so you hit K and then drag it out. It looks like we
need to make that x. Again. We need to make
that a strong piece. An X here, X so that it moves only on x and then make it C
so that it passes through. Click and then apply. So now we have a loop that
goes all around the piece. As you can see that
let me go back. And then we need to
re-scale this in X to make the piece
a bit rounder. So scale only in X and try
to move that just like so. And then now in order
to make it rounder, I'm going to add Bevel. Looks like it's not giving
me the result that I want. And that is because of
this phase that we have. If you see this one, if I go and bring or hit F, three is in outer space, is wrong and it's
causing the issues. Okay, for now, for
the time being, I'm going to select this
face, drag it out a bit, Shift-click and n.
Then we need to take this face and this one, connect them. Okay? Like so. And now we have a loop
that goes on across. Now let's do
something Control B, C. Now it's working
perfectly until here. And now we have a rounder design that has some
variations as well. So now, in order to
make that perfect, I'm going to like this one, Shift and N to recalculate it so that this becomes
the reverse Boolean. Okay, now I'm going to select this one and this one
Control Minus as always. Let's see what we have done. We need to drag this one up. The weighted normal modifier. Looks like we need to take this and bring it in
calculations just like so. Now, it's perfect, but this one needs
to be a bit smaller. So let me take that. And when we're making that are smaller in
all of the sides, we need to drag that one out. Like so. Now, I'm happy with this. Now let's add one
more variation. And for that I'm going to
use an array modifier. And the array, it's going
to be based on negative z. So I'm going in
here, negative one. It's going to be an array. So let's just increase
the distance. Like so. Okay, now we're adding
those details and now let's go for this detail. And that is going
to be very easy because on Blender side, we're going to just make
something like this, like this round piece. Just rotate that 90
degrees and drag it out. And in ZBrush side as well, It's going to be easy
because we're only going to smooth that just like what
we did on the demo section. But on Substance Painter side, we're going to make
the details there. Okay. Now, I'm gonna go
in, drag a cylinder. No, let's not go for a cylinder. Let's go for a UV
sphere and hold down shift so that it's a
perfect thing in there. Now we need to make
the dimensions. Alright, so in here,
if you hit Enter, you see this menu
in the transform, in the Item tab.
Dimensions are perfect. And we'll need to make this
one a perfect cylinder. Okay, now that I mentioned in
X and Y are perfectly fine, we need to copy the same thing in the z to make that perfect. So now let's shade smooth. Let's just compare that to the dimensions
that we have here. It's okay, it looks
like this one is a good one. Right now. Based on that design, I really like this panel cut and it would be a good idea if I copy that panel cut in here. So for now, let's leave it be. Now, I'm going to go in
the edit mode and take this one and this
edge loop control V to add a bubble
because I'm going to just put a distance like so. We're going to have a cylinder, a perfect cylinder that
has round top and bottom. Okay, now let's go back
and just a small bit. And now we need to
push this one in. So make sure that it's
somehow in the center. Okay, now. Boolean workflow. I'm taking the Boolean piece and then
the host piece Control Minus, and drag the weather
normal modifier down. Okay, Now for now
let's take a look. And already it has a
good amount of detail. Now, I'm happy with this design. And actually I might
just keep this one as a geometry piece because
it's going too far. And it will be a
good idea to add some geometrical details
later on in this piece. Now, to make that better, I'm going to drag
it down until here. Okay, now, let's
take a look at it. These ones are
going to be baked. But this one, I decided that I want that to be a
geometrical piece. So now let's bring the panel thing that we
talked about before. So I really liked this design to copy
that over this place. Now, let me shift
D, just like so. And I'm going to go into edit mode and delete
this one out. So now I have this. Let's rotate that 180 degrees and just drag it
in here. Like so. Until here is good
because I do not want to intersect with
this piece in here. So while having this
one and this one, Control minus the
panel cut is there. But this would be
repetitive. I don't know. I'm going to take a
look at from here. I'm just taking a look at this panel ink line
that you see in here. We created that by
this Boolean and it's causing all of these
happy accidents. I didn't expect to get that. But because we have
two panelists in here, and that is one of this
Boolean and one of the main piece we're getting
so much of cool designs. And the same thing goes
for this one as well. One thing is this Boolean
piece and one thing is the main piece. Now, I'm stuck
in-between the idea of keeping this one
the way that it is. Or let me just apply the
rotation and the scale. And then bringing in a
solidify modifier. Like so. Let's set the offset to be zero. And a very, very low amount
to make this actual cuts. Something like this, not
a geometrical piece. So I'm happier with this one. Let's go see what we
could do else with it. If I go and take this face
and try to extrude that in x, Let's see what happens. We get any extra design. Now, I'm not liking that one. So Control Z until so let's
take these, drag them up. I'm happy with this because it's just like a panel or
something that you open. Place your batteries in. These kinds of storytelling elements that you can think of. Okay, now I'm taking this again
because I'm going to make another Boolean because that's
what this time on here. So you already see
the curvature. So I'm taking everything
shifts and D. Then I'm going to rotate
that by 90 degrees, like so. And then I'm going to
drag it up just like so. To make a paneling. This side as well. Because this is already
a Boolean piece. It's taking whatever
we add here. And I'm liking this and
add some treasury details. I'm going to put
some bolts in here. But since this lesson is
taking already too long, I'm going to cut it off in
here and continue to make the piece in the next lesson
where we actually I believe, are going to finalize
this radio piece and move on to the headphone
piece. See you there.
16. Finishing The Radio: Okay, everybody now will
reach to this lesson where I think this is the latest
piece in the radio for now. And after this one, we will go for the
headphone piece. So now, the first thing
that we wanted to do is adding some extra
details on here, some smaller bolts
that we would add. But before that, let's
go take this piece. No, I mean the Boolean
piece, which is this one. Then I'm going to add a bevel modifier as well
to make it rounder a bit. But now this is too far. Let's set it to 0.1
because I'm only adding the bubble on
these rounded edges. This is too much. Now some extra segments
make it read a lot better. So now this has more details. But first, let's put
something in here. And I feel like going and reusing some of the stuff
that we created previously. And this one is perfect. You see this piece is
a cylinder, excuse me, spherical detail that
fits exactly two there. So now let's shift and
D to duplicate it. And then I'm going
to bring that back. Rotate. And let's bring
that exactly in here. Let's see what we have. Let's first resize that. I'm going to place
it right here. It looks like this is
floating in the air. Wanted to hit three to
bring the geometry back. Okay, now, let's drag this
one in and just take a look. First, the edges are jagged, right-click and shade smooth. Of course, on this one, right-click, Shade Smooth
to make it a smooth. And if we add a bit of
more thickness to that, I feel like it's going
to be a better one. Now this is like a
chocolate piece. I'm experimenting
different designs to see which one of them
is going to be better. But I want this one
to hold a stronger. So I'm disabling the subdivision and after that, I'm
adding a bubble. Okay, let's drag the
bubble up the subdivision. A very low number. I only want the
segments in here to hold out when we add the
subdivision surface. Okay, now, let's take a look. It looks like we could
go and try to bring the distance down a bit. Just go with this settings
and it should be fine. But I want this one not to show a lot of
this background part. So let's take this one. I'm going to do one
thing, shift D, Okay, Right-click to
paste that just in place and try to rotate that. Okay, now perfectly the
design that I wanted, but one thing is that the amount of
subdivision is too much. You see now we have a
lot of segments in here. Let's drag this one down once, and drag this one down as well. Unlike so, it's a better design. And we're back to a
reasonable number. Although all of these
are going to be baked only on normal map. It doesn't hurt if
we optimize a bit. Okay, Now, some smaller bolts on this side
than I do not think, if that makes sense to
add bolts on this because this is just like a cabinet
piece that you take and drag. So I do not think adding those bolts will
actually mean anything. But before that, let's go and add the paneling
for these sites. The paneling could be done
in here. Let's do something. I'm going to borrow that
from this piece in here, because this piece
already has the Boolean. And if I go try to isolate that and deactivate the Boolean, we're getting the whole
piece back together. So now we have this one. I'm going to Shift D. So
that will leave that one in place and delete a Boolean so
that we get the main piece. Okay, Now let's bring
the period exactly in here and take a look
at the normals. Everything seems
alright. Let's go back. Okay, I took that and
I'm dragging them in here so that we could place
them just like on this side. Okay, it's very easy. We have done that before. We need to just drag it in
and make the piece, I mean, take this piece that
we have Boolean out and boolean on
that piece as well. So let's just place
them like so. And in z, we did it. And now let's take a look. We are seeing this paneling
in here. It's alright. If you want to make that
actual size of the panel, we need to take the panels
and take this Boolean piece. So now let's take
this one, then. This one as the Boolean
piece control minus, or we did the reverse thing. Let's take this one
and then this one has the active object control minus. So now actually the reverse
of what we wanted to do, we need to go to intersect. Ok, now in here we see that
this is getting placed. But this one, no, it's good. It's a very good result. And it looks like a
speaker or something. And I really do
not like this one. I'm taking a look. It's not matching
the quality bar that we set for the
rest of the pieces. For this one, let's
do something. I'm going to do some
diagonal pieces. So I'm taking the same
paneling, but this time, let's ship the
deactivate the Boolean. I'm going to make them
diagonally like this. Okay? Now, let's
drag them out in y. And our need to
bring it here and place it to something like here. Okay, and let's drag it in. And now I need to isolate this one with this
Boolean piece. Okay? Now take this one, take the Boolean piece
and take this one as the active object
Control Minus. And as always, we need
to set it to intersect. Okay, now, if I go in here, see now we get some
diagonal pieces in here. It looks like we
need to take this. You see, we are getting
some pieces that are going to for that is because
of the Boolean piece. Let's go and hit F3 to
bring the geometry back. Okay, now, if we go in
here, bring the overlays. And if we take a look at
the face orientations, you see this very
place orientation isn't doing any help to us. So I'm going to go in here, right-click and
bring this one back. Let's go back to
see what it does. And we need to go take
the Boolean piece, which is this one, and
hit F3 to get the result. Now, we still the same thing. Now let's drag this one n. Just like so. In order to help us
a little bit better, I'm taking this one
and dragging that in y to solve the issues. Okay, so let's see what we could do about
this centerpiece. If we add repeating circles starting from
here all the way to here, just like these edge loops, it would be a good idea. So now when we're
taking a look at this, you see it's obvious that we
have some circles to see. Smaller circles, bigger, bigger, bigger, bigger, all
the way to the edge. So now you need to
do the same thing. And trying to do that manually
would be a waste of time. So we are relying on
curves to create that. So in order to do that, you need to do one
thing and that is going to Edit
Preferences add-on. And then in here, just
search for extra. And the thing that we learned to activate
in previous lesson, the mesh option is a good one. You would use it and
the curve option as well, you would
use it as well. So now let's go for curve. And in here, Shift
a on the curve, there should be a
curved as a spiral. So we have some spirals in here. When is this one that I'm
not liking the design? Let's see. About spherical. You say, this is something like you start with a smaller
circles and go out. But I'm not liking that one. So we need to have one
plane, not a circle. We do not want that to
have a shape of a circle. Of course we can go and bring spiritual thing
and then easily take this half piece like so and
hit X to delete vertices. Okay, now that we
have this, Let's hit. And now we need to re-scale this along z so that it
becomes a planar thing. So now hit S and Z zero. It makes it a perfect piece
just like we expected. So let's rotate that. Drag it. Just like in here. I'm going to make it
roughly the same size as this piece is. So now let's drag it out. Okay? And I'm happy with it. We're actually creating
good results in here. Now we need to go and in order to bring some geometry
back in here, we can go because this one
is a curve, not a mesh. And we can go in Object
Data Properties. And this one is
different to a mesh because this one is a curve
and we can go to geometry. And you can add
some tabs in here. Very small depth. And let's see about the normals. I feel like there's something
wrong on this piece. That is because these ones
are extending too far. You see now, let's go
back and try to see that. Although it's doing
a good design, but I'm not happy with it. Let's go take a look at
other pieces that we have. Okay, now we need to have a lot of these repeating over and over again and getting bigger as they get close
to the surface. Now let's add another circle. We could go and take a circle
and try to duplicate it, make it bigger, and so on. But we're going to do
rather easier way. So curved profile, no
spirals and this one, Let's see what we could do. Let's add some turns. Tap, know. Okay, this is
something like that. So we can go and try to add as many as you want
and you see it goes, becomes bigger as it
goes to the edge. So now we need to bring
the radius down like so, and try to add some more. So now, using this one, Let's add some more segments. Okay, and now we need to rotate that 90 degrees
and bring that in. And I feel like this one should
give us the good result. Just try to drag this one
in the center. Like so. We need to go at a very, very small profile shape to it. We are changing the
wrong option, excuse me. We should go for this one. Okay, and now I feel
like we're getting a good result using this option. And we can add more
segments just like so. Then the good thing
is that because the distance in between this is the same all over. We're not getting any problems. And one value would do for
all of them. We did it. Now, in order to make it
editable to the geometry, we need to go to object
and convert to mesh. Now this one is a mesh. We can go and try to edit to whatever we
want to do with it. So now let's go and add a subdivision surface to
make it rounder a bit. Okay, now you see it's more rounder and to the
shape that we want. But in order to center
that out even more, I'm going to do one thing, take this one and take
the Boolean piece. Because the Boolean PCC, it has the pivot
exactly in the center. And I'm taking the piece Alton S to bring the
pivot in the center. Let's apply the jewelry. Then again, I'm taking this spiral and this
one as the last object. Control, excuse me, Alton a to bring that exactly in here. So now this is exactly
centered in the middle. And in order to make
that part of the piece, I'm going to drag
that one in just like so so that there's no
extruding onto the surface. Okay, Let's speaker or something
that you can imagine of. Okay, now, in order to cut the
rest of the pieces, again, I'm taking the Boolean
piece and taking this one as the
active control minus, okay, then intersect to remove
the rest of the pieces. Okay, now go back and we
get this piece perfectly. And I feel like it's enough for this back part for
this sensor port. For now, I do not have any ideas. It looks
like we could do. Let's go brewing in a cylinder and maybe add a
lamp or something, rim light or light tube in here. So shift and a four. Now I'm adding that and then we move on to
the headphone piece. And later on, if it had, it, had any idea for
this, we will add it. But if we didn't have any idea who will stick to this idea? So let's make that
a bit smaller. And I'm going to place
that exactly on this side. So right-click, Shade Smooth and bring
that here in the center. Okay. I'm happy
with the scale now. Let's drag it in. And I'm going to place
the pivot in here. Exactly. Bring that in here. Just like so. And then tried to scale it in z to be something like this. For now, I'm having
this design in mind. I don't know if we are going
to change that later on. But if it didn't change it, we will simply add an emissive material to this
to be a lamp or something. It would be a glowing
yellow lamp thing. Okay, now, it's enough
for the radial piece. We have added a lot and we learned a lot of
things creating this. And now we're going to apply this knowledge and
create a new piece that is not just a
rectangular piece and a flat piece like this. It's going to be around peace. It's going to have
some curve to it. You see like this one,
it's all about curves. And a lot of details
that we could add. We might do some cloth
simulation as well. So for now, I'm going to stop this lesson and we will move
on to the headphone piece. In the next one, we
will make the piece and then we will back and then try to bring these into ZBrush to try to add the details in
there and make them smooth. And then the low poly and extra
ink. Okay, See you there.
17. Headphones Blockout: Okay everybody,
congratulations for finishing the base mesh
for the radial piece. And now we're ready to
move on to the headphone. But before doing that, let's
do some quick changes. And I can go take this one. This is too simple, I believe, if we
go into edit mode. So let's disable
everything in here. I'm going to take this edge in here and
do a small bubble. Now, if we activate this, you see now instead
of that flatline, we have 45-degree edge. And then this one, then
this it looks a lot better, at least to me, it looks
better and more natural. Then the second thing is that when I'm taking
a look at this, I see that this
one is too small, so we make sure that
this one is attached. And then we go try to
make it a bit bigger. Okay, I want to see
more of that because later on we're going to
add some wires in here. And I want this one to be big
enough to host those wires. Now, I'm having this
radio and I'm going to save out the scene
for the time being. I'm not going to delete
this radio for now unless until we have created a blog called for
the headphone piece. So now let's go to the references to see what
we're going to create. This is the main concept
that we're going for. It. It starts with a
cylindrical shape and then a spans and
extends until here. And then we have a little
bit of buffer zone. Then we have this cushion
that we're going to simulate using the
cloth simulation. And then we have some
cushion simulation for this part as well. And then we have a lot of paneling and things that
we're going to create. This is another variation
that I'm happy with. And this is the one that I
really liked about to create a cushion because you
see one design in here and then another
different one in here. It makes the design
a lot better. And then some of these
buttons and knobs. And because we're going
to create two headphones, I mean two of these earphones. And in order to make
the design better, I'm not going to symmetry them. One of them is going to be
having the controllers, e.g. you see on this one we
have some controllers, we have some knobs,
and some of them. Or the other is going to host these speaker ones that you're familiar with on the
design of the headphones. Okay? And then we have
this connector piece that is starts from
here and goes up. And then we have this cushion, and then we have this wire. I really like this one. You see, we have spherical
cut in here and then we have this connector and
where that later on emerge into the
radio piece in here. And the reason that I
kept us is that later on this will be a guide to
help us create that wire. Okay, these are the headphones. And now I'm going to
block all the headphone. And we're going to
start with a cylinder. Okay, now let's scale
this one by 0.1. I'm feeling like to make
this one a bit bigger. E.g. instead of 20 cm, Let's make this
130 by 30, by 30. Okay? Now this one is going to be a very good dimension
for the headphone. I mean the top piece. So I'm going to take
that and separate it. And then I'm going to take that cylinder and
only have this face. Now this is going to be the
general shape and dimension. Now in order to make
it even better, you see this one is going to be representing the headband part. This one that we are
just taking a look at to half a sphere that connects these two
earphones together. So now I'm doing an inset like so or before doing an
insert, let me go. And now I'm going to
make a cut in here. So it could be in
here or in here. So for now, let's
leave it being here. I'm hitting j, and then
now we have to end guns. When is this one which
is going to be deleted? And the other isn't here. So now I'm going to scale that. And just taking a look at the dimensions to
see how they are. And now I'm going to take these two faces and delete them. Or before deleting them, let's go create another vertices in here to make the code better. So I'm going to go
into K knife mode. Take this and let's see about the vector that we
are going to current. It's in y. So let's
limit that NY and cut. Okay, now we could go on
this one as well, kay? Ny, and then click
Enter to accept that. So now I'm going to take this face alongside
with this 108. Okay, Now let's go back. And now this one is a very
good scale reference. Now, let's bring another. Cylinder as well, because these cylinders are going
to be the earphones. That is roughly a
cylindrical shape. Again, let's go. We scale that by 0.1. Okay, This is too much. Let's scale that by 0.5. Okay. I'm really trying to convey the message that this is a blackout or that
earphone piece. Now, I'm selecting that and
let's bring it up in here, exactly in the center. And start here. So now I'm going to
select this face, ALT and AST to bring
the pivot in here. And then I'm going to
rescale that along x. Okay? And this represents
roughly the shape of the phone. And now I'm going
to mirror that. Let's go bring in a mirror, or we could go select this one. And based on the
interests section and the atoms that
we have activated, we could hold down Alt, Shift and X and drag to the place that
we want that to be. But we need to
apply the rotation. Excuse me. We need to apply the rotation so that this rotation
value gets zeroed out. Now everything is alright. And then now again Shift Alt
and eggs and to this one. But we need to go in mirror and select the
object as this one. But you need to make
sure that the pivot is exactly in the
center of this object. Now that I'm taking a look, depending on the size and
everything, It's alright. And this one could be
a perfect thing and perfect dimension for
the headphone piece. Okay, now that I have this one, I'm going to join these
together for now, applied a mirror
modifier, Control and J. Now I'm going to
select everything else by hitting Control and I
to invert the selection. Now we have everything
selected in the scene that belongs to the
previous project. So simply hit X so that
everything gets removed. And in here we can go and
try to take this one, bring the pivot in the
center and make that rotate in the side
because I would like to work in the front view when
I'm working on things. Okay, now, this is the dimension
for the headphone piece, and we're ready to move
on to creating the piece. And just like the previous one, we start in stages. First we go for the big shapes and then
medium and small shapes. And one different
thing is that for this one we're gonna do a
cloth simulation as well. I know we did that for
the previous one as well. This one is going to
have this cushion, this ear pad, and then
this headband as well. Now that I'm taking
a look at this, I see that this half circle
needs to be a smaller. So let's go in edit mode. Do not select everything, just hit P and by loose parts, it divides it into
its different pieces. And now we need to go and
select this one and remove it. Now, let's make these two. And it's alright, Okay, now I'm going to add solidify modifier to this to add a
bit of dimension to it. So let's apply the
rotation and the scale. Now you see the solidify
modifier works, alright, because before that it
was not working properly. So this is the importance of applying the
rotation and scale and maybe sometimes
location values when you're creating something
with a modifier. So now let's head band. Let's make it something like 3 cm and zero this one out so that we
do not get any offset. It looks like 3 cm is alright. Okay? Now, one thing that I noticed is that this inner
circle is too much. So I'm gonna go select all
of these phases for now, let's disable the solidify
modifier in edit mode. If you'd hit this icon, you see that it shows or disabled in the view,
in the edit mode. So now I'm taking this, just try to control
select until here. Okay, Now we need to scale
these alongside their normals. So in order to do that, Let's
hit Scale and try to scale. But I'm noticing that on this side once it's not
particularly doing a good job. So another way to do that is
by going into slide mode. So depending on your shortcuts, it might be double G or
tapping G4 three times. It enables you to
go into sleep mode. And this icon changes
to this shape. So now I'm going to make this
one smaller a bit like so. And then let's go take
this edge in here or take these two and align them
to bottom, like so. And then I'm going
to do the same thing for this one as well. Now let's apply the modifier
to be seen in edit mode. Now, I feel like we can go and try to scale this because I do not want this to be a simple band that
goes all across. I wanted to have some
shape variations as well. So smooth. Let's hit auto smooth based on 30 degrees to get a
good shading for now. And now I'm going to scale
that and I'm going to make it thin on these parts and the
bit thicker on this top part. So now I'm going to
go in scale mode and I'm going to add
proportional editing as well. Because I do not want to scale only one vertices or one phase
or whatever you call it. So let's go in here. Select this edge. Because we do not
have any actual edge, we need to go for vertices. And because the
solidify modifier is not giving us the
polygons to work with. I'm going to go and apply that. No problem with it at all. So now let's take this
face and take this one. And since we have the
proportional editing available as well, if I try to rotate that, we should get some of the
polygons to be scaled with it, depending on the actual size of the proportional editing
that we're doing. Okay, you see, now that
I'm trying to rotate, if you just scroll
your mouse wheel, the circle of the
radius gets changed. Okay, now, let me do one more. Okay? Now you see it thins out. And as it goes along
to the top part, I want that to be a
bit thicker, like so. And let's try to
take a look at it. And I'm happy with it,
except for this part, which needs to get re-scaled. But I'm not going
to use proportional editing on this one and make sure that you select the vertices on
that side as well. And we're going to
scale them and why to make sure that the flow
is going to be better. Okay? Now the next thing
that we're gonna do is applying the
bevel modifier. Make sure that you
apply the scale. That this one works perfectly. Okay, now, let's drag the bubble down until very
reasonable number. 0.1. Looks like a good value. Now let's add more segments. And in here harden
normals to make the shading better on this. And let's try to just work with the
curvature of this one. It looks like in
this area we need to scale it in y as well. And one in here
scale that. And why. We need to select all of
the vertices on this row. Okay, Now this is a lot better. And I'm going to take a look
at the references or soda. There's this cushion
that we need to create for that temporarily. For now, I'm going to borrow the geometry from this because it's going to actually
contain the same shape. We're going to borrow the
geometry from this one so that later on we will be able to do the simulation on that. So I'm gonna go in
and in the edit mode, I'm selecting this and just try to control
select until here. Because the simulation is going
to go all the way around. I'm going to select
these edges as well because you see it
goes all around. It's easy, just
hit Control Plus, and it selects everything. Okay, Now shift D and
hit P by selection. And now we have a piece that is ready for
this simulation. Let's remove the
bevel from that. And for now temporarily, I'm adding a subdivision to differentiate that from
the rest of the pieces. Okay, let's take a look at it. And this is good for that cushion that later on
we are going to be applying. And let's do a demo on how
the things are going to work. So now depends on if you want to upload a
subdivision surface or not. But it's very
important that when you assign vertex group, you do not change them. So on this one, I'm not applying the subdivision
surface for now. But I'm going to select this
edge that goes all around. And let's convert that to a vertex selection by just going into vertex
mode and hit Control. And plus looks like because we have
selected these as well, It's going all the
way to the geometry. I do not want that. So in
order to fix that temporarily, I'm adding two loop cuts in here and just try
to scale them in y. Like so. Or let's take this one, slide it to hear. It works a lot better in this situation and bring
this one in here as well. Like so. The reason for that is because
I want to take this edge, convert it to a point selection. And now if we hit
Control and plus, it doesn't select these
inner ones because now we have some vertices
that are preventing that. So now let's go into
Object Data Properties. We need to add a vertex
group. So this is it. And assign. Now select, de-select,
see if everything works. Alright, here, everything
is working fine. Now let's go for simulation. And in here we're going
to add a cloth modifier. So let's bring that back. Let's go for class modifier. Let's add some segments
in quality steps than this one works with
the pin group as well. In previous lesson, where we created a strap for
print or radio, you saw that we created a
pink group and prevent pain is just something like painting
something on the wall. When you pin something,
it doesn't move. So now we have the
vertices selected there, but the photo, Let's go. Add another in here. Okay, Let's go and
see about this. These ones are not. Now. I'm gonna go in the
modifier, in the pin group. I'm going to bring that. Now let's simulate
to see what happens. Nothing happens because we need to apply some things, e.g. now, we need to go
in here to pressure. And this pressure
is going to apply the pressure on the
normals of the geometry. So now let's apply
some pressure. And you should notice that we have the subdivision surface on. It has auto smooth.
Let's go in here. Turn off the auto smooth
so that it works. And now we need to go in here. And you see that if
I tried to bring more vertices and go in
here by this pressure, if I apply, nothing happened because we need
to apply more pressure. So let's go for
ten and now apply. A little bit of pressure in
there is working alright, and we need to go apply more and accidentally deactivated
the subdivision surface. So now we have enough
geometry to work with. And the reason that I
added this segment in the middle is to distribute
the polygons a lot better. And if I go try to remove that, you see now we get
less polygons. It looks like it works
better with that. Okay, Now let's go on the simulation
quality of steps to ten. Now we have enough
pressure to start to work. And now you see the areas that we paint are no longer moving, but the areas that we
didn't paint or moving, but we need to apply
more pressure on that. So now it's ten. The thing that makes it really a strong is
this pressure scale. So let's bring it up to 20. And now we see a
lot of pressure. But again, it's not so much
because there's a setting in the pin group that is
preventing us from moving. And that is this stiffness
and shrink factor. This is stiffness. Takes these vertices
that we have added to the vertex group and makes
them stay on the place. And the default factor
is 1.1 is so much. So this works just
like a fall off. If I try to bring it down, you see now we get more
movement on those pieces. Okay. But that is not too much. I can just pause and go back. And another one is
this shrinking factor. If I bring this down, it tries to let these areas
that do not have the pink, pink group applied on them
to have more movement. Okay, now, let's apply. Now you see that a lot better. But of course we
need to go in here and this one to be one. Pause, go back, play again. Let's bring this one just a bit. I'm going to bring that
down to double the amount. And now you see we get these, but I'm going to bring
the stiff down as well. So let's bring it to 0.5
and try to simulate. Now, this is too much for the
pressure that we have now. Now I'm going to go and make the pressure
scale a lot more. This is going to
apply more pressure. Okay? Now we need to go apply
the pressure even more. Now you see we're getting
a better result in here. It looks like the head cushion that we expect that from that. So now after that we
can go and try to add another subdivision surface
to make it really smooth. And this is the way that we simulate things. For this prop. It's heavily based on the
pin groups that we add can see now these point
groups are not moving at all, but these ones are moving. So for now, I'm going, I'm going to just remove these. Lets remove this one as well. Now let's go back
to the first frame and apply the cloth modifier. Because later on we will be doing the cloth
simulation on this one. But for now I'm living there so that we
know that there is something going to be
gone layer on, on this. And now it's time to go
and move on and work on these speakers
or these earphones. And this buffer zone
that I have left is for this element that we
are going to add later on, we're going to have
this connector that connects everything
to the earphones. Then we're going to
have some random wires that wrap around these. To finalize the design, now, I'm going to start working
by these speakers. And for now, I'm going to just, let's see what we have here. I'm going to remove that
and start to work on this. I'm going to bring the pivot exactly in the center and
start to work on that. Okay, Now the first
thing that we noticed is that this has different
levels of thickness. The medium, small, and the later one is going
to be the biggest one. So now I'm gonna
do that in here. Let's bring that out
and try to scale that. Okay? Like so. And then I'm going to
take this one extruded, and this one we're going to extruded and just
another extrusion to make the base for it. And I'll notice that
this middle area needs to be a smaller. So I'm gonna go and try to take this and drag it down like so. And let's apply a bubble to make the transition between
those smoother. Okay, now I'm happy
with this shape. Let's right-click
Shade Smooth based on 30 degrees to make it smooth. Okay, now on this one as well, Let's add another
segment and try to make it a smaller like so. Let's drag it to
here and we can go try to mirror that
to the other side. Let's just hit Alt, Shift and x this way. And we need to set the mirror
to be based on this object, this one in here that
has the pivot, okay? Now we're going to mirror
that to the other side. And everything is working. Alright? And later on, we will borrow the geometry from this cylinder and try to
simulate this cushion as well. And of course I might take these and drag them up a bit and make sure that you do
not move that in x because we have based
the mirror on that X. If I move it, this one
is going to be changed. I'm only going to
bring that up in y. Just try to take a look. And then we're going to
have a connector in here as well that is going to
connect this piece, this headband to the earphones. Now let's go in and try
to take this edge loop, try to scale it. Okay, now we have something more that looks like
the references. And now that I'm taking
a look at this one, I see that this one
is a bit thinner. This piece in here needs to
be more like the others. So now while having
that one taken, I'm hitting Control and plus
and drag it in like so, and then take this one
and try to scale it. But I'm going to apply
the proportional editing so that everything else
works with it as well. Let's decrease the
circle of radius, okay? Like so, and then try to
do that one more time. But this one only on this side. Okay, now, this is
working a lot better. Of course later on that we
add all of the details. This one is going
to really shine. So now I'm going to start
working on this headphone. And we're now I'm
going to disable the mirror or I'm
going to apply it. The reason being
is that we have to base two base objects
for the headphones. I'm going to go in now. Let's go into edit mode. And I'm going to hit P
and P by loose parts. It's going to deactivate, excuse me, separate
them from each other. Let's bring the pivot in here. Now we're going to have
to headphones made. One is this 1.1 is this one. And the reason that
I separated them is that we have the base in here. Both of them are the same. And we're going to make
two variations from them. And we're going to start
making in the next one. Okay. See you there.
18. Left Earphone Details: Okay, everybody. Now it created the blackout and we're ready to move on
to go and create this. But one thing that I
didn't like about this is that when I take a
look at the reference, I see that it doesn't have any curvature on
this thick area. It's so flat and tapering up until it
reaches the cushions. So now we could go in here, try to take this one, remove this one as
well. Remove it. Looks like this one
is a better shape. And of course we need
to take this one and bring it closer a bit. Like so. And even this one
could be deleted as well. So now I feel like
this one is better, but I can take this
and drag it out. Let's turn off the
proportional editing and drag this one out. It looks like in here as well. You could go and let me
see if I delete it. Now. Looks like who needs a
bit of curvature in here. When I'm looking at that, I'm constantly pausing
and taking a look, getting back and see
what the design is. So now let's go and try to make it a bit,
something like this. But this sphere shape could be a little bit smaller as well. Now let's do an insert and
then drag it out somehow. No, I didn't like that. But instead let's
take this face, insert and drag it out a bit until it gets
something like this, more than 30 degrees to get calculated as
different novels. And if you get some
shading errors like this, it's because of some
calculations, you can easily go. And let me go in here, take the faces that you
want to mark sharp, and then it looks like
the mark sharp is gone. Let me go. Right-click,
Add to Favorites, right-click and Mark Shop. Now you see this one is
totally sharp and ready to go. Let's try to take a look at this one as
well. It's alright. And now I'm constantly
checking to see if I liked the
design or not. So when I'm taking a look, I found that this piece in
here needs to be a bit bigger. Let's go in edit mode. Try to take these spaces. I'm going to scale them
just a bit like so. And take this insert face
and try to rotate it, excuse me, re-scale it and drag this down until the
normals get calculated. Now, let's leave it be in here. Instead, we can take this phase right-click or mark sharp. And this one as
well, mark sharp. But let's take these
and and let's say kid, take these parts, drag it out. Now it looks like we're
getting somewhere. I'm liking this design actually. So let's take this edge
loop and just re-scale it. Like so. And then we're taking this one
and re-scale that as well. Now I'm gonna go and take this curvature loop
and try to delete it. Okay, Power BI, like
we're getting somewhere. Now in order to make it
a little bit better. I'm adding one
edge loop in here. Let's slide it exactly two here. And you need to tap G maybe
twice or three times. And then let's try to make it just about the same
size as this one. Now, let's bring another one and bring this one in here
so that this becomes a support loop so that we
do not hit this curvature. We only take this and
try to re-scale it. Here. I want to make it
just like this one in here. Now let's go and take a look. Now it's a good design. When I'm comparing the two, I definitely like this one more. But this last piece in here, this one we could take and make it a bit more like the
curvature in here. And it needs to be
re-scaled a bit more. And let's rescale that in y looks like there's something
wrong with the curvature. Okay? Now I'm totally liking this one. We might change it later on, but for now, I'm liking
this one actually. So now let's do something. I'm selecting this
phase, mark sharp. I'm going to correct some
of the shading issues. That happened, okay, Now we
see every edge that we have here is more sharp so that
we get a good result. And later on we will extract the earphone and a
cushion paste from here. So now for some of
the optimization, I'm gonna go take
this edge right here. And instead of doing that
in the geometry level, who could do that
in the normal map. So let's take it, I'm taking that phase
shift D. And then let's go into edit mode while
having that selected. Let's take it. Okay, We
have it hit P by selection. Now we have that edge loop
that goes all across. This is it. Now we need to add
some geometry to this. We go in, in the edit mode,
just select everything, Right-click and it
creates a new face. Okay? Now I'm going
to insert it. But before inserting, let's
bring the pivot in here. And I'm going to apply
the rotation and scale. And now let's do inset. Let's take this face
and now insert. This one has given
me a better result. Now this one, we need to
add some thickness to it, and that is going to be done
using the solidify modifier. We do not want any offset. Just a bit of thickness. And let's drag that in
here, make it a smaller. Then I'm going to take this one as the bubble piece, excuse me, the Boolean piece and this
earphone as the beveled piece, excuse me, the Host
Control minus. Okay, now that we have this, let's see what happened. Let's apply the rotation
and scale on this one. Now we need to add another
solidify modifier to make it just like a cutter
piece from previous lessons. Now, let's take a look and you see how does one
cuts into the piece. So let's go take it, take this one, take the
canopies, right-click, Shade Smooth, and then
based on 30 degrees, it's gonna be alright. Before doing anything,
let me go and try to make another panel cut. I'm going to do that just
with this piece in here. Okay? And instead of doing the same
thing over and over again, I'm going to enter edit mode. Just hit a to select everything shipped and
D to duplicate it. And because this is
a Boolean piece, wherever I move it, it's going to place
a panel code for me. Now. Let's drag it in. Now that I'm looking at
that he see this act, a very good panel line and
a very good starting point. First, I'm doing the
designs that are common between the
two earphones, e.g. you see we have two earphones. I'm going to make them
different from each other, but the base is going
to be the same. So now I'm going to
do the same thing on this one and just
mirror it later. Now that I'm looking in here, I see that we have some
problems with these lines. And let's go see what is
happening. Let's select it. It looks like if I select everything and we
scale it a bit, it will solve the issue. It was the problem. So now there's no more. The line is very good and flat. So let's add a bubble to
make the details sharper. Very small bubble and some extra segments
to make that really hold out in this area because I want that to be
having a bit of silhouette. You see? It tries to
change the silhouette. I'm not doing anything. This one, Let's leave it
on the geometry side. But these ones are going to
stay normal map and there are actually no problem with it. And I'm selecting this looks like there are some
shading issues in here. Let's go at the way that
normal modifier keep sharp. They are here still,
but no problem. You could either remove this or leave it be for
the cleanup later on. So I'm leaving that for now. Now this is the basic design. I'm going to
duplicate this over. And I'm not going
to do that using the regular mirror because the mirror is not going
to bring these with it. Of course it's going
to bring them, but it's going to be only
on the mirror side if we apply the mirror and start to work on that, It's
not going to do. So now let me do one thing. I'm selecting these Boolean
pieces and then this one as the active object
Control P and object. This one is the parent. Now. So now I'm hitting Shift D. Now in the location, this one has this value in x. So I'm going to make that negative to copy that
to the other side. Now the only thing is rotating this hundred and 80 degrees to actually mirror that
to the other side. And you see the distancing
and between this one to the center line is equal to
this one to the center line. And the bubble, excuse me, the Boolean moves
with it as well. And it's still a
separate object. Now the base is eight here. We're gonna go and try to modify the shape and
change something. We're going to start, let's see what we're gonna do. And actually I'm liking
this design in here. I want a diagonal cut, cut through this one. Exactly. So now, what else better than having a cube to
cut there for us? So scaled by 0.1
and then a scale by 0.5 to make it small
just like that. Okay, Now apply the
rotation and scale. And I'm bringing that in here. Let's see. Okay, it's very
boring to the object. Now. Take the cube and
then the earphone as the active object
Control minus k. Now, it's not doing anything good. So let's drag this one up first and then we need to do
some changes to this one. So before that, let me go
take this face in here. I'm going to make that the pivot so that everything
revolves around this. And now I'm bringing that
in here and let's just try to to 35 degree cuts. So it looks like 35
degree. Okay. This is it. But we need to move it to reveal or bring some of the pieces. Let's take the cube
and hit F ray on it. So it looks like that
degree didn't help at all. So I'm control zinc. Okay, to bring that
back exactly two here. Now let's see what we could do. Let's rotated. But this time I'm rotating
on a more refined degree. Think now, it's not doing
what we want to do. Now, looks like this
one is a good one. Apply the rotation
and the scale, and I'm taking this one as
well as this control minus. Okay, There are
some intersections that needs to be fixed. I'm taking the cube and just drag it out until we
rebuild this shape. Okay, this is actually good. We need to take care
of these ones as well. You see, there are some floating ones in here
that are not actually helping. So now I'm going to cut this
one again with this one. So having this one selected, then select the cube. Click, Study two difference. Or I think we should
do the other way. So let's select the
cube and select the host as the active
object, Control minus. Now we're good and we're
seeing some minor errors. And it could be easily fixed
by bringing this one in. Just a bit. High dose issues. Let's just move it. Now. I'm happy with it. Now that I take a look and see that they really stop here. The key was to bring that
just a little bit to front, to cut these exactly there. And there's still room if you
want to bring it to here. But we do not want to cut off this middle part that
expands to the earphones. This one is okay. Let me see if I can
drag this one a bit to the left to see what we get. Of course, I should
take the Boolean piece, not the host piece. Now I'm taking some
errors in here. So let's Control Z to bring that back to the place where
we didn't have areas. Now, this is very good. This is the first cut. And now we're gonna go
and make more cuts. And now I'm going to
make these local. And the reason that I
say local is that I'm going to borrow
geometry from this. You see, I'm really liking
this angle in here. And I'm really wanting
to take this shape just like the way that we did
for the back of the radio. I'm going to take a
duplicate from this. Okay, now let's see which Boolean parts
we need to remove. The first one is the
weighted normals, which actually we do not want. And then let's see. We do
not want these either. Okay? And then this one
is the one that makes this possible applied. And then I'm going to
take these two phases, p by selection. And now we are left
with this piece that is exactly confirming to the geometry that
we have in here. Exactly the same lines. Now I'm going to go in and try to separate this one as well. So the period in here and the pivot of this one
in here as well. So now let's go back. I'm taking this. Let's just make it a
bit smaller. Like so. So first things first, let's set it to 0.9
in every degree. Okay? Now I'm going to
Shift D again and drag it on the x by one value. Now, let's move it on the x by nine more so that
we have one in here. Later on, I will
bring that back. You will see why in a moment. So now I'm taking
this and now let's go for solidify modifier. And I'm really liking that the solidify modifier
respects to the normals. We say it's going
exactly to the normals. Let's go in and looks
like we need to do some cleanups as well. So this is it. Let's try to bring this up. But before that, I'm
going to go in here and apply this auto merge. When we bring some vertices
close to each other, it's going to merge them. You've seen here we
have 25 vertices. If I slide this one up, see now it becomes 20 for
this auto merge helps a lot. E.g. this one, I do not want it. This one, double murder. See, it looks like we have a
very close vertices in here. Sometimes things
like this happen. Okay, now let's
this one as well. Just a slide it and
it's going to be, okay. Now this one. Now we're happy with it. It looks like we can
take, now, it's okay. Now I'm going to take
this one and move it back because we have
some cleanup done. So let's take this one. I'm going to bring that back as a backup piece so that
later on we can use it, okay, Shift D and move
it on x by ten units. Now I'm taking this piece. Let's take the Host
Control minus. Now we need to drag this back. Butt. Let's go on the
normals or local. So none of them work
because we have re-scaled or we
apply the rotation that we need to eyeball
that just in case. Now we did a cut in there. In order to make that better, I'm gonna go select it, Shade Smooth and based on 30 degrees and take the host piece and bring the weighted normal
modifier down, then we calculate the normals. Now, in order to
bring some details, Let's just take this. And I'm going to bring
a bubble after that. Not too much, a very,
very small number. Like so. Now these are
running a little bit more. Now, let's take this piece
and drag it. Just the way. I do not want that
to be so much. Okay, now, again,
deleting this one, because now we could
take this one easily and try to duplicate and try to
use it on the same thing. Now, let's rescale that a bit or let's try
to scale it up. It doesn't matter. Okay. Now, we have the solidify, we have the bevel and
I'm taking this one and making sure that the scaling
is going to be alright, and then take the
host piece minus. And then after that, I'm going to add a solidify modifier to make this one just like a corrupt
piece that we have done. On this top part's offset. We do not want any. And this one, Let's make
it a very minimum number. Now that I'm taking a look here, I do not like this design. So now let's go on the earphone and try to
remove this last part. It removed it perfectly.
We have this one. We could go and try to use
it on one place like this. And let's try to drag it in. And then take this
one Control Minus. Again, bring the ways that
normals down like so. And there's a panel cut in here, which I'm actually liking. Okay, now we're gonna do the same thing on
this one as well. Let's go see if there's any
cleanup needs to be done. And it looks like on this one, there's not actually any
one way to make sure is that go into edge mode and
try to Alt, select the edge. If it's selected everything, it means that everything is
good and there's no problem. Okay, now. Let's drag this one out and I'm going to make it
smaller, just like that. 0.9, 0.9 and 0.9. Okay, Now let's add
a solidify modifier. Just like the rest
of the pieces. Again, I will add a bubble, but this is going
to be very small. So maybe 0.2 is good one only
for highlighting the edges. Now let's add a couple
of more vertices. And in here in the shading can harden normals to
make that better. Okay, Now, while having
this one selected, select the earphone and done. Okay. Now we should drag this one down, recalculate
the normals. And if we see some of these
jagged edges is because of that bubble that we
added. Let's select it. Now you see we have some
jagged lines in here. Excuse me, this one. Either we need to add
some more subdivisions on this one or we could
fix it in ZBrush. I feel like the second
way is a lot better. Now, shifting on this and
make it a bit smaller, smaller than this one, and then take it away. Take the next piece. And on this one I do not
want it to make it like so. First, I will bring the weighted normal
modifier down and then take the Boolean piece and apply another solidify
to make that cut. So we do not want any offset. And this one is going
to be very small. Or let's make it 0.2, and then let's add
another bubble. This is a very good
base to start with. And as I said later on, we do not really need to
care about these issues. Let me do a demo. I'm selecting the
earphone piece, Shift D to duplicate it. And then we will go and
apply all of the modifiers. Okay, Now, then again we
need to hit Shift, Spacebar, clear costume
normals and you see every shading issue
that we have is gone. This is only for the real-time application
that we have here, which could be easily
fixed later on. Now I'm taking the
speaker itself. Let's hit Smooth and smooth. And based on 30
degrees, it should be. Alright, so let's select
this one and mark sharp to solve some of
the shading issues. They're gone. And
we can go and try to make the rest of the pieces. Now I feel like it's time to add that cylindrical shape and extracted or subtracted from the surface so that later on who could connect
the wires to it. So I'm talking about this. So that could be easily done. Let's bring in a cylinder. And I'm sampling the normals
from this one because you see the normals
are exactly in place. This is good. But
now we need to go and we scale this to be able, to be able to work with it. Okay, Now a bit of
a scaling in here, and now we need to align
it exactly to here. Okay, now, let's see where
the pivot is in here. It's exactly in center. Okay, now it's centered. I'm going to take this like the cylinder and
now take the object as the active one and Alton
a disabled or rotation. Now, we need to find the shape. It's in here, and we need
to drag it and now it's exactly in the center
of the object. Okay? So now we need to subtract it by hitting Control
a to carve that piece, excuse me, by hitting
Control N minus. So now let's take this. And again, I'm going to make this one a cylindrical
shaped, rather. This one J to join them. Now we have a loop that we can double and start to drag down. This is it. And now we should
have this shape in place. So let's see. Okay,
It's a very good place. But now let's go and set
the shading to be smooth. And then based on their degrees. Now we need to select the
host and bring the way that normal modifier down to
recalculate the normals. For now, I'm gonna
go shade flat, shading a little bit
better. Of course, for now. It looks like a bit
of reverse bubbling will help in this situation. So as always humbling
link this one close and then shift an N, The recalculate the normals, and then Control V
to add that bubble. We need to go and
remove this edge loop. Looks like we have
done something wrong. We can go and remove
that. Okay, no problem. We can still take
these and remove them so that we have only
one phase to work with. And that works a lot better. Okay, Now we need to
apply the scale as well so that the
bubble becomes better. Okay, like so. And now it's
only a matter of taking this piece and dragging that in to make it affect the pieces. But looks like we
need to drag this one out to include
this area as well. Like so. It's not that much, but it's better than
nothing actually. Okay, now it's time to play some knobs and some
buttons in here. And the main thing
that I have in mind is something like this. We're going to carve a panel n, and I'm going to make
it a rectangular piece. And let's pick up from here so that it respects the normals, like so and just drag down. And it perfectly respects
the normal that we have. And if you'd go now
into local mode, you see that I'm able to
move that in that rotation. But if we go apply the
rotation e.g. let's apply. You see now it no
longer works because this local mode workspace on this one based on these
values that you have. Okay, now, let's apply
rotation and scale. Now. Excuse me, I shouldn't
have applied the rotation. So before the Boolean, I
want to make sure that this one is exactly
centered in here. And we could actually
make sure by selecting the piece that we
want and the target piece, which is this one,
and then Alt on a. Okay, Now, let's go find it. Okay, It's in here, and now let's drag it out. It's exactly now in the center. So now we need to align
this perfectly to place. And before applying that, that's going to do something. Let's see if you are happy with the scale,
okay, it's alright. And then now let's
bring everything back. Select this one and
have control and Alt to select the edge
ring that goes all across. Okay, Now, then try to add
some bubbles, like so. And then I'm taking
this one as well. And let's add a bubble, but only 1 s. I want the
normals to be captured. Okay? Now, they shouldn't goes so far. Let's take this and now the target piece and Control minus. Then we need to drag the
weighted normals down. Okay, Now, we got it. Now in order to add
some more detail, we can go and add that reversed bubbling
that we always add. Okay, that is not so difficult. We only need to bring this one close to
what we have here. Okay? Then select the edge and
Control B. Add the Bible. But before that, we need to
make sure that we select in the face mode and then Shift
and N to recalculate it. And then do the bubble. Like so. Now let's take a
look at it and you see we have some
good shapes in here. But looks like there's some
in this section in here. Let's go find it. Okay, just select this control plus once and then
drag it out a bit. To put some difference
in between them. I feel like this should
already solved the issue. If not, we can go and select all of them
hit M by distance. So that was too much. Let's go four. Looks like this is a good one. Let's bring everything back and take a look at the face normals. And it's allright there
is not a problem in it. But instead we can go
take it and try to add some bevel as well
to make it more detail. Now it's not working, so leave it be just
like this later on, we will smooth that using
ZBrush and let's try something. Let me go back. I want to make this one
perpendicular to the ground, not to the surveys. So let's go to the rotation by x and it looks like we need
to make it 90 degrees. Okay? Now let's drag it out. Like so, it looks like this way we would
get a better result. But now we need to go and take
this piece, try get down. It looks like this
is a lot better. And for the purpose, this
is going to work better because I'm going to add some volume controllers
and things like that. I feel like this would be
a better host for them. So let's take it
controlled plus, or let's try to drag this one and maybe to
add some more details. Now, it's not working. So we'd be now in order to add the knobs will need to
carve a place for them. So now we're gonna go
bring in a cylinder and make sure that you
bring perfect cylinder. Okay? Alright, I do not want to make this one geometrical piece
in the final stages, I want this one to only
capture some detail. Okay, it looks like
we need to go and the activator or emerge
because you see, when we were trying to move the vertices that are
close, they get merged. And the same thing went
to this one as well. See now, because we were scaling this one
based on Auto emergency, some triangles and some
n gowns happening in here, causing some artifacts. In these areas. Of course,
we're going to fix them, but It's good to
know that automation will act funny sometimes and you need to
have that in mind. Okay, Let's deactivate that. And then we need to take this, bring it up in here and Control minus to
carve the details for it. Okay, Now let's bring it here. Now. I'm going to take this and apply the rotation
and the scale. And let's do one thing. And I'm going to do
an array modifier. It's going, it's
going to be along y. One. No, one isn't a good value. Let's go for two
or four is better. Now just drag them in and they should work without problem. Of course, as I said,
these are all going to be baked into normal
maps, so no worries. This is because of the auto
merge that we activate it. So sometimes you need
to have that in mind. I'm going to scale
that just a bit. Let's go for
individual origin so that everyone scales based on its own properties and pivot. Now, this is better. Now we can go and try to bring
in some buttons in here. So I've been like if I, if we go and go into edit mode and take this
and try to re-scale. It. Just lets just re-scale. And I will decrease the
distance to make all for being placed 1.70. This is good and equal distancing and between
different joints. And let's just type them. And one scale, we'll
do a good thing. Now. I'm going to do the same thing
for this top part as well. So let me shift D on this and deactivate the array modifier because I want that to be
perpendicular to the ground. Now, let's drag it up. And we need to make it
a snap to this piece. And I want to
respect the normals. So let's go in here, make it face and align
rotation to target. But we need to activate
the snapping as well. Okay. It looks like
looks like it rotated, but we need to go and rotate
it 90 degrees, like so. Then let's try to bring this n. Of course we need to go
and deactivate this one. Let's disable every of those. And apply the rotation
and the escape. And I'm going to bring
this one in like so. And then I'm going to rescale this one because of the knobs on this one are going to
be bigger basically. Like so. Now take this one,
Control minus. Then we need to
go and break the, bring this one up the
weather normal modifier. And now we need to
take the phase, bring it back based
on its local. You see now we have the
coordinates set to local so that it goes exactly to the same direction
that we want it to be. Like. So Shift and N to
recalculate the normals. Then be to add more detail. So now that we take a look, you see that we
have more details. But now let's try to bring
this one up, like so. And then I'm going to
add an array modifier. Let's zero that out. And it's going to be
in y by two units. Okay, I'm happy with it. And now Shift D again
and drag it down. And I'm going to make
it just like so. Let's decrease the unit
to something like one. Now, 1.5. I'm just trying to find
a good place for them. But we could go and try
to rescale them just a bit like so. And then take it
and Control minus.
19. Completing Left Earphone: I feel like we're done
with this ear phone. By the end of this lesson. There are some
buttons and knobs, which we're going
to add later on. But for now, let's do
some bigger changes. Now I'm going to go
for reference and you see we have some cuts in here. And they could be easily
done using the cube. And we can try to subtract
that from the piece. We're going to bring
some cubes and try to carve some hard surface details. So now it's shifting
a bring in a cube. And this needs to be scaled way, way smaller to
something like this. And then because I want to align this exactly
to the center of this one because both of them have the
pivot in the center. Okay. If it's not already
tried to make the pivot, but be sure that there's no add-on or modifier that
uses the pivot, e.g. if you are using the pivot of this one as the mirror modifier, it's going to change if
you change the pivot. So you need to have
that in mind as well. Now, I'm going to
select the cube and the earphone as the
active object, Alton a. Okay, now everything's good. We need to bring
this one down and we scale it until we're
happy with it. And I do not want to cut
this straight piece. I want to only have
a cut in this area. Okay, let's bring it up. Like so. And I do not
want to go too far. Something like this is okay. Now let's hit the rotation
and the scale, apply them. And I'm going to
take this edge in here and try to
add some segments. Like so. Let's add
something like this. Now I'm going to take
it and the earphone last active object Control
minus to add this Boolean cut. Okay, Now let's
bring this one up. The way that normal modifier. It looks like this is too much. So we can go and try to
bring this up and try to take a look at it
to see what we have created so far. This is good. If we want to trace the
wires from here to here. And as you know,
the headphones have wires to transfer data. So this one would
be a good idea if I keep that for this
piece as well. Because you'll see
later on we're going to create some wires as well. And that cut really could be a good idea to place
the wires in here. So this one is a
good one as well. Let me go take it, Shift D to duplicate it. And because I'm going to
transfer that along the x. And this is the whole work that we're going to do in here, is based on this
center line in here. And it has equal distance
from here to here. I'm only going to go in the X and try to negative the value. Okay? Now it's exactly copied
over on this side. Now we need to rotate it
hundred and 880 degrees. Apply the rotation
and the scale, and now take this
earphone control minus. And now we have the same
result here and here. And this is one
benefit of keeping things organized as possible. Okay, now let's go
do something else. Now, I'm gonna go in edit mode. Let me bring everything back. And I'm going to take this
edge and double that to add some more interest
into this shape. Looks like it's a good piece. And this is definitely
going to make it to the final geometry because you see it has a lot of
silhouette change. And later on we will take
that into geometry because normal map wouldn't go so far
and bake perfect details. So we need to make sure that this one has the
real geometry in it. Now, the next thing
that we need to do is taking this
one, remove it. That later on when
we're done with this and we made sure that
everything is alright. We will mirror that to the side. For now. I'm keeping
this in here. If we wanted to change
something, we're able to. So now let's add
in a small bubble. And this is going
to be too much. Again, we're going for a very small value to
have some highlights. Changes in here. 0.5 looks like nude value. And now let's try to
add some more segments. And then I'm constantly pausing the results to see what
we have created so far. And this is a good result. Later on when we add
all of the elements, this is going to really shine. But for now, since it's
only raw geometry, it might not be as good as
the final result can be. Since this one is live, non-destructive, we
can go and edit mode. And I'm going to
copy this loop of faces because I'm going to
take some of them, e.g. on this curvature
and try to Boolean that on the shape to
add more details. Okay, P by selection. Then. Now, while having
this one selected, Let's see what we have done. We have this piece in here. Now let's go in and we need to disable all of the
Boolean pieces on that. Let's bring that back.
Okay, it's working. Alright. Now we need to
have a selection of phases. So let's delete this
half site because if we were happy
about the creation, we will go and try
to symmetry that. Okay, now let's try
to take a look at looks like these three
can be deleted as well. Okay, now, I'm gonna go select
all of them because now this is gone exactly to the
edge and I do not want that. I want the piece to be
just like an insight. So we're gonna go for an inset. Now. We have it. Let's go for a bigger insert. Okay, so now let's see if
there's any problem in here, geometry wise. So it's not. Now having these faces selected, I'm going to hit Control and
I to invert the selection. First, we'll need to go in
polygon mode and then Control I to select this outer edge
and then hit X to delete it. Now we've got this
piece and we can try to cut this
into the geometry. So for now, let's go add a solidify modifier.
This is too much. Let's set it for
complex because now this has huge amounts
of curvature. So if you set it to simple, okay, both of them are
doing the same thing. Now let's disabled the offset and bring this one
in just a bit. Okay, like soap
because later on I'm going to go and break
this onto normal map. I do not want this
to be real geometry. So now let's add a bubble. And it's, it has already
stopped in here. So we do not need to
do anything else. But the thing that we can do is applying some
more bubbles in here. And then take the
extra piece in here, and then the earphone as
the piece control minus. And then try to
take a look at it. And it looks like
this is a good idea. Now we need to go and drag that out to rebate the
normals for now. Okay, Now, let's
bring everything. Looks like the bubble
has gone too far. Let's take the
extra piece and in here we can go for a very,
very smaller bubble. Let's remove some
of the segments or try to increase the bubble. Like so. It looks like
removing the bubble. Let's keep it. It's
not doing anything. Now, I'm going to have some
speaker lines in here. If you take a look at here, we see that there are
a lot of speakers to let the audio out
from these headphones. So now I'm going to do that. And then instead of
recreating that, we're going to go
borrow the geometry from what we have already. Let's bring everything back. I'm selecting this Shift
D to duplicate it. And then I'm going
to isolate it and then start working on this. So solidify and the bubble gone. Now we have this piece that
has a perfect curvature. So let's go try to add
some segments in here. And I'm trying to make these as good as possible, okay, like so. Now we need to subdivide this. Let's go in here for
subdivision surface. And I'm going to set
the logarithm to be simple because I do not
want to offset these edges. You see this one
tries to round them, but this one, it keeps
them in the same place. Now, let's disable
optimal display. And now you see because we have quotes everywhere,
it's very good. And we can go trying to
pump up the intensity. Let's try to take a look. Let's add one more. Okay. Let's add one more. Because now we're going to
go apply this and add a POC. And what Polk does is
converting these two triangles. And it will offset the edges
to be in this direction. Or before that, we can
go for decimate as well. And this decimate has
couple of options. And the one that we're going
to use is this on subdivide. This is just like the subdivision
surface but reversed. It's going to take it and if
it's qualified perfectly, It's going to remove
one set of edges, causing them to be. In a situation like this, you see now they are
diagonal instead of being just perfectly aligned. Now, this is okay. Let's try to hit F r0 and apply the
rotation and the scale. And we can go on the edges
and try to bevel them. But one way is to bring in
the wireframe modifier. It's going to take
the wireframe on the geometry and convert that basically to
a wireframe thing. So we need to go for
a very small value. Now this is so much, we need to go smaller than that. Okay? Now let's say it takes the wireframe and tries
to give it a shape. Let's go even lesser. And try to take a look. On this side. The smallest
non-destructive as well. We can go and try to change
it to whatever that we want. Now, let's try to make it a
bit more bumped up, like so. And now I'm telling you that this is non-destructive
because we can go and try to bring
in another decimate. Let's bring it up on sub-divide. Now we can try to make these houses bigger
if we wanted to. E.g. something
like this is okay. It's matching well to the
curvature of the geometry. So now we can control the amount of houses
that we have here, and then we can control
the thickness on this one. So let's go for a bit
bigger of a result. Now. It's okay. And I'm really liking
this result in here. And I'm going to keep
it only on this side. I do not want to mirror that to the side to make it
repetitive mesh. So now it's good on this side. And I think overall, I'm happy with this ear phone, except for the fact
that we need to go and bring some knobs
and buttons in here. So let's go for
the buttons first. We need to bring in a cylinder hold down Shift
to make it a perfect circle. And this is not going to be
something so complicated. It's going to be only a
simple circular thing that maybe even do not
keep the geometry. So let's add a bubble, apply the rotation and scale, and it's going to be very small. Now, add more segments and then shade smooth based
on 30 degrees. Now that I'm taking
a look at here, I see that we could take this
one on to the normal map. Instead of keeping the
geometry, you see, this one doesn't have a
lot of curvature change. We could keep it. Now let's
try to duplicate it in here. Later on when we do the
text string inside painter, we will add some text and some
extra detail on this one. Okay? Now this one
is on a good place. It looks like we have couple
of plum in here, so removed. Now the detail is improved. And now we can go on this side and try to
bring in the cylinder. Again. Make sure
that you hold down Shift and then release
the mouse to bring it in. For this one, I haven't really
decided that if I want to make it a geometry called peace or breaked into the normal map. For now, let's shade smooth
then based on 30 degrees. And then add a bubble, a very low number, and try to increase the
segments are the normals. Now let's do a new
design on this one. I'm gonna make it
something like this that has a handle to control
the amount of sound. Let's bring the wireframe
and try to see anything. Now we need to connect the vertices together
to create what we want. Okay, now let's try to
connect this one to this one. And this one to this one. Now this one can be
connected to this. And it's simple. We simply drag this one out
and go in vertex mode and try to bevel this only one
segment to keep the geometry. Now since this one
has a lot of shapes, I'm going to actually make
it part of the geometry. Rather than baking
that in a normal map, you see it has a lot of shapes. So we're going to keep it. And now let's go
do something for these parts because later
on, now let's leave it. Later on we will
add the texts on these parts that we do
not have any geometry. For these, we will do the
text on the inner side. And for these ones we will do that on this outer curvature. And we will do that
inside painter. Okay, Now, let's copy that to the side and try to rotate it to make it
a bit more varied. Okay. Like so. And then another one in here. Now we can go and take these. I'm going to go in the
individual origins so that the rotation that we do
is based on their origin, not based on the bounding box. So that we get more of that
Boolean that we did before. We want this one to be baked in normal map in a better way. Okay, Overall, I'm
liking this design. And it looks like we could, we could finish that by adding some Boolean
pieces in here. So that later on who could
connect the wires into. Let's go, instead of
creating new geometry, I'm going to go in
here like this, Shift D and then p by selection. Get a duplicate from this piece. Okay, Let's see what we
have done. Let's go back. It looks like we need to Control Z because
this is the Boolean, please, we need to
take the other piece, which is this one. So I'm controlled zinc couple of times to go back to there. And this is the piece
that we need to take. We do not need this modifier. And let's rotate that 90 degree. So I'm going to
keep one copy from it so that later on I could use it on other
places as well. But for now, I'm going
to curve it in here. Okay? Now, drag it down so that it captures
all of the curvature. And just I'm going
to drag it down. And this needs to be way, way smaller. Then Control Minus. Okay. Now, in order to make it
perfectly mirrored on this side, I'm going to add a mirror. So the shortcut that
we did is Control Alt, Control, excuse me,
Alt Shift and x. Okay? Now the mirror is going to
be based on this object. Let me select this and say it's now perfectly
mirrored on that side. And later on, if we wanted
to add more details to this, perfectly can do that. So now again, we're going to
take the speaker and bring the weighted normal
multiplayer down to capture and recapture
all of the normals. Now, I'm going to do the same
thing on this side as well. I want that to go all
across the circle in here. Let's Take it shift D
to take a duplicate. And then I'm going to
activate your snap. So we have it from
the previous lesson. This is still activated. So we need to go to Face
project, set it to active, and make sure that the
project individual elements is activated. So it's not doing what
you wanted to do. And the reason is, yeah, the reason is that we
didn't apply the rotations. So now let's go apply the
rotation and the scale as well. Now this should perfectly
get aligned to these phases. So control minus. Now we need to do
one thing and that is bringing this and try to scale it out a bit to
recapture the face. First, deactivate
the snapping mode, and then try to drag this one out so that we capture
more of the details. Like so. Then I'm going to make it a smaller bit
because this is going to be repeated so
many times and I do not want it to be so pronounced. Okay, Now let's bring it
on this face as well. Take it and just drag it. Now it has snaps
perfectly on this face. So let's drag that down. And because this is
a boolean object, it's doing the job perfectly. Like so. Again, now we need to copy
some instances from this. So let's do a copy. I'm doing Shift D in
here because it will do, it will be a lot
easier to do that. Now, I'm going to rotate
that around this object. So you know how we do that. First we're going to
take the target object, and this is the pivot
of the target object. Now we're going to bring the
3D cursor to this period. So we hit Shift and S and
then bring the 3D cursor, which is this one to select it. Now, this becomes the 3D cursor, and now we're
selecting this object. Now we need to offset its pivot to be around
here so that it rotates on a radial manner
around this control alt and q. And the pivot point is
going to be the 3D cursor. Now it's around here. Now let's try to rotate that. And now you see
everywhere we bring this, it's going to be
based on that face. Okay, now, let's shift D. Now, let's rotate that around
x by 45 degrees. Okay? Now I'm going to
do the same thing. Some more times. Shift the rotate around
x by 45 degrees. Rotate around x by 45 degrees. And let's take these two. Shift D rotate around
x by 90 degrees. It looks like there are
two more needs to be copied around,
explain 90 degrees. Now we have an equal distance
in-between all of these. Of course, we can take this and rotate it once around
x plus 45 degrees. Okay, now, there's equal
distancing in between these. Now I'm going to
take all of them and exclude the speaker
from the selection. Now let's see which
one is the pivot. I feel like this one is the one that is said to be
the Boolean object. So now I'm selecting
all of them and make sure that this one
is the active object. It's in light orange. So now Control and J, all of them are
attached to this. Now you see, because we have attached them to
the Boolean piece, all of them are now
part of that Boolean. So now let's make it
a bit easier on us. I want them to have a bolt
on such areas as well. I might not do
that on this part, but I definitely want that
to be on other parts. So now let's take
it, I'm taking this. Let's bring the pivot to
be in the bounding box so that every object
shows its own pivot. Now, I'm going to bring the
center of the world in here. This is the 3D cursor and that is the central
of the words for now. So I'm hitting Shift
and S select that. Now, everything that
we span is going to be exactly in the
center of this face. Okay, now I'm going to go
Shift and a and then bolt. Now let's see. Of course
we need to re-scale that. And let's see what we
could do about it. So it looks like the first
one is the best one. Now, this is a spawn
exactly on that point. I'm going to scale that by 0.05. X is 0.01. It looks like we need to scale that
even more points to 0.5. And now let's try to
scale that like so. And let's isolate. And then I'm going
to re-scale this. And the reason is that I'm
going to make this one the children of
this Boolean piece so that every time
I move this one, It's going to be moved with it. But this is only going to
be applied as a Boolean and this one has the extra detail
that shows up on that. So let's bring that
to here, like so. And to optimize a
bit of geometry, we can go in here and try to remove these faces that
we never actually see. Like so. Let's it down
a bit like this one. Now, I'm going to select
the bolt and select this Boolean piece as the active object because I want this one to be the parent. But before that, let's bring
the pivot in the center. And now let's select the bolt. And this one has the parent
Control P to make the parent. So this one is going to be parents and I'm going
to make it keep transform as well so
that the rotation and everything on this would be
applied to this one as well. Now let's see how
this one works. I'm going to shift the to
take a copy from here. Let's take the
parent, drag it out. You see it moves with it. Okay, now let's go back. Now let's go back once more. I'm going to take the piece
in here and rotate it. Now, let's say that we want to Boolean this
one out in here. Simply take this and when
you take this and rotate it, you see now it
creates the Boolean alongside with this bolt
upload on it as well. But this one is going
to be the Boolean, and this one is going to be the extra detail
that we add there. And we no longer need
to go and reapply this bolt on the pieces that
we have, this geometry. So it looks like we need to take this and bring this one in. Looks like we have some
extra copies in here. Okay. This is it. Now. We can go e.g. take these to copy them. Just looks like we need
to repair them again. So Control V p, excuse me. And then Shift D. Take this move it, and now this one moves
with it as well. So let me bring them here. Make it a smaller, this
one gets smaller as well. Then I'm going to add some extra details by
cutting these bolts in here. Now Control minus
on the post piece. And we need to bring
the way that normal modifier down to recalculate
the normals. Again. Let's take the piece and try to bring that down
to capture the details. Okay, Now, this saves
us one extra step of saving geometry and
saving some extra work. Okay, now let's go back. It's like both of them Shift
D to duplicate and then. Let's try to add some details
to this part and this part. Alongside in here. Now take the Boolean pieces and this one as
the active object, then Control and J. So all of them get
applied on the Boolean. So it looks like we have done something wrong. So let's go. We apply the Boolean
individually. Okay? This one is better. Control and j, and
then this one, excuse me, control
minus Control. And J wants to join. Some extra geometry and some
extra length to work with. We can go try to put the same details on
these sites as well. That makes sense. Okay, let's take this and drag
it down just a bit. Now shift D, take this
and drag it down. One more way to add such details
would be to bake this on a flat plane and make
an Alpha from it and apply that alpha
on these on ZBrush. And that way you wouldn't
need to do anything on the lender side that
requires a bit of baking. But it will save
you a lot of time. And the workflow would be
something like this, e.g. let's copy this and open a
new scene to explain that. So we go for a general, let's paste this in and just
bring that to such place. So now you see, every time we tried to take a look at
this one from above, we see such a detail. But what happens if we go and try to give some
details to this one, e.g. let's bring this. And as far as I'm concerned, this phase is reversed. So for baking, we do not want
such a thing for Blender. It's okay if you want
to make a Boolean, but for baking this one,
this wouldn't help at all. So let's Shift and N.
Now the faces are good. We can go now and try
to take this face. And then try to insert a bit and try to bring
that down like so. And now Shade Smooth
and shade smooth. This one based on 30 degrees. This one as well
based on 30 degrees. Let's add a bevel
to make them more bipolar looking by
adding some segments. So let's bring the threshold
down to capture all of the details like so. And then the same
thing on this one. And copying the
modifier, this piece. Control an L. Copy
modifiers, okay. 30 degrees. If you want, you
can go and apply a subdivision surface to
make it more high poly. Okay? As I said, we do not want these
phases in there. So we go at one loop around this and try to bring
this down like so. Now if we take a look
at it from above, you see that we
have such a detail. Just add a subdivision surface
to make it more high poly. And you need to consider
this one as the high poly. And then a very simple
plain as a low body. So let's bring this
down in Z2 revealed. From that, we need to
have this one captured. Okay, now you see if you bake this high poly
detail into this plane, we would get something like
this that is actually detail, the hard surface detail. And then we can go
and try to bake that either in
substance painter, designer, or whatever
program you have. And then it will give you a black and white mask that is based on the height of this. So this one, this peak gets the whitest and these
valleys or the blackest. When you add that alpha, we can go in here,
tried to take a look at that from the mat cap view. And if we go in
the normal map you see this is something like that. It's an extra detail that
you bake on a plane. And then apply that on
the geometry inside ZBrush or even inside
Blender sculpting mode. But for now, I feel like we're
not using this technique, but it's there and
you can use it. So back on our business. Let's try to copy this 11 time or take this whole thing and
try to copy that one time. And I'm bringing that one
in here and try to add some very small details in here. So we need to bring
this one in like so. And then take the Boolean piece. Let's hit F3 so that it becomes the wireframe so
that we can see what is going on in here and how much of the Booleans piece is
getting carved into displays, self-control
minus perfect. Let's see what we
have done so far. It's a very good detail. Now, I'm mirroring this side, this one to this side
as well on the Y. So Control Alt and
Shift and x mirror. The mirror is going
to be on this object. Okay? Then this one as well. Let's
mirror that. Again on the y. And the mirror object is
going to be this one again, it pays that exactly on
that place that we needed. These are small details
will really make that up a little bit more. Later on. We will bake all
of these in the normal maps. Okay, like so. Now overall, I'm
happy with this one. And I feel like we could
leave this in this lesson, try to work on this piece in here to complete
this one as well. If we had an idea, we'll come back and try to paste that on this earphone as well. Okay, see you in the next
one where we go and try to start adding details on
this one. See you there.
20. Completing Right Earphone: Okay, everybody, congratulations on finishing this earphone. And now we're gonna go and
start to detail this one. But before that, I found out
that if we go on this one, select this face and try
to give it a small bubble. It will be a better thing. I feel like it will catch
some more highlights in here. Of course, if we want,
we can go try to take this and bring that out in Z. Or before that, let's
go Control Z couple of times to bring that
in the same place. Then we can take this, bring that more towards the
center or to the right side. Add a bigger bubble. Okay? Now this one's a lot better. And let's see the actual amount that we did on the bubble. Control B once more. Okay, now we have the width of this specified value because I'm going to do the same
thing on this piece. Take this control, be applied
a bubble that you want, and then we need to pay
back the same value so that they both get the
same Boolean design, excuse me, the bubble design. Okay, now for the first object, we need to go and mirror
this to the side. It will be easy. I'm
not going to mirror. Instead I'm going to copy that. So Shift D to duplicate it. Then, because we are going
to move that along x, we need to reverse this value by adding a negative in here. And then we need to rotate that. It looks like if we do a mirror, it will be a better idea. Now, let's shift along this. It's going to be along x. Now, let's make it
based on this object in here so that it pastes it exactly in the same
place. Apply the mirror. Now, I'm going to
go select this one and make it separate
by selection. Now we have this one in its place and this one
in its place as well, but pivot needs to be
brought back to here. Okay, It has already
that double and then it's going to be
the first bubble that we apply on this piece. And we're going to copy some more Booleans on
this side as well. So now let's add another mirror. So this one is going
to be along x as well. So it's doing the wrong thing. It was along x,
but we need to go apply the rotation
values to work properly. Okay, now again, another mirror Alt Shift and placed on x, it's going to be, and then the pivot object is going
to be this one again. Okay, now we have these in here. Then we can go try to
apply the mirror modifier. And then in here,
we can simply try to shift the portrait
ATP by selection. Okay? Now we've got it. Then
take this control minus these are the shared thing in between this
one and this one. It looks like these pieces
could be mirrors as well. I'm going to manually
shift D on this one. Let's bring them in. Like so. Then apply the rotation and the scale and then take this one Control minus
to add the Boolean. Now let's work on this part, which I'm actually going to
leave only the sensor part. We'll move this top
and bottom part. And I'm going to try
to do such a design. Okay, Let's go bring in a cube and a scale
that by 0.0, 0.001. Okay? Then try to drag it in here, and we need to scale that
on the degree that we want. Scale along y. Let's
drag that out. Then. We need to apply the
rotation and the scale. And let's see, let's see if we can scale that along z as well. Then apply the
scale and rotation. Since this one is going to be completely mirrored
to this side, I'm going to create a mirror. This time. The object is
going to be this one and make sure that the pivot
is exactly in the center. So it looks like we
have done on the wrong. Let's go on Z, okay? Now let's do one thing. I'm going to take this edge in here and try to add a bevel. Like so. And then
just drag it out, select this control
minus. To paste that in. I'm going to make the
design of the headphones a bit different
so that it causes more challenge to
solve and we get a totally new
design, by the way. So again, I'm gonna
make a speaker piece on this top side and bottom side. It's gonna be just
something like this. So let's go back. I'm
going to Shift D on this one because I'm going
to copy the base from here. Okay, now, let's apply the
Boolean, this one as well. Let's apply all of the Booleans. Looks like this
one isn't working. Then we need to take this
face all the way to here. Like so and maybe
this one as well. And we will mirror that
to that side. No problem. So Shift D and then p by
selection, and then rigor. We're going to remove that. Now, we've got this piece. Let's bring the pivot back
to own place. Who got it? And now let's apply the
scale and rotation as well. Select everything, hit, Insert, and then try to
manually re-scale this. Because we have some
vertices that are so close to each other that if we
try to insert too much, they're going to intersect. It can now control an I
to invert the selection. Now we got a smaller piece
from the same thing. Okay, now again, the
solidify modifier, Let's set that to complex. Know both of them
the same thing. We do not want the offset. And this one is going to
be very, very small value. And let's bring the
offset just a bit. I do not want to make this
one a geometrical piece. Instead, I'm going to rely on
the baking on a normal map. So now let's take it and this one as the host
piece control minus. Okay, it looks like
we can go a bit further because this one
doesn't have any shape at all. So we could do help that by bringing in
some of these details. Again, I'm going
to take this and remove this boolean in here. It's not helping at all. So now I'm happy
with this Boolean. Let's take it. And I'm going to
mirror that along z. Okay? I'll shift and x along z. And then this one, the
same speaker is going to be the mirror object to
cut this side as well. Okay, it looks like it's not taken effect and we
need to flip that. It's not working
for some reason. Let's take this one. Looks like the pivot
should be centered, okay, Alton S, Okay, You
brought the period back. Alton S. Now, this
should be affected. The reason that it's
not working because I have the activated the
symmetry modifier. It's very important
that when you are going to mirror them alone, an object makes sure that the
pivot is exactly centered. Okay? Now, these two
are working perfect. And now we need to
make a cage from this, just like what we did
on this site in here. Okay. Now I'm going to take this
one Shift D to duplicate it. And I do not want to solidify
or the mirror modifier. Now, the one thing that
we need to do is taking these points and joining
them together. Like so. And then take this one as well. On this one we will go try to cut exactly along z and done. Okay, Let's see what
we could do in here. It looks like there's
a lot of work that needs to be
done on this part. And instead of going and trying to manually subdivide this, which takes a lot of time. I'm gonna go and select, select all of these Middle Ages. Then Let's hit Control
X to dissolve edges. So does it dissolve edges, but it leaves the vertices
at the same place. Or let's bring them back. Now, let's go in
the polygon mode or edit mode and try to
add some segments. And here it's 19,
let's make it 20. And the same amount
could be done in here. Let's make it 20. Okay, now, what do we
need to do is applying. Or connecting these edges. Like so. I'm going to pause and get back to
you when it's done. It's simply just taking two vertices and hitting
J to connect them. We did it and now let's
take this one and this one, Control J to join. And now there are some vertices that we could simply delete, hit X to delete them. This one as well. Now this one could be
joined by this mercy, and then this one
could get deleted, delete, this one,
delete it as well. And this one could be
joined to this one. Okay, Now, let's see if
we could subdivide this. Once. We need to disable the auto smooth on
this, it looks like it's not. It's working. No problem. There's a problem
in here and that is because we have a
big angle in here. So now I'm going to select
this one and try to slide or take this one at the
last control one to join them all to there. And then this one is okay. Now again, we're going to
bring in the wireframe. It's chaotic. So that's a very,
very small number. And this is it. Let's
bring in another one. It looks like we can go in here, try to add one more subdivision. There's something wrong in here. Let's bring everything back. Now. I'm hitting Control V and V. Add some more
segments to here. So now that becomes
more chaotic even. So let's take all of these phases above and
remove them. So no problem. Okay, Now there's
some empty space in here which we can go and try to solve easily by taking these and try
to extrude them up. We can like so now we have a better result and it's
all based on cubes. Okay, it looks like we can go something like this and then try to scale
that alongside. Why bring that up again? Okay, this is the detail. And now let's drag
it in. Just like so. Try to re-scale that along x. I do not want any
empty space in here. So let's hit it too simple, okay? Now this is better. So there are some problems in
here, and that is because, I believe it's because of
this set of edges in here. So now let's see. Let's go back. Now. It's much more manageable. There's still something wrong in here. Let's bring that back. And this one needs to
be welded with this, and it's all over again. But let's take
this edge loop and try to slide it up so that there's a bit of distance
in between them. Now, we can say this
one and remove it. No problem. This is all going to be baked
on the normal map. So why should we care too much? Then we can drag that
down a bit and done. Okay, now let's take it. And I'm going to mirror
that alongside Z, Alt, Shift, and x. Okay? Now again, this earphone is going
to be the mirror object. Now let's see why is causing the problem that's
lipid, okay, solved. Now let's do one extra detailing on this piece
because I'm going to make this one's simpler than this one
because this one is simply has all of the controls and
this one should be simple. At least as that is
the design that I have seen in a lot
of the headphones. Okay, I'm taking this
Shift D to duplicate it. And p by selection. Let's go back and then take it. Looks like this one
is here by accident. Okay, now we need to disable
all of the modifiers. Then take them all, try to insert Control I
to invert the selection. Now, we can use
this to add a cut, but we need to disable these polygons because we have an extra detail that we need. So now let's apply the rotation and scale and applies
solidify modifier. Let's see. This is too much. Okay. Now let's take it on this
one as the host object. Now it looks like this. Whereas the weighted modifier, this is the way to
normal modifier. We can go take this one. You do not need an offset. This solves the issue already. Let's try to add
more detail like so. Now this is good, but can go and add one more solidified
to make this one a cut. Let's set it to complex first. The thickness to
a very low number and the offset to zero as well. Now this one is one extra
detail that we added. Then let's go in, I'm
going to take this piece. Let's add a segment
in the middle. So now I'm taking these two right-click
and bridge edge loops. It creates one in here. Let's go back
because I'm going to confirm the edge loop exactly. This curvature that we have. I don't know why this one
converted to a triangle. Now, let's disable all of them. I'm taking this
removed and done. Now. Three, looks like a good value. So now let's go back and
try to bring them up. Now let's bring this one up
and these two up as well. Now it has this part as well. So let's bring the solidify. Then go in edit
mode, and let's see. Let's bring everything back. Okay? Just try to
bring them up so that the curvature gets
changed until here. Now you say it loads
to here and continues. Now later on, we're going to fix the normals. Do not worry. Let's see what happens
if we apply the normals. All clear normals. This is it, but it
could be improved a lot more inside ZBrush. But the last thing is that it's close to here and
goes all across. And now it looks like this
one has become non sharp. So let's go in here. Mark sharp on this and
on this one as well. Now if we go back here, so now this gets rendered. Now, I'm happy with the design of the left
ear phone as well. In the next one will go and
try to make the connector that connects this handle,
this headband, these. And then one final thing that we do is the cloth
simulation to make the cushion on these earphones and then this headband in here. Okay, See you there.
21. Making The Connector: Okay everybody,
Now we're ready to go and create this
connector piece. So let's go take a
look at the reference and we're gonna go
for such and look. And then when you made that, we made sure that we create
some wires that go around. And we will connect
this piece too, will connect these earphones
to the head band in here. Now, one way to clear some of these ugly shadings is
that if you remember, we took this geometry
exactly from the piece. We took it from here. And you see there are a lot
of overlapping edges in here. If you take the Boolean, you see we have edges in here. And if we go on the host piece, we see that again, we have edges in here. If we bring in the wireframes, you see there are a lot
of overlapping vertices. So now let's go back. I'm going to take the Boolean
piece, which is this one. And if we take this because the pivot is exactly
in the center, if I take this and
try to rotate it, offset it just a bit so that there are no more
overlapping edges, the shading would
be a bit better. So we're going to rotate
that around x, x. And now let's rotate
that by five degrees. Okay? Now, because
we do not have, we no longer have any
overlapping edges, the shading is
much more, better. No more of that are affecting. Okay, now, we'll have some
ugly shading issues in here. To fix them, we can go try
to add a couple of vertices, and let's take this one, slide it to here, and then take this one, slide it to here. Now if we go back, now, it's not doing anything. So let's go in and
try to remove them. For now. This will
do the purpose. And one more way to solve some of these issues would be to add a lot of subdivisions on the base mesh. I mean this one. So now we're gonna
go into edit mode. The problem area
was in this area. So Control R to add a lot of subdivisions
and add so much. So now you see the shading
is a lot more clearer. That's looking a lot
better because now this is the high poly piece. But since we're going for again, we're going to remove
these vertices. Now let me activate, deactivate this second
solidify modifier. Is it this one tries to
add some volume to this. I'm going to
deactivate it. Okay? So that's one will do that. It has some degradation on
the level of the geometry. Now let's start to work
on the next piece. And of course, another way to save some geometry
for yourself and save some shading issues
while you're working on the piece is that you can
go try to use a very, very simple mesh, e.g. now that we have this one, is it this much has
a lot of complexity. But the whole thing
that it does is cutting the geometry from this
side and this side. Okay, now let's go
on the host piece. And I'm going to deactivate
this one which looks like is the latest
one that we added. Okay, Now let's take this one, hide it, and we no longer
have anything in here. So that whole project could be done using
a very simple mesh. So let's go bring in a cube scaled out by
a very small number. And I'm going to roughly
match the size of this one. Okay, Let's bring it down. And I want that base, like so. Okay? And that we should apply
the rotation and scale. And we have couple of scenarios. One of them is taking the Boolean piece and try
to match the curvature. And the other way is to
totally ignore that and try to place it just the way that it encompasses the whole thing
that you're going to create. Okay, now we've got this. It's surrounds the
geometry around it. So it looks like we need to
re-scale that a bit on Z. Okay, on here,
it's okay as well. Now it's perfect. Apply the rotation
and the escape. And now this is going
to act as a Boolean. So let's take this one and
the host piece control minus. So now it removes anything. We need to drag this one up. In order to fix it. We can go in here and try to bring in the
solidify modifier. Again, I will see it brings
some of the geometry bag. So let's set it to complex. Then we can go offset to zero and add a
very small number. Now you see we have a
perfect cut in here without actually having
any shading issues and the geometry
is gonna be much, much simpler for
later on that we will move it because this is going
to be baked on normal map. But there's one
problem with this one. And that is, this one connects this piece into three pieces. One left piece, one middle
piece that holds the Boolean, and one right piece. Because you see, if we zoom in, we're able to see
the background. And it means that
now this piece, if we take it and apply
the Booleans for later on. For later usage, Let's remove this because we're no
longer using that Boolean. Let's do something like this. Now, if I take this piece, you see now this is
a separate piece. And for the human being, we need to take care
of this one as well. It might require a
bit of more steps, but the shading is
going to be alright. So now I'm gonna go in here. Let's see what we had there. I'm going to hit
Alt and H to bring that geometry back,
which is this one. Remove it because we're
not going to use it. And then in here, the
Boolean that is red, we're going to remove
that because it's not going to act on it. It doesn't have that Geometry. Remove this one as well, and take a look at this. Now, the shading
is a lot better. And if there's something
very minor engineer, it doesn't matter actually. Later on that we add
the Boolean, excuse me, the bubble on this, this
is going to really shine. E.g. let's add the bubble after all of them
are the normals. No, let's not do that. And geometry clamp over lap. Let's remove it so
that the bubble goes as far as it could. So now 10 cm is too much, 0.2. Now, we have some very, very slight and soft edge that would bake perfectly
inside the normal map. And all of these are going
to be done inside ZBrush. So let's see what we could do. Let's remove this and the
shading that is in here, we can go in the main geometry and let's bring everything back. You see now it's because
of the intersection that this one has with this
Boolean is we can take it. Let's take everything. And now let's add
a bit of a slight, but not so much that it distorts
the curvature too much. Okay, now you see the
shading gets a lot better. It will just hurt the
curvature itself. And now I'm going to keep that. Let's leave it be
because later on this is going to be
removed and deleted. Let's see if I can take
the same cube Shift D, and I'm going to
bring that in here. So we need to go and remove the negative to duplicate
it exactly on here. It already has the solidify
modifier, control minus. Okay, Now you see the cut
perfectly done in here. And it goes through
a very good one. So we need to go and
bring the way that normal modifier down to recalculate
everything back. It looks like there's some problem with
these ones in here. So let's apply the mirror
and say This piece Control minus to
carve them in. Again. This one is not showing up. Let's see why that is. And I believe that if you move
it a bit, it should work. Alright? Okay, now, it's
doing a good job in here. I'm happy that these problems
are carrying so that we can troubleshoot what is going on
and maybe fix some issues. So I'm going to base my base
map design of this one. It has a cube shape and with some circles being
boolean in the center. So now let's go see what
we're going to create. But one thing that I
noticed is that I'm filling this one doesn't match the scale that I want
for these headphones. So we can go and try to
rescale this already to 0.9. And this one seems a
bit more reasonable. Let's Control Z
and scaled by 0.8. Now, this isn't. So it looks like the scaling by 0.9 is gonna be a better value. So then let's apply the
rotation and scale. And I'm going to spawn the
cube on here based on these, and try to model based on that. Okay? Now, drag that out. But I'm not going to
work in this situation. Let's try to make
this 190 degrees. First, I will try
to make the things. And then maybe after finishing, we will go rotate that
match the normals. Or we can go and try
to make it the way that it is and make something that doesn't actually follow the curvature to add some
contrast in this area. Okay? Looks like this is
a good design in here. Let's apply the
rotation and scale. And now for a starter, I'm going to take this
piece in here and try to cut the piece
exactly onto this one. So Control minus, it looks
like I took the wrong piece. I exactly talk. This one that doesn't
have this backside. Let me see this one. Then. This piece in
here, control minus. So it's the right piece. But because we need to hit a three on this to bring
the geometry back, it's going to be like that. So now I'm having this
geometry in here. Later on we'll
improve the design. But for now, it's okay. I'm going to create the
illusion that this headband goes into here to be stored
or something of that nature. Okay, now, I'm gonna take this one and bring another cube. I'm trying to make a design. And I'm mostly free styling. Then rotation and scale. I want to align that exactly to this to make sure that
it's exactly centered. So I'm going to take the
piece that I want and then piece that we want to align it to and
then alter and a, okay, now everything
is aligning perfectly. So Let's hit a three to find it. Drag it out, and then take
this kid up 32, bring it back. Okay, now this is
exactly in the center. Now I'm going to take this
and make it a Boolean. So this one again,
Control minus, and then we can take this Boolean piece
and drag that back. And maybe increase the scale to reveal this back
side, front side. So now I'm going to take
the corner pieces in here, like so, and then
do a small Boolean, excuse, small bevel, maybe,
something like this. Now I'm noticing
that this cube in here tapers down as it
goes to the left side. So let's go make
that one as well. Just select these, try
to scale them in Z, and you're good to go. Now, in order to reveal
more of this headband, I'm taking this piece and
try to scale that in moist so that we can see more of the head band happening in here. I'm going to give a bit
of design to this one. So now I'm going to take
these vertical edges and then try to Boolean to make the shape a
bit more interesting. Then I can take the
piece shade smooth based on 30 degrees to make this move a little bit better. And then because
we have a lot of Boolean pieces on this one, we can go bring in a normal modifier to
make it a bit better. That's it, keep sharp. And to save some geometry, we can turn off
the first Boolean. And it makes the
design better I feel, because overall
we're not able to see what is going on in here. So maybe we add that later on. But for now, I decided
to turn it off, but I'm keeping the geometry itself so that later
on if we want it, we can go and try to
and bring it back. So again, I'm going to Shift D on this and try
to scale that in. Now I'm going to carve a bit of the geometry on this side. Control minus, and then let's apply the rotation
and the scale. And I'm going to mirror this
alongside to this piece, to this side as well. Because I'm liking
the design and I feel like we can go and try to invest a bit more in
copying that to the side, ok, Alt, Shift and eggs to
mirror that on this side. And the mirror is working
perfectly because the pivot is in the center
and it's working. Alright. So again, let's take this one. I'm going to take this edge in here and apply
a small bubble, but it's going to be
having only one edge. Like so to make the
highlights better. And I'm going to
do the same thing on this side as
well, controlled B, but let's make it a bit
different from the bottom piece. This is already
good. In order to pass the words in because
there are some wires in here. I'm going to cut a cylinder from this top side that goes
exactly to bottom side. Let's see, I'm talking
about these yellow ones. You see they go in the Shape and then Get back and get
connected to the headphone. I have carved a place for
them in here as well. They're going to
follow the same route and people logged in here. So now exactly, take this one, bring in a cylinder, try to carve the shape hold down shift so that it's
a perfect cylinder. And you're good to go. Make it a smooth
based on 30 degrees. Okay? There's looked like there are some rotation
values in here. I'm going to zero
all of them out. And just bring this
one in here and try to re-scale this like so. And then boolean like
always and bring the way that normal multivariate down to recalculate the normals. Then I'm going to mirror
that to the side as well. So take it, it's
gonna be a long way. Okay, now we need to
select the mirror object. This one looks like
we need to turn off the slip or bisect. Okay, we've got that
design in here. Now the wires can be placed, we can play some of them. I will do that after I
made the design complete. And we wanted to symmetrized
that to the other side. Who will do that? Now, I'm going to take
this polygon in here and extended a bit diagonally. So while having
this one selected, let's go into edit mode
and just take this polygon because that is non-destructive and it already has a normal. So if you hit a, it's going
to be along that normal. Then we can do a simple bubble in here to make the normals
catch a bit better. But now we do not see that cylinder that we
carved n for the wires. So we need to go
take this cylinder and try to scale that in Z, make the piece cut out better. So just try to drag it in. Like so. Now we have it. The shape is already a
lot more interesting. And in order to
make the profile of this piece match this
head band in here, I'm gonna go try to
scale that in x. And because that is
non-destructive, it's keeping everything. So now let's see about this one. It looks like we
need to do a bit of rotation on this piece, on the cylindrical piece. Okay, like so to make sure that it doesn't distort the edges. Let's go rotate them in
y just a bit, like so. And then let's see
what we come up here. It looks like we need to go
try to add a vertice in here. Then take these and drag them back so that it has
a curvature to it. And it doesn't distort
the edges as well. And in all of the sides, it's doing a good job as well. So for now, I'm happy with it. And in order to make
the other side, I'm going to shift the on this and then apply
all of the geometry. So now we have a destructor
piece that we can mirror that to the other
side to make the wires. So I'm taking this one and try to add a mirror
to this side. It's going to be along x and the period is going to be
based on this one. Okay? Now what exactly expound on this area, which
I'm happy with. So now let's go try
to make the wires, and it's going to match the
same curvature as this one. So I'm gonna go try to bring in a curve maybe that
we can play with. So let's bring the spawn
area to the center. Exactly. Okay. Now everything that response is going to be based on this, zeros, zeros, zero. Then it shifts and a, to bring either he can
go from the Curve menu, we can go from the mesh. So I feel like
going for the curve and a Bezier curve
would be a good result. So let's try to
re-size it, then. Rotate that by 90 degrees. Okay? And then we got it. Let's
place it right around here. So I'm going to scale that
along x again, 180 degrees. And let's apply the
rotation and this k, Okay, now it has some points
and some handles. If you take the point, move it, it's going to move
and it's going to produce a smooth results. If you take the handle, you can try to change
the curve of that point. Okay, I'm taking that one, I'm bringing that in here
and just select two points. I'm going to add one
extra subdivision in the center to
control it more. So having those points selected, Right-click and sub-divide,
it adds another point. And I'm trying to just follow the same curvature
as this headband. Okay? Now, I'm going to take
this one on, bring it here. So by taking the handle
and trying to rotate that, we're able to create a
result that we want. And then try to
rotate this one up. Something like this. We're able to create
a half circle. And then we can go
into geometry mode. And in the bubble mode
we can add just a bit of depth to bring the geometry. And then if you think that
this could be changed, it can go either take these, rotate them, or even tried
to scale them. Like so. And because this is a curve, if you try to scale it, it will scale the curve
and not the geometry. You see whatever I do, the depth of the geometry
is going to stay the same. But if you are going
to change the depth, you can take the point
and try to change it with Alton as it's going to change the depth of the
geometry and that point, okay, now the default point
for anything in here is 1 cm. If we're going to change that, you can hold Alt and S
to try to change that. Okay, something like this. And now let's go for 4.75. It looks like that is
a more natural value. And then I'm taking
this one and this time. Let's hit Alt and
S to make it a bit thinner and then E
to extrude that. Now because this is extruding, it might cause some issues. And in order to fix them, you can just try to move this and try to
move the handles as well to get a better
result like this. And then drag it up the handle. You can make it smaller. And take any results
that you want. Then we can try to rotate that. Let's see what we get. This is a good result,
but I'm not using that because that doesn't
seem natural to me. Just try to rotate
and get this result. Now, right-click and try to take the last point on this
one, tried to sub-divide. It adds another point
which gives you more control over the
distribution of the geometry. Okay, try to make
the handles a bit of smaller to get such a result. Now, let's see what we got here. It's exactly to the
point that I wanted, but I'm not sure
about this and shape. Okay. Let's take it and
bring everything back. I mean, the overlays
and looks like we can try to hit X on this
and remove vertices, okay, now this one is better. But I can take this point and
try to bring it up like so. Or just take this point and
try to make the handles, the beta smaller and try
to rotate them a bit. Okay, Now, this is a lot more natural and I'm liking
this one actually. Let's see. If that is following
the shape that we want. We can try to rotate it
just a bit. Like so. And then this one, a bit
of rotation will do. Okay. This was about the
first one that we did. And let's do the same thing
on this side as well. I'm just taking this
and try to rotate that. It's going to create
another segment. And now let's see about
the rotation of this one. How can try to fit
it exactly into the cylinder and Alton estimate the profile a bit thinner. Then we've got this.
Let's drag it out, only this one, and then
try to make the handles a bit smaller so that they
are more controllable. And then a bit of
rotating as well. And just take this and try to make the
handle the smaller. This is going to make
the result better. Rotate. And then try to make
a small extrusion. This one is going to be 90 degrees and just try
to fit it in there. And it's going exactly to the
direction that we wanted. Okay, Now, one of
it got created. And instead of
making new geometry, we can go and try to
re-scale the same thing, shift and D, and then
try to bring it to here. Like so. But I do not want them to be exactly just like each
other in both of the areas. So one way to cheat that would be to rotate this 180 degrees. Now, you see these
are a bit different. Now, let's go take this one and try to fit
it exactly in here. And about here it looks like we can take this point
and try to fit it in here. Now, this one is alright, no problem with it. Let's try to take a look at it. But in order to add
more variation in here, I can go try to
take this point and maybe move it. Just like so. Let's try to move them
on this way as well. Now we've got two
wires going on in here and they look identical. When I'm taking a look
at this front side, I see that there's an
obvious repetition that we can go and try to fix. Just try to rotate,
make this smaller. Now, this is a bit more varied and that is
looking better. So there's a problem in here. Let's go see if we can fix it. There's no point in here. Actually. We can go and try to
bring in the Booleans. Now, we will fix them later on. Now we've got the
wires in as well. Then in the next one
we can go and try to simulate the cushion in
here and on this top side. Okay, see you in the next one.
22. Cloth Simulation: Okay everybody. And now I feel like
we are reaching to the end of this
headphone as well. And by simulating the cushion, I can really call this one done. So let's take a look
at the references. And that is something
really simple. We just got a cushion and it
needs a bit of simulation. So we can go and try to borrow the geometry
from this one. So I can go in and
take this one, Shift D, and then we need to
separate it by selection. Now we've got an
extra piece in here, but this one needs to
be subdivided in order to make the simulation possible. I'm going to go in edit mode
and just try to take this, making a small insert, like so. And then I'm going
to hit P, Excuse me, I'm going to hit em collapse. Okay? Now this collapse the
geometry and now we can go, excuse me, I shouldn't
collapse that. It doesn't allow us to make the geometry that we
want a control Z. And now let's make
it a bit smaller. Like so, exactly. Until here. Now, if we go in and
try to hit Control, R were able to add segments, okay, just make sure that they
are something like cubes. And then in modifier, because we took this one from the speaker piece that
has a lot of Booleans. It inherits all
of the modifiers, so we do not need them
and simply delete them. The only thing that we need
is a subdivision surface that's disabled the
iser optimal display and try to add some
more segments. This will make the
simulation lot better, but it's going to be a bit
slower for calculations. And the period is going
to be centered as well. Now because we're going to paint this and do the simulations, I'm gonna go in the edit mode and take this vertices here, and take this one as well. Okay? Convert them to edge loops by selecting one who
are able to get the points. Okay? Now I'm adding a
vertex group and hit Assign. Now select the select. But if you went ahead and applied the modifier
makes sure that you go and try to do
the vertex points. So now after this one, I'm going to add
a class modifier. Let's bring this down. And the first thing is
applying the shape in here. I'm going to go into
pin group selected. And now if I apply, nothing's going to happen. Of course something's
is going to happen. But the geometry is not falling. And that is what we want. After this one, I'm going to go and add a lot of pressure. So let's go to pressure
study to tell. Looks like it's not
doing a good job. It's all about
taking the result, changing to whatever you
want and see what happens. Now, this is a lot better. It's adding a bit of pressure, but that needs to
be a lot bigger. So let's go add more. You see, we have a
lot more pressure. But one thing that
we need to do is limiting this sniffed
stiffness in here. Because you see it
just like a fall off. And the points that
we have selected humming these ones,
this stiffness. The more you increase, the more the neighbor points are going to be just like
these pink groups, they're going to
stay in their place. But if you try to bring it down and then redo
the simulation, you see now only
these points get affected and not the
neighboring pieces that much. Okay? Now there's another
one that you can try to manipulate and that is
this shrinking factor. And this is the
opposite of that. It's going to make
the pieces that are not pinned to move. More. So now, let's try to simulate like
this and shade smooth. Now, this is exactly not what we want because we
need more pressure. So let's go in here and apply the pressure scale
a bigger value. Now, you can see that we get
a better result already, but it needs to be more because the reference
that we have, you see, it's
really pushing out. So let's try to add
more pressure. Like so. Then we can go. Let me
pause the simulation. So the quality is step by
default is set to five. I just went ahead
and set it to ten. This makes the
simulation a bit slower, but you're getting
better quality. Now, in order to make the
simulation better even, I can go and try to apply
the rotation on this scale. And that now we should
get a better result. Okay? Now you see we
get already a much, much more final result. And it's adding a
very good variation to the result that we have here. And I'm just like keeping
this, it's very good. And since this one is a smooth, it's holding out
really good against strong and hard surface
structure that we have in here. And it's a very good idea. So I'm going to take
it and just apply subdivision surface after it and add one more segment to
make it really high-quality. But later on, we're
going to fix this. So now I'm going to take the exact geometry,
bring it here. Okay? Rotate that
hundred and 80 degrees. Of course for now, I'm not doing anything. Let's try to run the
simulation once more. Okay, now we've got this. Now we can go and try to apply all of the
geometry on this. But since I want that to be more fluffy based on the reference
that we see in here. Because the period
is exactly in here, we can go try to
simply move that in x. This makes it a bit more
just like the references, but not so much. Let's take it down
just like this. Rotation and scale. And then let's deactivate all of the modifiers so that
we can rotate diaper. So let's see. Let's just
turn off the class modifier. And this makes the
rotation better. So in here I'm going to
negative 180 degrees. Let's go see where the faces
are facing and it's good. So I can snap it
perfectly to here. Now let's run the simulation
to see the results. First, we need to add a couple
of subdivisions in here. Let's see how much
we have. Okay? Now this is good. Let's apply the
simulation to see what happens in the
Physics tab as well. Make sure that
this is activated. So run the simulation,
it's falling. And because we need to
reapply the vertex geometry, vertex data geometry,
because if you noticed, the amount of subdivision that
we added is ruining that. Now we've got these. Let's go in here, try to remove it and add this one, assign,
Select, de-select. Okay, it's working perfect. Now, of course we should go and try to reset
the rotation as well. Let's see what happens now. The result is buggy
now, so let's see. Let's drag it out a bit. And then in here on
the cloth Modifier who need to go and on the pin group. Let's apply that. So let's see. Of course this is a good result, but it's not staying in place. Okay, I'm happy with it. Let's take it and I'm gonna go apply the subdivision
cloth and that one. And it pastes that
exactly in this area. Now, let's bring the period and this point in here
on this center point. Let's see where that is. We can try to bring it up like so and then try to fit
it exactly in place. And the reason that
it's not a staying is because I feel like
by accident yeah. But accidentally
activated the rigid body. So I'm disabling debt. So we're good to go. So a bit of scaling along x. Now we've got a good
result in here. And I'm happy with it. And in order to
hide these seams, we can go and try to take
geometry from here because I see that around that we have
some type of lizard in here. So I'm gonna go take this, bring in here, shift and D to duplicate it,
p by selection. Then I can take this and try to use the solidify
modifier on that. Add some geometry. Solidify. But they're
not want any offset. One centimeters is okay. And let's try to bring that in here and a bit of subdivision. But this one needs
to be bigger a bit. Okay, and the reason that we
are seeing such a shape is that this needs to be exactly
the same size as this one. So let's apply the rotation and the scale and just try to
fit it exactly to the side. I'm not liking this shape. Let's deactivate the subdivision surface
alongside with that. Okay? The problem is in here, so we can go and try to resize these exactly
the same shape. Now, apply it to complex and apply the rotation and the scale and
bring the modifiers. And of course, when I'm taking a look on this side as well, It's not giving me
a good result. Now. It's a lot better.
Let's take it, re-scale it. Uploader
modifier. Okay? Now this gives it a
bit of better design. And take this one and this one alt and a,
to realign that. That is a better design. Might just keep
this or remove it. I don't know. But for
now, let's just keep it. So let's add another mirror. And this time the mirror
is going to be along x and the geometry is
going to be this one. So let's take it and it exactly poses places
that in here. So let's see. It's
a good design. Now it's trying to go
for this top piece. So let's see which one
of them we are choosing. So this is it. And now I feel like in the intro section
of this headphone, we just applied the vertex data. So we have the vertex data. Let's select any CD's or the vertex data that
are not moving. Okay, Now let's apply
the class modifier. And before that, I'm going to apply it a subdivision surface. Let's add three of them and then I'm going
to apply the coolest. Okay, let's make this 110
pin group. We have it. I'm going to bring
this stiffness down and the shrink
factor down as well. Then quality of collision up. Because this is a tricky piece. Now we can go and apply
a lot of pressure. Let's bring the pressure up
to 15 and this one to 50. Okay, and then play. Although this is a good result, but I'm not satisfied with it. The first thing we can go
and try to shade smooth, this one to make
it a bit smoother, pause the simulation
and we need a lot of more pressure. Like so. But I want more profile to this. So one way to get
around it would be make the profile bigger. And I'm not going to make
the geometry itself bigger. I'm going to go and take
this shape from here. Just let's go and
disable the modifiers. Then. Take this and
exactly two here. And I'm going to rescale
these down like so. And now it has more profile. Bring this down and
this one down as well. Now, subdivision. Now if I apply that class, we should get a better, yeah, we have a
better idea in here. But I feel like we can
go have more pressure. So let's apply more pressure and hit subdivision,
Excuse me, simulation. Now this is a good design
that we got in here. But let's go and try
to bring the stiffness down and shrink
factor down as well. I want more of the geometry
to be included in the geom. Okay, now we're getting
a better shape in here. It's just like a cushion pattern that we have in the references. So let's bring the shrinking
factor that down even more. This makes the
simulation a better, stronger, something like this. I'm talking exactly about
this one. Okay, Apply. And then I'm happy
with the simulation. We can go and try to apply
it a subdivision plus, and yet another
subdivision as well to make it stand up even more. Then apply this one as well. One thing that I can take is this one and try to
push it back a bit. So while having
this one selected, I'm going for
proportional editing by hitting 0 to activate it. Okay, and then I'm going
to just take this, tried to re-scale
it and just bring it in here. Let's see that. Okay, it's good. And let's do the same thing
for this one as well. Scaled out in X and
try to bring that in. Just like so. And I feel like finally, we're done with this piece. And we learned a lot in
the creation process. Now we have a piece that has hard surface alongside
with cloth simulation. I'm happy with this piece
and I can finally declared, this lesson has ended as
well as this chapter. Now we created the base mesh. In the next one,
we can go and try to do really quick unwrap on these so that we can
bring them to ZBrush and start to make the
final high poly there. Okay, let's take
this one deleted. Because I didn't need that. There might be some problems in here which we're
going to fix now. But the overall creation
process is finished. Okay, now let's take it. And now I'm going to take it and convert it to a geometry. Let's take it, create a backup. Then I can take
these two objects, convert them to geometry
because now they are curve than they
can not be changed. Okay, Now, take this one while having the
proportional editing. They can bring it back. It's going to move
some points with it. This one is perfect. Not so perfect, but it's
going to be a good one. So we placed it. It's good. But this one needs
a bit of change. Okay? Because the
proportional editing is on. We do not have any
problem because it's going to move the
neighboring pieces with it. Okay, let's see about this one. In here as well.
We can try to move it a bit, just like so. And then this one, we
could move it as well, just make sure that you do not accidentally select
wrong points. Okay, Now, this chapter is done. We created the pieces. The next one is going to be all about creating the high poly, add a bit of sculpting ZBrush. Okay, See you there.
23. Applying Radio Booleans: Okay everybody. Now we are finished with the
creation of the base mesh. And now we're ready to go
and create the high poly. Of course this one. Some of the elements are high
poly already e.g. these cushions and
this headband. And here they are
already high poly a bit. So it looks like
there's something in here that needs
to be changed. I see that this one goes beyond this bar
that we have here. So I'm going to take it and
try to rescale it a bit. Like so. It looks like if we try to
rescale it NY to go in, we would have a safer
transition, e.g. something like this. This is already a selection. Let's take it and I'm having the proportional editing to make sure that neighboring
pieces are moving as well. So I just drag it in like so. Then let's see about this one. No, this one is okay. So now we've got
this piece and now we're ready to take
a backup from it. And I'm going to
import the radio in here as well and
start to work on it. And I'm going to work on both
of them on the same scene. So now I'm going to, I'm
going to hit M or in here. I'm going to create
a collection. So I want that collections would be the children of this main collection
that we have. Okay, let's create a new one. And I'm going to call
this 101 base mesh. And the reason that
I'm adding the 01 is that alphabetically
it appears up top. Now I'm selecting
everything in here, including all of the
Boolean pieces and so on. And hitting M, add
new collection. Let's bring them
into the base mesh. And while having them all
selected, Let's leave it. I'm going to create a folder that is
children of this one. And now let's rename
this one to headphones. Okay, now I'm taking
everything in here and bringing them into
the headphones conduction. Okay, now I can
turn this one off and on wherever I want to. So I'm going to take
this and drag it over because I'm going to
bring the radio model as well. And I'm just going
to make sure that I place it here and
start to work on them. So now let's remove that one. And then I'm going to go open the one blender file that I have the radio in. Okay, this is it. And I'm going to make sure that this is not going to change, be changed at all. Just hit a to select everything and then
control C to copy. Then open up the new
one that you have here, control V to paste that in. Now, we should face this way. Let's drag it out a bit. Like so. And then we got both of the objects that we
have in the scene. And now I need to
select this one, create a new folder for it. So under the base mesh, I'm going to create a new one. And let's just call
this one radio. Then I'm selecting
everything in here. And base mesh radio. Now, I've got this
and I can totally just try to turn these on and
off to get what I wanted. So now I'm not going to
actually work on these, on these base, base meshes. Instead, I'm going
to take all of them and Shift D to
create a new copy. And the reason is that later
on we will come back to this base mesh and try to create the low poly
from this one. This is the backup data. Always refer back to. So now I'm hitting M. Let's create a new collection in here and just call
this 102 high poly, or let's call it three ZBrush. Because the actual
high poly later on is going to be created when we make the high value and a sculpting ZBrush
and reimported back. Okay, now, I really do not need to work with
the space mesh. And since these are, these two are the children
of that base mesh, I'm gonna go and try to turn that off so that every time
I try to work on something, I'm selecting something
from these e.g. you see that, that
one is in here. So now we need to
go and try to apply the Booleans and do the unwrap the way that
we did on the demo. If you do not know what
I'm talking about, you should go back. I believe it was
less than five that we talked about the demo and how we unwrap these to be done for
the working inside ZBrush. So now I have this base mesh and I'm not gonna
do anything to it. Then, then I have this pre
ZBrush, which exactly again, I'm gonna go get em, create a new collection and
just call this one radio. And then it should place, they're placed them in here. I need to go in here. Or let's go and take
this one as well. New collection and this one, let's call it headphones. Okay, now under
this pretty ZBrush, we have a radio and
a headphone as well. So I can take them
and try to drag it to make it a
children of this one. Prior to that one, they were not a children. So now they are children
of that ZBrush. I can turn them on and off
to start to work on them. Now the thing that
we need to do is applying the Boolean modifiers
and try to unwrap them. For now, I will apply any
Boolean modifier that we have. And you should make
sure that you do not move at all because
I'm going to import export anything on their
same places so that later on it wouldn't be a problem for Substance Painter
to bake them. Okay. Now I'm going to
take this one and just try to see
what we have here. I'm trying to take a look
at the modifiers and to see which one of them I'm going
to keep some of them, e.g. these bevel ones, I'm going
to remove them because later on the bubble is going to
be added inside ZBrush. This one was only for good
representation inside Blender. And later on we will
add the bevel inside ZBrush and the smoothness is
going to be added in ZBrush. So let's see what we
have for the first one. We have this. We're going to keep that
because that is a huge change. Control and a while having the modifier selected and
it will apply the bubble. Okay, now we've got
that one baked. Now, let's do one thing. I'm going to collapse
all of them. Like so. Because we have a
lot of Booleans, it might take a bit, but it's better
for organization. And to make it easier on us, There's an add-on in here. Let's go into Preferences and then just search
for the modifiers. Then this is the modifier tools. If you enable that, it should be added in here, here, now we have all of them. So there's something
in here toggled stack. This will open all of them. And if you press again, it's going to
collapse all of them. Then we have the viewport, which is going to turn
all of them off in the viewport so that you see now we've gone to the
base mesh that we had. And then you can
apply all of them at the same time, which
we're not going to do. And you can delete
them all in one click. This makes it easier to work
with the modifiers, okay, now we have them all turned off, and now we can go and try
to turn this on to see what changes they
make or if we want to keep them or delete them. So this one definitely
I'm going to keep it because it makes
a huge change in here. So let's bring the
toggled stack on. Then I'm going to, while having the mouse cursor on this one, I'm going to hit Control
a and a to apply that. Now, we have the weld, which is going to make
it a bit more ordered. And what some vertices there, okay, I'm going to keep it. And then we have the
bevel, which is this one. I'm not going to keep it because this bubble will later on
will be added in ZBrush. And for UV creation, this would be a pain to unwrap. So now I'm going to remove this. And let's see, we have a
weighted normal modifier. Let's keep it, keep
sharp, apply it. And then we have another
bevel Boolean, excuse me. Okay, This is it. I'm going to keep it. Let's see what this one does. So it looks like there's
a problem in here. So let me go try to select this. This is the p star
is driving that one. So in order to improve database, I'm going to bring
that back like so. Just take the Boolean, drag it back a bit more. Okay, Now I'm not going
to try to drag it back. Instead. I'm gonna go in here
and try to take the vertices and
try to drag them. Like so. The create this effect. Now front and back. It's doing a good job. Okay, now, let's select
the object that we have. And then I'm going to keep this. So now let's see
what this one is. This one I'm going to
definitely keep it. And then control and a to apply. And then let's see about
this one. This one as well. I'm going to keep it, but for something like the low poly, I will go and delete this one instead rely on the
normal map bonds. But since we're going
to bake the high poly, I'm going to keep this because
this is the high polish. Okay, now controlling a. Let's see about this one. This one is the LED screen.
I'm going to keep it. And the way that
normals is going to clean everything up, keep it. And then let's see
this panel as well. Keep where the normal
model for cape. Duplicate them. We have this panel in here. Let's keep it were
a normal modifier. And then we have this
diagonal line in here. I'm going to keep
it. Then this one, Let's see what it does. It's cubed zeros 09. So let's go back in here. We can search for. Q.009 in the radio. So let's go back and
we should find it. Then the radio in
here in the ZBrush. So it looks like we
can not find it. No, the object is, if you just select this one, you see that the object is cube. This one not cube 009.
So this one happens. Let's select the name and
see what we have in here. Okay? This is it. This one is the one
that is driving that. So let's take it and for now I'm gonna go in and try
to remove all of these. So let's hit F3. I do not need all
of these segments. So I'm gonna go in here and try to shift and Alt
select all of these, because that one
was only to correct the shading inside the viewport. And now, because we're going
to export this one into ZBrush and already tried
to solve it there. I'm going to take all of
these and try to remove them. Okay. Now we've got it. Okay, Let's go back. Then. Just hit up three
on that to make it non visible and
then try to take this. And then you can see that
by turning this on and off, you see that what is that? Ok, Control a on this applied. Then let's try to isolate it to see what is
going to be that, okay, Now, this is the one. Definitely I'm going to keep it. Let's see about this
one. Okay. This is the panel that we have
here. I'm going to keep it. And the next one. And this one is very important. It's causing these panels
in here. Control and eight. Now this one as well, I'm going to keep, this one is creating this slice in here. Okay, I'm gonna keep
this one as well. And these ones, Definitely, It's all a matter of
applying the Booleans and see what they do and what do
you want to do with them? So it looks like this
one is this cut in here. I'm going to keep it. This one as well. I'm going to keep Let's see. Yeah, this one is this
panel that we have here. I'm going to keep
this one as well. Then the weather normal modifier to correct the shading for now. And you see we got ZBrush
mesh that we have here. So I'm going to Shift Spacebar and the lit
costume normals. Okay, now you see everything
is back to the default. Let's apply the smooth
then based on 30 degrees. Okay, now we're good to go. You can see that we have
the mesh now, okay, now, let's see what
we need to do now. So now that this
one has been done, I'm going to take it and it h, This is going to
hide it so that we go and try to work
on other pieces. Right now. I do not need this, so I'm going to remove it. I wanted to create a wire, but I didn't feel like
it was a good option. So let's remove it. And we can go and start
to work on these. First, let's go and start
to work on the big picture. Again. I'm going to remove
all of them soda. We get back to this cube and
try to see what it does. Okay, I'm definitely
going to keep this one. And let's toggle a
stack once or twice to expand all of them and
see what the Booleans do. Okay, this one I'm
going to keep, Let's see, this pebble. Actually. Let's keep it. Because based on the references, we have such a cut. Okay? Now the next one is this one. Then we have this one in here. Okay. I'm going to keep it. And then this one
definitely want to keep it. Then these slices,
this one as well. And this one as well. Weighted normal. This one as well. Then this one. I can keep it, but it's going
to cause a lot of issues. So I'm gonna go back
and remove this. We do not want it. Okay, now we apply the
Boolean on this one as well. I'm going to hit H on it and try to work on
this panel in here. Toggle all of them. Try to hide everything. And now we can go try to see what they do
one by one, okay? This one, we want.
This one definitely. And the bubble, I
do not want it. Okay, let's remove it. Double. Bevel is going to cause a lot of problems
in the unwrapping. So I do not want to keep it. This one. Okay. I want this one to be as well. And this one as well. Yes. Then this cube. Let's keep this one as well. This spherical thing
that we added. Let's see about this one
to see what it does. Okay, this one is that cut in
here. I'm going to keep it. And then the way that
normal modifier, so now let's take it
clear custom normals. Now see, we do not have
any shading issues. Now let's just give this one
a bit of smoothing. Now. It's going to be
based on 30 degrees. And now it's done a good job in smoothing
a lot of these areas. Now, let's go in here, and now we're going
to hide this one. So it H, so that it hides it. And now it's time to go and start to work on
other pieces, e.g. this one, I'm going to keep
all of the Boolean pieces, but I'm not going
to use the bubble. So for now, let's isolate it. Toggles stack. Now, turn off all of them to
see what we go. For a now, the bevel is
actually a good one because it's not only adding the
segments for the high poly, it's adding for the next
Boolean piece that we do. Okay? Now these ones I want
to capture as well, of course, for the low poly, we will go on to lead them, would bake fine on
something like this. But for the high poly, I'm
going to keep it for now. So let's apply the bubble and
now the cylinder as well. So now let's apply
this one as well. And this one is finally going to make it to the production
for the high poly. Okay? Now, let's go back
and try to hide it. And these ones are just fine. These buttons, I'm
going to keep them, but I'm going to turn off the bubble because
the bevel later on is going to be added inside
of ZBrush because just, let's take a look at it. We're now, this only takes
half 1,000 triangles. But if we turn the bubble off, you see now a huge optimization. We did. So I'm going to turn them off. And later on we will apply that bubble inside ZBrush
by applying the smoothing. Okay, now, turn this off. Now let's go for this one. And of course this one is a collection of meshes and I'll definitely
want to keep it. Of course, for the high poly and for the low poly,
we will bake that. Okay, Now, let's go
back and hide it. For now. These ones, Let's go for these
ones because these are simpler and we know that
we're going to keep them, so keep it, uh, later on who will clean this up by clearing the
Boolean pieces, but for now, just leave them be, okay now the bevel is there. Let's remove it because
later on we will add that bubble inside ZBrush. And I do not want to add another step for
unwrapping because the unwrapping using such a method
would be time-consuming. So I'm going to delete the bevel now and the Boolean definitely, I'm going to keep it h.
And now this one as well, I do not want a bevel, but the Boolean,
definitely I want it. Now, let's see about this one. Let's see what the bevel does. Of course, the bubble in
here is adding to the shape. And not only for the smoothing
or those kinds of things. So I'm going to keep it
than the array as well. It's going to be kept. Now this one, the bevel, no, I do not want the bubble because
that could be done using the smoothing inside ZBrush
array applied as well. Now, let's go for this one. The bubble. Definitely I do not want
to keep it. Let's go back. And you see, we're only
left with these Booleans. And I'm kinda in-depth
about this one. I don't know if I'm
going to keep it or not. So for now, let's keep it. But later on we'll see if we
want to keep this or not. Okay, Now, the next piece is this one that is a
very simple piece. Just hit H, it's going to hide. Now we've got this one as well. Let's do toggled stack, turn them off, and
then we got a boolean. It's going to make a
crucial cut in their apply. And then this one as well.
I'm going to keep it. And the bubble, no,
let's not keep it. Hit H and you're good to go. And this one as well, It's a very simple piece
we could apply. The good thing is that when
you use the ball to all of the Booleans are converted
to wireframe by default. Of course, if you
apply that button that we in intro sections,
just pull tool. And then there's an option
display as wireframe so that we know only
the pieces that are getting shown in full view or the meshes and these
ones are Boolean pieces. Okay, Now, this one, Let's take a look at it. This one was the piece that
we cut the shape into it. Okay. Now, I want it to be okay
and Haley H go back. And this one as well, doesn't have anything
extra, so hide it. But this one, we have the boolean that we
caught using that panel. Definitely I'm going to
keep it and hide it. So now we're left with these. Let's see. The bull is
going to cut the pieces. I'm going to keep it. And now hide. And
now it looks like this one is the last
piece and this radio. So let's see, we have only
one Boolean to cut it exactly through the panel there and apply the modifier
and hit H. Okay, now we're left with
these Boolean pieces that we can go and
try to hide them, or we can go and try to
definitely remove them. So in order to stay
on the safe side, I'm going to go create a new connection and just call
this one radio hooligans. Now let's see where
these are at. Just take it and bring it up. Put it into the radio collection so that they can
hide it in no time. And then these ones are the ones that are
actual geometry. So let's take them. Let's put them in a folder. Create a new collection, and just call it radio geometry. Now these are the
real geometry and with no baked or
Boolean or anything. And radial geometry could
be in the radio as well. So now we've got the
pre ZBrush folder. In that folder we
have the radio, then we have the
radial geometry, and then we got the radio. Let's bring them
back, the booleans. Okay, now I'm going
to stop this lesson. And in the next one will go for the headphone, or we have time. Okay, let's go
forward or headphone. In this very lesson, you could do all of that
in one lesson only. So now let's hide all
of the radio boulders, because now I'm going to
focus only on this headphone. Okay, now we've got this. Let's go back. One thing
I noticed is that I want this one to have a rounded
curvature basement based on my experience, if you bring this
one into ZBrush, you're going to get a lot of faceted edges because
the cylinder, although that is
non-destructive and if you go, we can go try to change the segments to have
more smoothing. It's not going to look very good when you bring that
inside ZBrush, so forth. I'm going to add
some more segments so that the bank would
be a lot better. So for now, because this is
going to take a bit of time. I'm gonna go and
cut this lesson in the next one who will finish
the headphone as well. And then we will
go for unwrapping and then the ZBrush.
Okay, See you there.
24. Applying Headphone Booleans: Okay, everybody, I'm
previous lesson. We finished the radio. Let me bring it.
And now we've got the radio with all of
the Booleans baked. Of course, there are some
ugly and guns in here, which we're going
to fix later on. But for now, we're gonna go and bake the Booleans
on the headphone piece. And then after that, we
will unwrap them and export them to ZBrush to see if there are any
problems or not. Okay, Now let's go
for the easy side, and I'm going to take
this, let's see. That is in this headphone here. Now I'm going to
hit H to hide it because these do not need to be, basically they do not
need to get worked on. Now, this one as well, Let's hit H. This one
doesn't need anything, H, this one as well. But this one, I'm going to do one thing and that is
disabling the bubble. And you see that the
curvature is a bit jaggedy. So now in order to fix that, I'm going to go in and try to make the
curvature a bit better. And I'm going to put
segments in here like so, and then make the
smoothness one. So it looks like this one isn't going to be
doing any good. Let's add one in here
and a smoothness to one to make the
curvature a bit better. So now I'm going to select all of these edges
for now Let's clear sharp. I'm going to go to Edge mode, select all of them
right-click and clear sharp. Okay, now we have a
better visual on there. I'm going to select this edge, this one, this
one, and this one. And I'm going to exclude the last edges, which
are these ones. And then I have this edge
that goes all across. And then I'm going to
right-click and do a sub-divide. Now you see it doesn't add
any curvature or anything. We need to set the
smoothness to one. Okay? Now it tries to relax the
curvature a bit more. Let's set it to 0.1. You see the curvature gets a
lot better than we can go. Add more segments to make
the smoothing even more. So put a high poly,
this is very good. And it can go even
make it more high poly by adding a subdivision, e.g. to make it more, hopefully, just add one simple to add
some support edge loops. Or you can go try to add
the edge loops, manually. Add one loop, cut, make it two, and then try to slide this
one, exactly two here. And this one just about the same distance
as the previous one. Now, if we go and
try to take a look, you see now this becomes
much more smooth, but we do not get actually a lot of visuals
contribution out of that. So let's go and try
to delete days. We're good to go. So now
I'm happy with this, but let's do one thing. I'm going to hit Alt and
H to bring that back. Only want this one. Okay, Let's try to compare them. I do not want this one to be extruding out of the
surface of this one. So for the most part, it's doing a good job. So now let's again take them, this one as well and
try to hide them. So let's see if the
selection is okay. So I'm happy with it
and try to hide them. So now we're good
to go for this one. And this one could be done
easily by the mirror. And let's try to
take a look at it. And I'm happy with it. This pebble, I'm going to
keep it because you see the Bevel adds a lot
of shape definition. It's not only a normal level, it's trying to round up all of the corners and I'm
going to keep it. Okay, Now, hit H. Looks
like we got two of them. So let's see. Looks like there's
one in here as well. So I'm going to remove that. Looks like this is the
one that is going to be mirrored to the side. Okay. Those ones were there
and they were not right? Okay. Just take it and remove. Now this one is
going to be done. So let's see what we need. Toggles stack and
just turn all of them off so that we can try to take a look one by one
to see what each one does. So because this
one is high poly, I'm going to keep it,
but for the low poly, I'm not actually going
to keep it and only rely on the normal map bake down. And the next one is this
one which definitely want to keep it.
This one as well. This one, I'm going to keep
it for the high-quality. Maybe want a low poly, maybe we remove it and then this one which we're
going to keep, Okay, now I'm going to make
a mirror on this side. For now, Let's go temporarily bring that head band to
use that as a mirror. So let's see. Yeah, this
one is the headband. You say it has the
pivot in this area. So I'm going to keep it and
try to mirror based on x. Then this is going to
be the mirror axis. And it's going to
be done perfectly. Okay, Apply. And then I'm going to hide
this one alongside with this. And then we're left
with these earphones, which are the parts that I want it to
stop the lesson for. Now, you see the
curvature isn't so right? And if we try to
export this to ZBrush, we're going to get a
lot of faceted edges. But one good thing
about this workflow is that it's non-destructive. And in every step
that you're in, you can go back,
go into edit mode, and try to change
whatever you want to do. So now, this is the
ramesh that we have. Now I'm gonna go and try to
add some loop cuts in here. So just select this one. And now we're going to go select the edge rings until
the exact area in here. Okay, Now, let's go add or
select loops by edge rings. Now it selects all of the edge shrinks
until they're than. Then right-click and
try to sub-divide. Okay, now you see it
doesn't do anything. Let's go make it one. So you see, it makes the
curvature a lot better. Let's do one more. And this makes it very good. Later on, we will really see the benefit of using
this workflow in here. But one thing is that because we change the curvature so much, this piece in here, this Boolean piece is getting buried exactly
under the surface. We need to re-scale that a
bit out to make that pop up. So now there's one more thing. Let's go see about this one. No, this is not. I'm taking a look at
this one in here. We could try to round
this one off as well, but I'm not going
to do that now. So the only thing that we're
doing now is this piece. Let's go see which one
of them is doing that. So just try to select it. And I'm going to bring
the period exactly into the center because
as you see this one, I have applied the
array modifier. If I try to move it, it's going to be
only moving one of the instances to be good and all of them are
going to be wrong. Okay, now, just select the host piece and make sure that the pivot is
exactly in the center. And now hit Shift and S. Bring the 3D cursor to select
that shift and select it. Now, we're going to use
this one as the pivot. So let me take the
bully for now. And instead of using
the normal pivot, I'm going to go for
Control Alt and q. And then pivot
point temporarily. We're going to set
that to 3D cursor. Now, everything that I do is going to be
revolving around this. So just set S and
temporarily drag this one out so that we can
capture all of the info. Okay, Now, let's see. It's very good. And all of those
problems got fixed. And now I'm happy with it. So let's see if there's any problem that
we're going to fix. And that is this one. It looks like we could drag
this one in just a bit more. Let's bring the pivot
to the bounding box. We can drag that in to cut it. And it's doing a good job. So let's bring it up. First. I'm going to remove the bubble because
I do not need it, does automatically
solve the problem. So let's go in here as
well and remove the bevel. For now. It's a
very good design. Let's go do the same thing
for this one as well. Now because this one is
non-destructive as well, we're, we're having an easy time
changing the curvature, okay, Now, while having this
edge loop selected, I'm going to go for Edge Ring. It selects all of them. And in here, just
right-click sub-divide. Now, it's doing a good job at one more and you're good to go. Now, the only problem
is with this one. So while having
the host selected, I'm going to bring the
period in the center Shift and S to bring
the 3D cursor in here. And then I'm going to
use this 3D cursor as a temporary period. So just take the
piece that we want, which is this one, okay? And then set the pivot to
be based on 3D cursor. Now, just try to scale on all of the vectors until we
see this one in action. So let's see if
there's any problem. Now, everything is alright,
and we're good to go. This area as well as changing
based on the curvature, which is actually a good thing. Now, it's time to go
and apply the Booleans. So for this one, first we had a decimate modifier
and then the wireframe. So it's going to be good. Let's apply, apply
and then hide it. Then it looks like we got this one that is
cutting in here. And if I isolate this meshes, see that everything
in here has been rounded except for this one. Of course this is round, but
when we export it to ZBrush, it's not gonna be
so round. So now. In order to prevent some
of the future problems, I'm going to select this one. Okay, Let's disable all of
the modifiers, just like so. And then I'm going to
select this edge and this one, right-click
sub-divide. It, adds all of those shapes. Let's add one more. And then let's go
back and solidify. Okay, Then another bevel. This is going to be a lot
better for the future. So let's see what it
does without bubble. Of course we can try to
remove the bubble, only, rely on the solidified, which later on we will
smooth inside ZBrush. Okay. Now just try to
take it toggles stack, okay, disable all of them. And now we need to activate one by one to see
if we want to keep them. So this one definitely,
I want to keep it. This one as well. This one, the panel cut. I'm going to keep
it. So this one is doing this panel cut. I'm going to keep it
and I'm going to keep this in the low party
as well because it's altering the geometry
so much that it wouldn't be possible to
take that on a normal map. Apply this one. Let's
see what we got here. So we change the direction and I'm not going
to keep this one. This one, I'm going
to delete it. So now this panel, I'm going to keep it.
This one as well. So this one definitely
panel cuts, maybe this is cube for t. Let's just search the name
in here. Let's go back. And that is, okay, and this is this one that
we're going to definitely keep. This one as well. I'm going to keep, Let's
see about this one. These are these
connection points. Let's keep them. These that go round. These ones. We're going to
keep them as well. So let's see how about
the rest of them? So let's see what this
one is doing right now. I do not see anything. Okay. This one is that one. This one as well. This one. And this one. It
added a cut in here. An overall cuts. Let's keep it. Cube 44. Let's see which one this is. This is the one that
adds the cut into here. So let's just take it and try to extend it based on its period. So let's bring the pivot
into bounding box. Try to extend it just a bit
and try to take a look. Now, I'm happy with this result that we are getting Apply. And then take this one, take the host piece. And this one, we're going to
apply that where the normal. Then another Boolean, which
is this one that see, it looks like there's
a problem in here. Let's just select the object and search in here to
see what that one is. Okay? This is this
that we do not want. It's here by mistake. So I'm gonna go
and try to remove it and take this piece
and remove as well. So we've got this one baked and we're ready to go and try
to unwrap it. But for now.
25. Unwrapping The Headphone: Okay, everybody, now we've
got everything organized. We applied all of the
Booleans and there's no longer any Modifier
applied on these. So we have left the
Boolean pieces as well. So if there's something wrong, we can go back and try to bring them on and
apply the Booleans. So for now we do not
need the Booleans. We have the radial geometry in here and the headphone
geometry in here. And we're going to do a very, very small UV setup based
on the sharp edges. And the thing is
that let's just try to explain that on this piece. I'm going to Shift
D to duplicate it and bring that in the center so that we do not do anything
harmful to the main one. Okay, Take this one
has an example. Later on that we are going to create the actual production. Where do you UVs. We will do a lot of more care
and creating of the UVs. But for now, it's only
going to be a matter of selecting the sharp edges
and applying the UV on them. So just hit. Or if you do not have
it in the quick menu, you can go to select
and select sharp edges. And now you have an angle in
here which you can select. So now this one is
perfect for our needs. We have this and then
right-click and Mark scene. Okay? And then for the ease of
use, I can right-click, Add it to quick favorites
so that when you hit Queue, you can see this mark scheme. So let's try to inspect to see if there's something wrong. Okay, I'm absolutely
perfect with this. So just try to select
everything in the polygon mode. Right-click and unwrap. Select in the UV editor,
right-click and unwrap. Okay, now this is a primitive UV and I'm not
going to do anything to it. The only thing is exporting
this as an FBX to ZBrush. So I may test folder in here, just selected object so that nothing else
exports with it. And Export As, as FBX. Before that, there's
one more important step that we need to do and that
is triangulating the mesh. Because if you do
not triangulated, have ZBrush is going to have a lot of problems
importing this mesh. You can either apply that
or leave it for now. I'm going to keep
it destructive, excuse me, non-destructive. So that every time
that you want it, we can go back and try to remove the triangulation and here's
the good thing about it. You can just toggle on and off using only one button
using the modifier. Now it export. And then make sure that
you limit to select that, to select the objects
and hit export. Now here we are in ZBrush. I'm just gonna go imports. And this is the mesh. Let's hit Open. And Okay. Now there's one thing that
we need to do before doing anything and easy because we
have a curvature in here. The mesh is so jaggedy because we do not have much
geometry in here. And you said triangulation
hopes in a cleaning port. So now I'm going to open up the sub tool menu and just hit duplicate that you
can find in here. And the shortcut for that
is Control Shift and D. I'm just going to keep this
one as a comparison so that later on we can compare the high poly to the lower body. So having this one selected, I'm gonna go with you. And we already are familiar
with the user interface. And if you're not familiar, you can go back to the demo. I believe it was less than
five that we did a demo on this whole workflow and how we're gonna
do things in here. So groups with UVs. And now every time that
we have a color change, it's going to be sharp and the colors themselves
are going to be smooth. So let's see what we're
gonna do for now. I'm gonna go at a DynaMesh. And it's important that you DynaMesh on a high
resolution because some of the poly groups that we
add later on are going to be so close that it
might cause some issues. So having a high resolution
would really help. So set it to K and hit DynaMesh. Okay, Now, depending on the
complexity of the mesh, you might get very
high polygon count, but I am going to just ensure you that this
is going to be worth it. And later on, we can really totally compress that to a very, very low poly model that is still high-quality
using the decimation. So for now, you see, although
we have a lot of geometry, but this hasn't been
a smooth at all. So there are multiple
cases that we can do. One of them is using the Polish
unmasking features, e.g. Edwards, for such
a model that we do not have a lot of small details. It's maybe good to
test it on this. So now I'm going to
mask by borders, Excuse me, by poly groups, and then mask by feature. It created a basic mask
around these points. You see everywhere that
we have a color change, it's going to mask it for us. Now, let's go grow the
mask couple of times. And in order to make
that not so sharp, I'm going to blur the
mask just a bit, like so. And then we're going to use
this polish. And this polish. The default polish
has two stages. One is the default, 1.1 is after
activating this one, which makes it more radical. So I'm going to use this one. So let's add. Ten polish. So it did a Polish
but not so much. So let's add a half
level of polish. And now you see we've got a
bit more polished, but still, there's a lot of
way that we can go then because we have
masked these edges, these edges are not
getting any effects. So now let's add once more. And now I'm going for 100. And let's give it
time to calculate and I'll be back when the
calculations are done. Now we see this even
gets more polished. Now we can reverse the mask and try to
polish this one as well. Now we're polishing the edges. Again, just let it calculate. Okay, Now this one got a
bit of a smoothing as well, but this isn't actually
what we want for now. This becomes a bit
just like plastic. And I do not want that
to be something like this for an area like this. I'm liking that, but
for the most part, I'm not really liking. So there's another way. Let's go back some steps. Okay, let's remove the mask. Now we've got the mesh DynaMesh, and there's one
Polish by features, and you just
activate the feature we're going to use
by poly groups. And just try to polish. Just, I feel like
the default version without activating this icon
in here will work better. So now you see it. The
more we try to polish, the more polished version
we are going to get. Just try to polish
some more like so. And then we can go Polish
by poly groups as well. This is helpful so much. It's going to polish based
on the differentiations. But between the poly groups, he see we have some changes in here into areas that we have difference
between the poly groups. Okay, now let's try
to polish a bit more. Because we have some
jagged edges in here. It's going to be jaggedy anyway. But this is a good result. And now in order to
add one more polish, just polish it a
bit more with that. To make it a bit smoother. Maybe add ten per cent
of polish to add that. And then we can go publish
both groups and Polish by feature to make it
really polished. And a combination of these three together who really produce
a high-quality results. Now you'll see we get a very good result
by polishing dad. And it's very high poly looking. So now let's a bit
of more polish. This tries to smooth them. And as polished by feature, tries to bring the
edges together. And a combination
will really work. Although the circle
surfaces are the most difficult because they do not have a lot of edges
in the beginning. So the curvature is
going to act some funny. But the flat surfaces, just like the radio has
going to work just fine. So now let's try
Polish by poly groups. Okay? And then let's try to
compare that with low poly. And you see the low poly is so jaggedy and not
really a good result. You see, this is it. And after smoothing, who
went to something like this, which is very high
poly and good-looking. And then because we have a
lot of geometry in here, we can go and try to have some good sculpting
on some of these areas. Try to at some interest
and things like that, e.g. something like this to really add some interests
and oldness to the edges, which are going to do later on, because I feel like
adding these details, the small details will really take your 3D model
to the next level. And then we just export
this into Blender. Of course, after
we decimate that, I'm not going to decimate now because I'm not
going to use this. But later on, we will use the decimation to
see how that works. So this is the workflow
to get something really high-quality and smooth
by combination of Polish, Polish by feature and by
Polish Bipolar groups. Now I close ZBrush and I do
not need this one as well. So now let's start by the pieces that require
no work at all, including these cushions
and this headband. These actually do not need
any work because they are already done and we do
not need to do anything. It H to hide them. And then this one as well. I do not need to
do anything I did. Then the rest of them is going
to be a very, very simple. Let's start with this one. And I'm going to create
a cap for here. So. Select the edge loop, right-click and N to create
a face in here as well. Because capping
the geometry would be better for later on
doing the DynaMesh. So right-click and N. Now Mark sharp edges, okay? I do not want all of
these sharp edges. Only select this one. And this one. Mark seam. And then one random
edge in here. Like so that goes all across, could be seem as well. So select everything,
Right-click and unwrap it, did it, and hit H. And then one more thing
could be done in here. Right-click an n on
this one as well, Right-click and n. Then this one could be
one seam. This one. Alongside with this
face mark scheme. Now select everything on rap. And I do not care if the
unwrap is good or not. The only thing is the ability to differentiate
the smooth parts. Okay, Now, H on
this one as well. Let's see. The next
one is this one. This one is simple as well. So right-click sharp edges. Okay, it does a perfect job. Mark seam, and then
just try to select everything on rap to
make these difference. Okay, Now, this one, and the next one is about this. So let's go in. It already has some
smoothing in here. Just select everything
in the edge mode, right-click and
clear sharp. Okay. Now let's clear custom
normals as well. And now we're gonna
go for sharp edges. Okay, for the default, it's doing a good job. Right-click mark scheme. And now let's see if we need to add any more custom sharp edges. So no, this one as well
is the same thing. It's basically a mirror. So select everything and unwrap, and it does a perfect job. Okay, this one could
be hidden as well. And see how simple
this process gets. And we could easily create a very desirable
results inside ZBrush. Let's see about this one. I'm basically leaving this. And later on doing a DynaMesh and only a smoothing the result. This, and now I'm going
to take this one. Mark sharp edges. Okay? It's doing a very
good job for a lot of the times 30 degrees
is a very good value. So mark scheme and then looks like it doesn't
have any UV channels. So we can go in here, the object data properties
and create a UV map. Now select everything
unwrap done. And I do not care if the
UV is distorted or not. The only thing is to be able to add the poly
groups based on the UVs. Now, we're left with these. Let's select them. This one as well. This one, and this one. They all need a UV map. This doesn't have
this one as well. And this one, okay? Now just select them all. Go into edge mode.
Select sharp edges, perfect, mark seam. And then in here just select
everything and boom, done. In order to make it easier, we could join them together
to make it easier to work. Okay, now, I've got this one, and since I got four
more copies of this, I'm going to only
grab one of them. And because the
measures are identical, I'm going to copy the UV maps from this one to
these three meshes. Okay? Now, there's a primitive UV
in here, but it's not okay. So select sharp edges. Everything is doing
a good job in here. Mark scene, and then
go to polygon mode, select everything and unwrap. Perfect. Now, just select these three that are
identical to this one. And I'm going to select this
one as the active object. It control an L and
then copy uv maps. Now, if I go in here and
try to select the C, the same UV map gets
applied in here. Perfect. Okay. And just take them, hit H to remove
them or hide them, excuse me, not removed. And now we're left
with this piece which requires a
bit of more work. Or before that, let's
go and try to apply. This one doesn't need
applying later on. Who will add the DynaMesh or
the DynaMesh didn't work. Who simply bring this back
and try to bake it only. Okay, Now let's see. We're left with these two pieces that require a bit of more work. So it doesn't matter. We're doing that, by the way. So now let's try to select
the sharp edges, okay? Then for now, I'm going to
mark see this one as well. I'm going to make it
sharp, make it seem, excuse me, selected mark seam. And it can hit F3
to go see where in the geometry you need
to have the simplest. Okay, on this one, it's okay. I'm inspecting the
geometry to see which parts are actually
requiring that work. There's one case in here. Let's select this and copy all the way through
here, this one as well. And all the way through
this one mark scheme. This one that encouraged by
that outer edge selection. In here as well. It looks like, it looks like there
are some buttons in here which we can go and
try to take care of. Okay, let's take these. And they are already good. And just select them. And it already has the UV, but in order to make sure that
it's going to be alright, just select sharp edges
and convert them to seem. And then select
everything on rap. Then unwrap and done. Okay, Let's hide
these ones as well. Now, let's see. This is the only one
that is remaining. And it looks like
everything in here is good. I'm just inspecting around
to see what I can find. Looks like this one
could be deemed as well. Okay, Now, just take everything in the
polygon mode, unwrap. This is good. Let's
see what we get. Something like This isn't
good for production at all. But since this one is only for separating groups
from each other, It's not gonna be
a problem really. So select this to
see what it is. And it's okay, I'm
going to use it. And if we encountered
any problem, we will come back and
try to re-export this. Okay, now let's hide
this one as well. Now we're left with this, which is basically
the same thing as the previous one, Okay? Select sharp edges that
didn't capture all of them. So select this one, this one as well. Mark scheme. And just try to inspect to see if any area needs
to be captured. This one is remove
that one mark scheme. And I'm just pausing to
look around the mesh to see if there's any area
that needs to be corrected. Okay, One thing is
I'm going to capture this edge in here and
make it seem as well. That requires going around the mesh and selecting
these one by one. So it takes a bit of time, but it's going to be worth
it for the later on. It's going to be a lot better. Okay. I've got all of them
selected now. Mark, Same. It looks like everything
is okay in here. And I'm really having no problem to go and
try to unwrap it. Done. Now let's hide this one as well. Let's bring
everything from here. I'm going to do one thing. Let's select this one. And I feel like we didn't
capture no, not this one. I'm talking about. This one. Looks like it didn't
capture this edge. In here. I'm going to go and
re-select the edge. And I'm going to round
to select all of the edges like so. And then mark scheme, then another unwrap
needs to be done. And then in here as well, I feel like we can go and
try to do another unwrap. It looks like it's
a very good result. We unwrap this one. Very primitive unwrap only for sculpting inside of ZBrush. And then I'm going
to pause in here. And in the next one will go and try to unwrap this one as well. Then export them to ZBrush to say if there
are any problems, if there's anything
needs to be fixed. And then we'll do the hypotenuse
sculpting inside ZBrush. Okay. See you there.
26. Unwrapping The Radio: Okay, everybody now created
on wrap-up for this one, of course, the
preliminary bond rap for hyperbolic sculpting. Now, we're gonna go
for the radial piece, which I'm selecting now
and just try to work from smaller pieces
all the way to up. Okay? Now we've got some pieces in here that we can
go try to unwrap. Just hit Select sharp
edges. Mark, See. Okay, everything is good. Unwrap an okay. Now I'm going to hide this. And this one as
well is very easy. Just select by sharp
edges. No need to. Any extra work. Excuse me, I should have marked C on this one now on
brat and perfect. Now hit H to hide it. Now I've been like these
two pieces are the same. I go and unwrap this. And if I liked it, I will apply the unwrap to that other piece as
well because I feel like these two pieces
are identical. So select sharp edges. Everything is working. All right. Mark seam, and then select
everything and unwrap. Okay, perfect. And now select a piece
that you want to unwrap, and then select
the piece that you want to take the unwrapped from as the active object
control and L copy uv maps. And then in here you see the unwrap has been
moved and it's good. So hide this. Now. Let's take these boats. And just to try to
select the sharp edges. And it's doing a good job. So mark scheme, and then we need to first create
a new before it, because these, by default
do not have any UV. Unwrap. This is good. Let's hide them. And of course there are
some bolts in here as well, which we're going to unwrap. So first create a UV map, go to Object Data Properties. And then in here we
have uv maps just to try to make one
UV map for it. Okay, just go into edge mode. Sharp edges, excuse me. Select by sharp
edges, mark seam. Here we got the unwrap. Let's try to go back
and try to hide this. Now, let's go for this one. And the leg by sharp edges, everything is
looking good, right? Mark scheme and then
in polygon mode, select everything
and doing unwrap. So let's see what is the
source of this problem. It looks like we do not have any seams on these
areas to cut that. So again, let's select by
sharp edges and try to decrease the angle
to capture the ECF. Now, this one is captured. Now let's mark scheme and then now try to do another unwrap. Now this one is better and this one gets into one UV shell, which we actually want. Then let me just
try to see them. Okay, everything is alright. So now let's go
back and hide this. Of course, for something
like the production you, we were not at all
going to use such a UV. It's not having any quality, so it's only for z brushes sculpting and
not more mark scheme, and then select
everything and unwrap. Now, hide it. And let's see what
else we have in here. We have this one, and
this one is easy as well. Select by sharp edges. Let's go for 30. And I'm going to, let's see, I'm going to make this
one sharp as well. And then try to
mark seam. Unwrap. It looks like we need
to apply the scale on the CCDS scale isn't changed. So let's do another unwrap. Now it's okay. Of course for this
one doesn't matter. Actually. It matters only
when we are trying to create a production UVs, which we're going to put more time and care
and to creating them. So let's hide this one as well. And now let's see. We've got six different
pieces in here. Which of them? One of them is in here. Let's select by sharp edges. Everything in here is
sharp edge basically. Now mark scheme and then
just try to unwrap it. Because a lot of is, are the sharp edges. We had so many UV
shells created. Now, this one as well, basically the same copy
as the previous one. So sharp edges, mark scheme, and then unwrap. Done perfectly. And it looks like we
got some more pieces in here that you can go
and try to unwrap. So first, let's try to
take this piece in here. And actually I'm not going
to do anything to this because this is already
looking high poly. It's okay. If you do DynaMesh, it's
going to cause some problems. So for now, I'm not gonna do anything to this. We
were happy with it. Now, this one,
let's see about it. Sharp edges, mark scheme, and then select
everything and unwrap. First, let's apply the rotation and the scale and do one more on rap and hide it. So this one as well is the same thing as
the previous ones. Sharp mark scheme. Select everything and unwrap. Okay, just hide it. And now we're left
with these two pieces. Before we go for these
three main ones. It looks like there's one
more in here as well. Sharp edge. And then Mark seem
unwrap them perfectly. So. But before that we need to go apply the rotation
and the scale. And one more. We've got an unwrapped
it's okay though hide it. And then this one as well. Nothing so complex. It's only a ring. Sharp edges smart same. And unwrap this one as well. Let's select sharp edges. For most of the time,
this sharp edge is really working so well in
creating the UV seams. Unwrap and it's good. So now let's go back. And it looks like there
was something in here. Let's select this one. Okay, this is it in here. So this is only one UV shell. And because we have a lot of unwell that vertices in here, It's doing some funny
things in here. We care only about
separating these, so I do not really care for now, of course later on we will
create good UV's for them. So now we've got these
three main pieces in here. Let's just start with this one. So now just select the
sharp edges for now. Let's see. I'm inspecting around the mesh to see if there's anything
needs to be captured. So mark seam and then select
everything and unwrap. And I'm just inspecting around
the mesh to see if there's any problems that we
could fix or not. Okay, Let's Mark Simon, this one as well, and
take it and unwrap. So everything is
good on this one. So just take it and hide it. And the next one is this one, which is really simple piece. Select sharp edges. It's doing a good job in here. And I want this piece in
here to be smooth basically. So now mark scheme, select everything in
polygon mode on rap. I'm just inspecting
around to see if there's any
problem to be fixed. Know, everything
in here is okay. I actually like it that
this one goes around and we do not have any
seam in these areas. Okay, let's go back, hide it. And now this is the piece that is going to
finish this lesson. First, let's go and
select sharp edges. And Denmark seem to
want to unwrap to see if there are any problems
that we're going to fix. So first, I'm going to
take this edge in here. Mark seam on this one as well. I'm going to mark
seam on this one. Just select these
mark seem, okay. Then these ones as well. We can convert them to
seem because I want these areas to be smooth it out. Mark scheme. Then this one on this one. Okay? There are some inner
geometry as well, which has been fixed by default. So I want this seam in
here as well to be marked. Now, let's leave it. I'm just keeping that. Just like so. Now let's do another unwrap. Perfect. Now let's take this edge. Right-click. Clear sharp. I do not want to make
this a seem clear sharp. This one or this one that
goes all the way to there. So right-click, clear sharp. Now it's a very good result. Now take it and another unwrapped to make sure that everything is alright. So now the unwrapping is done. Let's Alt and H to
bring everything back. Now the next thing
that we need to do is taking these
unexplored on to ZBrush. But before exporting, one more very important step is to take these and try
to triangulate them. So now e.g. I'm going to take this one and try to triangulate. Okay, perfect. And now I'm selecting
everything in here. This one as the active object shown in light orange,
just controlling L. And then link, excuse
me, copy modifiers. Now everything has
been triangulated. No matter what. Now the next step is taking
these and try to export them. But one thing is that I do not attach them because I'm
going to take these as separate sub tool inside ZBrush so that the
work could be easy, more easy, and much,
much more manageable. So now let's take all of them. We've got 44 pieces and then
I'm going to export them as FBX and just call it ZBrush. Then limit to select the
objects and hit Export. They got exported. Let me
take a backup from the scene. And now we need to important, so important and go to the file. And this is it, it open. Now we should be
okay importing that. You're going to import
it, just drag it out. And there shouldn't be
any problem because we triangulated them
and it's good to go. And when you take a
look at the sub tool, you see that 44 pieces got imported and go
to sub tool menu. And you can see them if
you want to isolate it, just select the sub
tool, Shift and click. Okay to be able to
see that and try to hit F to zoom on it. Now it's done. And we can basically go
try to a backup from this. And I start, excuse me, the high poly process down
wrapping is done already. And we're going to stop
the lesson in here and dedicate some lessons into the high poly
sculpting of these. And then the next step is to make the low poly version from the base measures
that we have. That way, we're
gonna go all the way back to the base
measures which they are. And then we're
going to duplicate it and tried to make the
high poly from them. Okay, now I'm going
to pause this lesson. And in the next one
who will go and try to make the high Pauline ZBrush. And that should take
a few lessons to do. Okay, See you there.
27. Dynamesh The Result: Now finally, we're all set up to start the high
poly sculpting. And it was a good idea to
separate these sub tools into different sub tools by not attaching them
inside Blender. Because if you attach
this one, e.g. you would get something like
30 sub tools in one mesh. And if you go and
try to DynaMesh it, because it has a
lot of complexity. One, you're getting
a lot of errors. And two, you're going to get a very high amount of polygon
on, only on one mesh. So that would be really
un-optimized for a sculpting. We didn't attach them inside Blender so that we have
different sub tools in here. And we can go and
start to work on them differently one at a time. So now just go on the
sub tool hold down Shift to hide everything else but the sub tool that
you are taking a look at. So now we've got this one. Let's see what we're
gonna do about it. This part is a bit time-consuming because we have different sub tools in here. You need to go set
auto groups with UVs and then do a DynaMesh to
see which resolution works. It might take a bit of time, but it's going to be
worth it in the end. All of the time is from
the DynaMesh process because it's going
to take a bit of time to add some subdivisions. Now, make sure that before
doing the DynaMesh, you go head or groups with UVs. If I hit Shift and F, you're going to see now everything is part of
the same sub tool. If you hit R groups with UVs. Now you see based
on the UV shells that we created in Blender, everywhere that we have
a different UV shell, we're getting different colors. Now this makes it a perfect case for later on if
you wanted to mask by poly groups or if you're
going to poly groups or Polish by palate groups
are published by features. This is very important
to the workflow. So now I'm going to
DynaMesh resolution of 128. That definitely didn't work. So now this means that we need to up the resolution a bit. So let's go 4512. And this one didn't
work as well. You see now, because
we do not have a lot of polygons to separate
those poly groups, we would get a lot
of arrows like this. So that is why I told you to go and set high numbers in here. So now I'm going straight
to two k DynaMesh. So even to k, You see we get some errors in here
because there isn't a small mesh and the DynaMesh is going to be a bit
lower on the polygons. Now, let's go all the way
to four k and now DynaMesh, so this is going to
be a bit better. And if this one
doesn't still work, you can hit Control and D while having this
smooth turned on. And you can find that
in this geometry tab. And then we have the divide in here and the shortcut for that is Control D. And make sure that the smooth is turned on as well. Because if you hit control D, it's going to smooth
the result of it. And giving you a lot of
polygons to work with. One thing that I
encourage you to do is when you do Control D, it creates a stepping in here that is sub-division levels
just hit Control and D, Now we have 30,000 polygons, excuse me, 300,000 polygons. And now, in order to
make that real time, who can go hit the little lower? Because this is a
stepping and we can come back to previous levels just like so if you want
to freeze this and make this one does first
level of sub tool, you want to go
delete lower because some of the operations
inside ZBrush require you to revert back to the default
stage, which is this one. So if you are going
to make this one, the 300,000 polygons
just hit Delete lower. Now you see you're no
longer able to go back. So now we've got this and now it's time to go and
move on to the next pieces. So this one is just
like that. Let's go. First. We need to set
R groups with UVs. This is very important. Then set this one all
the way to four K. For bigger measures, you do not need to go all the
way to four k because it takes a lot of
time and it will create a huge ZBrush file size. And I encourage you to have some backup files from this e.g. in here you see that
some backup files, and I'll say regularly
maybe 10 min, 20 min, a new file size. And our create maximum
of maybe four or five, and then save on
them incrementally so that I have a good
backup file so that if anything goes wrong or
do not need to go back to the previous stage and
start from beginning. I only start maybe
ten, 20 min before. So now I'm going to
create a new file. And now you see because we
have added some more polygons, the file size has increased. So you need to keep
that in mind as well. So now let's set it to
four K and DynaMesh. And if you want to zoom,
just hold down alt and use the left mouse. Drag in and out to
zoom in and out. So now Control D once and twice to get
this amount of polygon. And if you want to
make it the default, you can go back to
the geometry tab and try to hit Delete lower. Since this one is a regular
one that I use a lot, I brought it to this
viewports in here so that I can use it without needing to go
to the geometry tab. Now let's go for this one. Now this one, let's
set it to two k. But before setting that to k, It's really important to set
it to polar groups by UVs. Okay, now we've got this. Let's DynaMesh,
Okay, now you see, because the mesh is a small, It's not holding out so well. So we need to go all the
way to four K for this one. Now you see we get
a good amount of mesh distribution in here. And if you want, you can go Control D to add some
more subdivisions. But for now I feel
like it's enough. So it all depends on the complexity and
the size of the mesh to see how much polygons you
get when doing the DynaMesh. Now we've got this
or groups with UVs, and then let's
DynaMesh on for k. And you see on this one, even on for k, We're not
getting a good result. So I'm gonna go back and in this case, I'm smoothing first. Just hit Control and D, and it is smooth. But we need to go and
disable this smooth option. So now control the ones. And now you see it adds some
more levels of subdivision twice or three times and now delete lower to make
this one the active. So now let's go set the DynaMesh
two for k and DynaMesh. Dynamesh is not
working on this piece. So we need to do one more thing. Let's go back Control Z to go
back to the default stage. Now, I'm going to hit Control and D without
decimals options, just disabled the smooth option. Now. Smoothing couple of times to add a lot of support loops like so. And now I added three levels. You see in here we have
four levels of subdivision. This is the first one.
This is the second one. You see the amount goes up until maybe near 300,000 polygons. Now after this one, I'm going to enable
the smooth option because we have a lot of
support loops in here. Now, if you hit the white, you can see that the result
becomes a better smoother. Just like so. Now we
have some smoothing. And if you want to polish
that even further, you can go try to, excuse me. Control Z. You can just
publish by features. Let's see the result. Okay, it's not too bad. We could use this. So if
DynaMesh didn't work, he can try to divide
it without a smooth, make it maybe four
subdivisions or three subdivisions depending on
the complexity of the mesh. And then one final
subdivision with a smooth turned on to make
the result is smoother. Okay, now, let's go for this
one and this one as well. I feel like DynaMesh
shouldn't work because the mesh is too small. So let's go to four k
first or groups with UVs. Dynamesh. It worked. And it's working. There's not a lot of
problems in here, so I'm happy with it. Now, let's go for the next
one, which is this one. And I felt like this
one should work as well because this is the same
as the previous one. First or groups with
UVs and then DynaMesh on for k. Okay, this
one worked as well. Later on, we will
come back and try to do some high-quality
sculpt on these. But for now, I'm only going
to sub-divide the mesh. Now, this is a mesh that
has a good amount of complexity and it should not
be DynaMesh on a four K e.g. because it would
take a lot of time. And the result is
going to have a lot of maybe 1020 millions
of polygons to it because the mesh is very complex in comparison to
the previous measures. Now, we have only
one poly group. Let's go poly groups with UVs. And it's doing a great job. That C, Now I'm going
to set it to K. And had DynaMesh. Now is it because the
mesh is really dense, even on two k, We're getting
one millions of polygons. Like you see on these areas, we're getting some bad polygon distributing because it doesn't have a lot of polygons to
support that separating loops. So I'm going to go back
one step, ten is in here. It should really
support the separation. So on this one, we need to go for K. Okay? Now, DynaMesh, now
you see on for k, We're getting for millions. And you see in here that line is getting represented
in here in colors. Because we needed a lot of
more polygons to work with. Okay, they should make a very good result later
on when we do the Polish. So for now let's do a
Polish test once or twice. And you see the result gets smoother and smoother
every time that we go. Like so, but I do not want
to smooth it right now. You see now we have a really
high-quality results. Let's go back to
the previous one, which is this one, you see
a lot of jagged edges. This is a startup that, and this is after some subdivision
levels that excuse me, Some polish features
that we added. So I'm gonna go back to the stage that we had for
millions of polygons. Now, it's good about
this one. Let's see. And because this is
a very complex image and it has a lot of complexity, I need to set the resolution
all the way to four K. Okay, but before that, let's
all groups with UVs. And let's DynaMesh
on for k. Okay? Now after that DynaMesh we get near to three
millions of polygons. And let's see about
these are small places. Always look for problems in
these small areas because lack of the polygon will show itself really fast
in these areas. Okay, now, this one
is perfect as well. Let's go for this middle one. And that's if there's an
invisible problem now, first Auto Groups with UVs, and then I'm going to set it
to four K, doesn't matter. Dynamesh. This one is very good as well. Now we've got all of the
poly groups in place. And you see even on these smaller areas were
getting very good results. Let's just try to take
a look. It's very good. So now let's scroll down and start to work
on these smaller pieces. So this is the one that we have the lamp in place for. Later on. This is going to be only takes shirt with emissive details. So for groups with UVs. Now, let's set the
result to k maybe. Then DynaMesh, because
that is a small mesh. It was really fast
to add the polygons, but now the polygon
is too small. So for k, and now it's better. So now let's go
for the next one. This is one of the
smaller measures as well. Or groups with UVs at
for k and to DynaMesh. And it's even on for k
because this is a small mesh. It's not doing a great job. So one way to fix that is
going and subdividing. But first, turn off the smooth
control D couple of times. Now, once more. Now we have a lot of
polygons in here. You see 300,000 polygons. Now add the smooth option. And control D wants to
add this smooth option. And if it didn't like it, you can go for the Polish, try to add a bit of polish to make the results
even smoother. Like so. And if it didn't, Let's do something else. And it happens and I'm happy
to such a problem happened. So let's go back to
the default stage. I'm going to go for DynaMesh, but I'm going to disable the blur because I do
not want to smooth that. Of course we need to set
the auto groups with UVs. So it looks like we need
to redo that again. Let's first head or groups with UVs and then set it to work. But I'm going to explore one more method to hold
the shape of the geometry. And to do that, I'm going
to duplicate this mesh. The duplicate option is
available in this sub tool. Just try to duplicate and
hide this one for now. And try to only work on this. So now I'm going to DynaMesh
at the resolution of work a DynaMesh now
we get a simple mesh. Now we need to do a project
and project the details from this image to this image to make the shape follow the same one. In order to do that, we need
to subdivide this a bit because now we have
4,000 polygons, which is actually not enough. So Control D, maybe
to go to 1 million. Then the lower. You see now we have a
lot of polygons like so. And now we need to activate
this option as well, this polygon in here. And then there's
a project option in here, the project all. Now I'm going to project
the details from this backup mesh that we created into this mesh that we
just made a smooth. So while having this
one selected and having this one being shown to
get something like this. Start to project all. Now you see, if I
turn this one off, this is the result with
DynaMesh and getting projected. And this is the low-power,
low poly result. This is the high poly
result, 1 million polygons, and this is the low poly result, less than thousand polygons. So we use that mesh to be as a cage to project these
details onto the mesh. And now if you're going
to make it polish, you can go and e.g. try to polish Bipolar groups
to make it a bit smoother. Like so. E.g. Polish by features, let's use, you can see we
get a result like this, but it's going to be
better than nothing. So now I'm gonna go for that
backup mesh and delete it. Now, I'm not seeing this one. Okay? This is it. Now, let's auto groups with UVs. For k and DynaMesh. It didn't work as well. Now we can try to
control D without a smooth ink. Like so. Add a lot of polygons
and then one smooth, the smooth that out. A bit of polish. And let's use the accuracy of polish to make it
a smooth therapy. Like so. Now we have six
millions of polygons. This is too much.
So let's go back to this stage and later on we will come back
and try to fix that. But now I'm only
trying to DynaMesh to results or groups with UVs. For k, DynaMesh added some
smoothing, dividing, I mean, without activating the
smooth to add a lot of support loops and
then added one final, the wide by activating this
smooth to a smoother result. Now, let's increase
the Drosophila, is it, you can see that we can come back and try to
polish that using the smooth brush and even polishing that will
give us a good result. Now this one or groups with UVs set it to four
K, blur to zero. And DynaMesh, this
one is better. Now just try to control these sometimes to make
it a bit smoother. Like so. And delete lower liter,
lower subdivisions. Okay, now we've got this one. This one is smaller as well. If you want to get a better
polygon size on these ones, you can go back to Blender and try to resize the mesh, e.g. resize it by ten, bring it into ZBrush and try to DynaMesh that way you
will get a lot of more polygons because the mesh is bigger and
you're going to get more polygons or K. After that. After bringing that
ten times bigger mesh, you can try to export it back to Blender and try to re-scale
it to the default. But we saved ourselves a lot of problems using this method DynaMesh and Control Z to
make it a bit smoother. Okay, now this one
auto groups with UVs on for k and
try to DynaMesh, okay, This one is good. Control Z, Control
D couple of times. To get those. Now we've got these
buttons which will need to smooth k for k, having the older groups
with UVs and DynaMesh. Okay, This one is good
Control D until here. Now let's go for these ones. Or groups with UVs, K, DynaMesh. This
one is good as well. Now control the couple of times
to add some subdivisions. Now, this one, we tested
this one previously. So now we're ready to make that four K DynaMesh control
the couple of times like so. Then we got this as always auto groups with
UVs and do a DynaMesh. Now, this one is good, control the couple of times or once. And then hit F to zoom on it. And then shift enough to
bring the poly groups. And now we can go for k, DynaMesh Control D
couple of times. They got this. Actually,
I'm not going to do anything on this one because this is now really high poly. But we can go try to control D, to add a bit of more subdivision to try to
make that a bit smoother. Okay? Now we got this one. Actually, this one is, I believe, part of
the same sub tool. It hasn't been UV. Now, I hit DynaMesh. Let's go on for K. To preserve all
of those details. Later on, we'll come
back and try to sculpt this just Control D
couple of times to add enough polygons
for later sculpt. Okay, now we got to
the headphone piece. And we can go or groups
with UVs because these ones are from the different poly group
k for k and DynaMesh. And in order to make
that a smoother, we can try to control the
couple of times, like so. Now this one. Or groups with UVs on
for K, try to DynaMesh. It did it uncontrol the wants. And now the connector shift. And after blueprint,
the poly groups are a group with UVs. And then on a four
K to a DynaMesh, ZBrush crashed and I had to restart it to
get back to here. So because I saved
that frequently, I'm able to easily get
back to this stage, okay? On this one, I'm
not going to use the DynaMesh because DynaMesh
adds a lot of subdivisions. So on this one, just hit Control D while
having the smooth. Okay, that will make
that a smoother. Like so. Now let's
go for the next one. Control D again. And once more. Now we got back to the stage
that we were before. And I'm just trying to save though that are not
lose any progress. Okay. Shifting groups with UVs. It's okay. And now let's go to
four K DynaMesh. Now it got a good
result in here. Let's try to take a look at it. Okay, very good. And
now we can control D to add some smoothing in here. Now this one shift and F
to bring the poly groups. Now these are the poly groups. Let's set that to
four K and DynaMesh. Now the mesh got dense. It's enough polygons. And now it's time to go for these speaker phones
or groups with UVs. And this one we can
really go to for k. This is one of the
important measures that we have, DynaMesh. And it's awesome. Let's try to zoom. Okay, It's good in here. Control D to add some
more subdivisions. And go for the next one. Just try to find it in here. Or groups with UVs or k. And then DynaMesh. Okay, this is good as well, Control D. Later on we're going to use all
of that smoothing. Now this is the
cloth simulation. All we need to do is setting Control D to make it a smoother. That's all. Now, let's
see about this one. I'm going to hit Control
and D. Let's try to Zoom. I'm going to see if the
profile changes are not. Okay, it doesn't. So let's try to zoom now. Now it's given us a good result. Let's see about this one. Or groups with UVs
set that to four K. Control D couple of
times to smooth that. Okay, now we've got this one. Let's hit auto groups with UVs. Now on for K, it
should be good to go. Now Control D to
make that smoother. And this one DynaMesh or
before that, let's go. Or groups with UVs on for K, try to DynaMesh Control G
to smooth it. This one. Or groups with UVs, DynaMesh Control D couple of
times to make it a smoother. Or groups with UVs resolution to four K Control
D couple of times. Again, I'm doing the same
thing on all of these. And it looks like we are
reaching to the end of that. And now the hyperbolic
creation is done. Of course, subdividing
the geometry is done, I mean, by that. And after this one, we can go back and try to do the sculpting
on these meshes, which we're going to
do in the next lesson. And depending on the time
and resources that you have, you can go try to put as much time in the
sculpting of this. And the result is
going to be worth it. Because the more
details that you add, the better normal
map you're going to bake later on inside
Substance Painter. Okay, now we've got
this, Let's see. Just try to control D
to add the smoothing. Now about this one as well, I'm just trying to zoom
to see Control D if that destroys the silhouette. So no, I'm keeping that. So now on this one, just Control D to
make that a smoother. Now we've got these ones are
groups with UVs on for k, DynaMesh Control D
couple of times. Then we've got this one as well. Or groups with UVs for
a DynaMesh Control D. Okay, now, the process of
subdividing the mesh is done. Now we get nearly 45, 40, 54 millions of polygons. And that has been distributed alongside all of the subtitles. And that is a good thing because having one sub tool that has 54 millions of polygons will
really hurt the performance. And the sculpting
process would be so difficult using that method. Okay, now, I'm going to take
a backup from this one. The next one we
will try to smooth the result and try to do some
sculpting on these ones. Okay, see you there.
28. Sculpting Smaller Details: Okay everybody, Now we're ready to go and
start a sculpting. But I'm going to
tell you one thing and that is not to
over sculpt something. And although we're going to sculpt some high-quality
details inside ZBrush. But I tell you that
start to just sculpt and try not to do a lot of the
formation inside ZBrush. So what I do mean by that, I'm going to export
this one as an FBX. And let's try to save it. Imported inside ZBrush. Okay, that is in here. Let me import. So let's drag it and start
the creation process. Now, this is the low poly which we're going to
bake the details on. So now I'm going to
make a duplicate. Just try to see this one. And I'm going to DynaMesh
on for k. Let's try to DynaMesh now got a high poly and nine millions of polygons. And the amount that we get
is because the mesh is 2 m and it's a big mesh. So we're getting a
lot of polygons. So now one thing for sculpting, keeping in mind is
that you don't want to go and try to sculpt
something like this, e.g. and try to do the
sculpting like this. Of course, if you have
the reason for that, It's no problem to do
the sculpting like this, but that way you need to make the low poly from this
one either or you can bring that in inside Blender and try
to match the low poly. Again, this one against the
high poly for baking details. Because now you either, if you are going to
bake the details from this high poly
into low poly, because there's a lot of
distance in between them. You should either try
to expand the cage that is going to make some
problems or he can go and try to match this one against the source mesh
inside ZBrush Blender or whatever program that
you have at that requires some extra steps
in making the process. So now, in order to do
that and be easier on us, we're going to
sculpt some really, really subtle details, e.g. just bring the intensity down and try to make
details like this. And for a detailed like this, you do not need to push
the case that for, that is very close to the low
poly detail that we have. So we're only going to sculpt
details like this one. Very subtle so that they
appear in normal map. And to prevent some extra steps in 3D matching the high poly and low poly against each other. So now let's open the file. Now because all of
the measures are getting shown where getting
a bit laggy in here. So in order to save
the performance, we need to work on
details one by one. And now we see we're no
longer getting those legs. Now because this mesh
is distributed a bit. We have some small bolts, but they have been distributed
across. The camera. Couldn't really find
a middle ground in here to start to zoom. So you see we get some problems. So in order to make it easier, we can go try to
split two parts so that we start to get
only one bolt at a time. So if you hit Okay, now you see we get 1 v in here. If I hit F, I'm able to zoom on that and try to sculpt on it. So now let's make the
brush size is smaller. And now we can go try
to sculpt details. And the brush that I
encourage you to use is the trimmed smooth
border, trim adaptive. It's about this
one is too strong. We need to bring the
intensity down and try to sculpt some subtle details.
Something like this. And this later on will really
shine in the normal map. When we try to make
the normal map, it will bake a lot of these high-quality details
in that normal map. And it would be very good for detailing
inside Substance Painter. And the next one that I
encourage you to use is the trim adaptive using
a lower intensity. And then the next one
is the trim dynamic. You can use this one as well. It's a very good
brush and you can use to detail a lot of details. It can bring the intensity
up to be so strong on that. Or you can bring the intensity
down and to be so subtle. And this is something
that we like to really a sculpt and this
term dynamic as well. He's very good for sculpting
metal pieces. You see? It tries to confirm to the
normal everywhere that we go and add some
of these details. And you see just adding some storytelling bits to
put this piece in here. Like this bolt has been
used a lot of times. It has been beaten. And you can think
of the storytelling and started applying
the effects. So now let's zoom on it and try to do some
sculpting in here. You can smooth that. Or you can try to do some sculpt in here. And try to use it. Like so. Now, because I used
that and I really liked it. Let's go to Preferences, Config Enabled
customization here I'm going to hit Control and Alt while dragging this one into the viewport so
that I use it regularly. The stream dynamic is awesome. Okay, now preference disabled the customization
and a startup config so that every time
I load Z brush, this brush is going to be
in the viewport as well. So now, in order to make the
brush more aggressively, can go and try to
use these Alphas. The one alpha that I tell
you to use is this one. It makes it a bit more
aggressive because it adds a lot of these
whites in here, which is going to be perfect
for adding some details. And the next one is this one. So it becomes more aggressive. So let's go back and
try to use this one. It's a bit more subtler. One thing to notice
is that we do not want to put a lot
of time and effort into sculpting these
pieces because this bolt against the whole picture
is a very small thing. You see. Now, we were putting a lot of times in something like a bolt that is not gonna be
seen even from close-up. So you need to
have that in mind. Pay attention to the big picture
and do not try to sculpt some details and put
your time and attention into pieces that are
so crucial, e.g. the radio itself. Maybe these earphones, these cushions had bands
and things like that. And the bigger the mesh is, the more important to
the project that is. So you see a lot of those
details that we added are not even visible
in so close up. We need to zoom on it
so closely like this, that isn't possible inside a gameplay or
something like that. So a lot of these sculptor details
would be really wasted. Just have in mind when
you're trying to sculpting, just place your effort on places that is
going to be seen. Now that we know how
this is going to be, Let's try to sculpt on details. Then you can try to bring
the intensity up and use the pen pressure to control how much you're
trying to sculpting. And I know that this one isn't going to make it
to the final process. So I'm not going to waste
my time trying to sculpt something on this because
as you see, let's go back. This one is in a place that is going to be baked and
not be seen at all. So I'm not going to waste my time doing sculpting on that. Okay, let's try to have some
sculpting in here. Like so. And a lot of the
finer details later on would be add
inside substance e.g. adding a lot of
those fine grains. Some grunge is maybe
those details later on. We will add them
inside substance. And the most important areas for sculpting are these edges. The surface itself, e.g. this area in here, and the cavity parts, which are these ones. So in order to have
better sculpt, you can try to invest
your time on those. Okay, that was about that one. Let's try to make the brush
size a bit bigger and try to sculpt some edge
details on this one. Very subtle because as I said, this is going to be
only a baked area, even not making that
to the geometry piece, it's going to be only
based on a normal map. Okay? Just try to add some
edges sculpt and maybe some of these
cavities sculpt as well. Very, very subtle. We do not want to do. He'll changes. Okay. Now, it's good when you
try to take a look at it. It has a lot of more details. Just select a sub
tool and hit F to zoom on that and hold down Alt. Drag mouse in and out
to zoom in and out. Just try to make the
brush size bigger. And do not put a lot of time in sculpting these details
because as I said, a lot of these details are only going to be baked in normal map. And for the player, they can never see that. But it's good to
add some details. If you want to make
reversed the sculpting, you can hold down Alt e.g. this brush size, this
brush that we have, the trim dynamic is by
default a z subtracting. And it means that if
we try to sculpt, it would subtract
from the details. But if we hold down Alt, you see this negative icon that appears in the center
of the stroke. You see if I hold down Alt, it becomes reversed
of the result. If the brush is additive, It's going to subtract. And if the brush is subtractive
is going to be additive. Some more details in here. Of course later on, we will
come back and try to decimate these details so that when
we import them in Blender. We wouldn't have any
problem because blender, although it has
progressed debate in holding a lot of polygons
and rendering them. But it doesn't hurt
if we optimize this so that we do not get
any problems inside Blender. Ok, now, this one, let's try to add
some edges, sculpts. Very subtle. We do not want
to add so much details. And using your mouse pressure, you can try to
limit the effect in some areas and make it
a stronger in others. So this one is too much. Let's go back and try to
do some regular sculpting. Instead. I just try to save frequently so that you do not
lose any sculpting process. And a promising
nothing hurts more than having to really sculpt the process that you have
already sculpt it and lost due to the ZBrush crashing. Okay, now, on this one as well, I'm going to split into parts and try to work
on them one by one. Just hit F to focus on it. And we have good
amounts of polygon. Let's try to add more edge damage as well as cavity damage, the
surface damages. Later on, we will add
them inside substance. And this is a
step-by-step process. Some of the details will get added when we do
the blender thing. Some of them later
on inside ZBrush, some of them inside painter, and maybe later on some of them inside the game engine that
you are going to render lag. Because this is going to
make it a game engine. So you need to have
that in mind that you do not need to add all
of the details in one go. Okay. Now, again, some subtle edge damage and warping these edges
will really later on helped the texturing process and the reader that you have. The better texturing
process you're going to have inside
Substance Painter. Just try to have some edges sculpt and use
your pen pressure. So that's every time you do
not get the same result. Saying here we do not
have a lot of them. But in some areas like this, we have some more sculpting.
And this is the key. The variation should be always in mind when
you're sculpting. Never tried to do the same
as sculpt again and again. So the variation is the key in having a good
hyperbolic creation. And as I said, I
could go and try to sculpt something like this, but since that is never going to make it in the high poly, excuse me, in the final product. I'm not going to sculpt it. Okay. Just a bit
more and looks like we're done with these bolts. For this one, we're
not gonna do anything because it already
has these details, but I'm going to
Control D couple of times to add that as
smoothness because this one as well is going to be baked and not the geometry
level like this. And I'm happy with it. I'm not going to
do anything to it. Now let's go for this one. Then this one is good as well. We already have that smooth. Let's try to take a
look and it's okay. So this one as well. I'm not going to sculpt
anything because that is already in a good area. Let's try to zoom. Okay, we've got this
Control D couple of times. And you can go try to polish by features and these kinds of things to make that
EBITDA smoother. Try to separate that by poly groups and try
to do the Polish. Use different methods. Now, this one isn't good. This one as well. Let's
go for the next one. I'm going to make
these only smooth. Now we have this one, DynaMesh
Control D. Once more. Now, this one is okay. Let's go for the next one, which is one of the main pieces that we're going to deal with. And I'm going to leave this one for the
end of the process. Let's go for a smaller and
simpler pieces and then leave these more complex one for later when we're done
the simpler pieces. So I'm going to keep this one, this one, and this one in here. And then this is
the one that we're going to use for a lamp or
something like that in there. So now let's try to control D a couple of times
to make it a smooth. And that's it. I'm not going
to do anything more to it. Now. One, we have more than
1 million polygons. Let's try to do some
sculpting on it. But before that, let's
Control Z a couple of times because we have
the poly groups in here. Let's see what the Polish does. It already twice to smooth
some of these results and looks like we got some
problems in here. Let's see. Just try to control
Alt and select this one. Since this one is
a small glitch, let's not do anything to it. Let's add a bit of
polish as well. Then we can go try to introduce some edge
variations as well. So let's go in here and try to it can hold down Shift to do some manual
smoothing as well. Then use that trim dynamic to add some
surveys variations. Just try to smooth. And I promise you
that this is going to bake very well
inside a normal map. The more detail that you add, the more special the
piece is going to be. But remember that nobody has
all the time in the world. So you need to put your time in places that makes
the most sense. E.g. we can have some
close-up shots on this one. So we can go and try
to add more details. There would be no
problem because this piece is going to make
it to the final project. And this is going to
be on geometry level. So let's do some
smoothing on these areas, especially on these edges. And do not try to over
sculpt something. Okay, this one as well. And some sculpting. And
here you can hold down Shift to smooth the
result as well. Okay, Now, I'm happy
with this one. Let's go to the next piece. The next one, which is this one, let's try to do a
bit of a smoothing. You can try to make the
brush size or smaller and try to have some
Azure sculpting only. Then try to do the smoothing. Because we do not want to have a lot of sculpting on this. That is a very small button. Try to just do the sculpting. And let's say which face, which side is facing the player. You see any detail
that we add on that side other than this one
is going to be lost. Okay? You see every detail that
we add should be only present on the side that
is facing the camera. So you need to
have that in mind, the details that you
add to that side. Let me isolated that all of the details that you
add to this side are going to be lost. So you need to
have that in mind. You do not need
to put details on places that the player
has never be able to see. Okay, let's bring this one. And let's see what we get. Let's see where this
one is at. Its in here. And we can try to
zoom on it first and then try to add some
very small edge details. Like so. And after all of it, you can hold down shift and
try to smooth the result. And the surface
details on these ones later on will be added
inside substance. Okay, now let's go for the
next one, which is this one. So I'm only adding details on the places that the
player is able to see. And this is another
optimization trick that you can use in order to
save a bit of time. Okay, Now let's go
for the next one. Let's see where that one is. Okay, let's try to zoom on it. Now we have these. Just use the white to add
one more subdivision. And now let's use the
Polish by feature or the regular Polish to see which one gives
the better result. Okay, it looks like this one. It's given us a good result. So I'm going to
continue with that. One layer of polish as well. I don't know. It's a good result.
And you can go try to sculpt some work. But
I do not see that. Reason why should
we scope that much? Okay, now this is good. Let's add one more subdivision and try to add a bit of polish. Like so, then a bit of edges scopes would be okay alongside with a
smoothing these results. So for now, let me use the masking feature in here because we have the
palate group feature, we can go try to
create the mask based on the poly groups and
now just grow the mask, blurry it, the bid, grow a bit more and try
to Sharpen, Grow Blur. And I'm going to use
the polish to polish these areas because the
edges have been masked. And I can use this
one only to polish these edges. This is good. Now let's disable the mask. And we can go try to manually
sculpt some of these edges. And never try to sculpt
on all of the edges. Because if you sculpt
on all of the edges, the player couldn't really focus on the areas where
that is important. So over detailing is another
problem that can occur too. E.g. if I go and try to sculpt
owner of all of the edges, it will be so noisy so
the player couldn't focus on important pieces
that you have a sculpted. Sculpt some of the edges and
leave others on sculpted. That there's a resting place
for the eyes of the player. And on this backside, I'm not going to sculpt because nobody's
going to see that. So a bit of manual
sculpting on this side, some of these edges as well. And you can try to change the brush size to see which one of them
works better for you. On areas like this, it would be okay if
you're going to increase the brush size to be faster a
bit on a sculpting process. I don't want to see a lot
of these jagged edges. So let's try to smooth
them by only sculpting. Okay, now let's apply some edge damage on
these parts as well. And some sculpting. In here. Let's be more radical
than the sculpt and just try to add some
surface damage on this one. And this trim dynamic
is very good for sculpting these metallic
details. Now this is good. Let's go and add some really
subtle details on here. And you can hold down
Alt, release it, be subtractive as well
as additive on adding these details.
Now, this is good. So now let's move on this one. And this one is one of the ones. I'm not adding so much
detail because the detail on this one later on would
be added inside painter. And I will rely on texture rather than the sculptor details for sculpting
this piece. But let's do some Polish. And maybe some Polish by features separated
by poly groups. Like so to make the smoothing. So now let's take this
one and this one as well. Later on, we will add the
details inside substance, but let's add some
Polish by features, followed by a bit of smoothing. Okay? And then this one, it only needs to be smooth. So let's polish by feature
separated by a poly groups. This is going to make the
features appear smoother. Then you can go try to
smooth these areas. Just in case if you're
going to add some details, you can go and do that. So just try to make
the brush size bigger and try to do an overall is
smoothing pass on this one. So now this one as well. We can go Polish by feature because we have a
lot of polygons. Let's try to polish by feature. This is going to make
it a bit smoother. And the details on
this one, again, we're going to add
details inside Substance Painter
by adding textures. So I'm not going to do
any sculpting on this. Now on this one as well. Let's do some Polish by features and maybe some Polish
by poly groups as well. And a bit of smoothing
to smooth that overall. Okay? Now. On this one as well.
I'm not going to do anything because it's
already a sculpted. So this one is okay. But the next thing that
we could do is applying some polish to make
it a bit smoother. Let's do aggressive
Polish, like so. To get the details done, again, this one is okay. Let's see about this one. Looks like this one is a smooth in itself and
doesn't need any polishing. This one as well. Now
we've got these ones. So let's do some
sculpting on this. We already have those details. I'm going to smooth
out these edges first. Like so. Just try to hold down Shift
and try to sculpt on these areas to make
that a bit smoother. Especially on this edge areas
where we had that bevel. If you want, you
can go and try to add some edge details on that. Like so, try to be very subtle. Okay, Now we're done
with this piece in here. Let's go to other
pieces as well. Just try to smooth it and try to add some damages in here. We do not want to add
a lot of details, just some tiny bits of details, especially on the edges where they are the most
visible to the player. Okay, I'm happy with this. Let's go for the next piece, which is this one. Zoom and try to do
so much damage. As I said, they can try
to put as many times, as much time as possible. But since the scope of
this tutorial is going to be really limited, we're not going to add
as a lot of sculpting. But you can go on
your own and try to add as much detail as you want. And try to use your own
experience in adding details. This one is good as well, and this one only
needs to be smooth it. So we got this. Let's try to
polish by features like so. That will add the
smoothness that you want. Like so. And then we can do one polish to make
the edges a smoother. Like so. And now I'm not going to add any
more details to this one. We can go try to add some edges called pedophile like
that is not necessary. Let's keep it the
way that it is. Now we got this one, this one, and some of
these smaller ones. So now, because these two
are a bit more complicated, I'm going to leave them for
the next lesson where we sculpt these alongside
with those radio pieces. But for now let's go
for some smaller ones. And I'm going to leave
this one like this. And this one as well. Let's
see where this one is facing. Okay. It's in here and only this front side
needs to be sculpted. Just some very subtle details. Now let's go for this one
and this one as well. We could use a bit of
sculpting and some smoothing, especially on this
glitchy areas. Just try to make the
brush size bigger and try to smooth some
of those areas. Because this piece is only going to be seen by the player. This front side, even later on, save some texture and geometry. We can go and remove
the backside. And we will do that in
the high poly lesson, excuse me, the low poly lesson. So a bit of smoothing. Remember that for the gameplay. And to be more optimized, only the places where the player is going
to be seeing are important and not the areas that the player has not
going to be seeing. Just some small details. Like salt. And this one. Very subtle Azure
sculpting, like so. And a bit of smoothing. We could add the surface
details here in ZBrush, but I decided that it would be better if we add them
inside Substance Painter. We will procedurally add them. It would be a lot faster
and more efficient for the production
because that is going to be procedural and you can limit them to
hide channel e.g. to add some procedural
height inside painter. Instead of manually sculpting
them inside ZBrush. K Control Z, couple
of times to go back. And we can smooth that
these areas like so. Now you see we have more than
60 millions of polygons. After sculpting these details, we will go back and try
to decimate them to a more reasonable number so that we wouldn't get any problems inside Blender
won't be important. Right now if you go and try
to import this into Blender, it's going to really hurt the performance and
blender even might not be, it might not be
able to run that. So we need to optimize that so that we don't
get any problems. So all of the process is going to be automated
inside ZBrush, we're going to use the
decimation master. It's a free plugin
shipped with ZBrush. And we're going to use that
to optimize the geometry. Okay? Now, this one and you see how much these edges
sculpting will try to make the piece more natural. Rather than having something
that is really just like a machine or robotic piece. It adds the human feeling to it. Like someone has done
something to this, damaged it. Basically any kind of storytelling element
that you can think of. Okay, now, this is the cushion. I'm going to keep it
the way that it is. Now. This one. Are these panels in here
and now the next cushion. Now, let's hit F to
see where they are. They are here. Let's try to zoom on them. And only very small sculpting. Because as I said,
these are only going to be baked
in the normal man. Nobody ever is going to see
what is going on there. So why wasting a lot
of time on them? So let's see. They are here. Now the last bit
is done in here. Okay, now sculpted all
of the small pieces. And now we're ready to
move on to major pieces, which are these earphones
and radio panel pieces, which are going to sculpt
in the next lesson. So I encourage you to
take a backup from the scene not to lose
any progress and move on to the next piece
where we're going to sculpt these major
pieces. See you there.
29. Final High Poly Sculpting: Okay, now, with a smaller
pieces out of the way, we're ready to move
on to major pieces. And these are the
most important pieces because there are
going to be seen by the player and they are bigger compared to these smaller
details that we added. So this one might take just a couple of
lessons to sculpt. And that is going to have the most visual impact
on the final result. So now I'm going to start
by this piece in here. Let's shift, click on
that to separate it. Okay, got this. Now because we have separated
everything by poly groups, we can go try to
smooth everything out. But in order to make
sure that we do not a smooth the
result too much I'm going to duplicate to
keep a backup and to keep a visual guide so that we do not go too far in
smoothing this one out. So now I'm gonna go for
Polish by features and try to sculpt a
bit more like so. And let's try to bring this one in to make sure that we do not go too much beyond
the actual borders. So this one, until you see it's mainly around the
same area and it's good. So now let's go for
Polish by playgroups. And this one tries to bring
the edges more together and leave the smoothness
around the center. And it's good as well. Now let's try to take a look. This is the default one and
this is after a smoothing. And now let's do a couple of polish in here to make
it really stand out. Now let's compare that before. After, you see after
doing some Polish, we're getting very good results. Now let's use Polish by groups. Now, let's use the
other algorithm. This one is better
after doing the Polish. It's going to keep
everything polished in the center and bring the edges together to
pinch them together. Okay? Now, this is previously and this is
after the smoothing. Okay? Now you see
everything has been smooth. And for now, we're not seeing
any major problems in here. Just try to take a look. Okay, everything is good after doing some
smoothing and here. So now I'm going to go for the next piece
later on who will come back and try to do
some manual sculpting. But for now it's gonna be okay. Now this one was the piece
that we got as backup. So let's remove it. Okay, now, it's
time for this one. Let's create a duplicate from this one as well
to keep it as a backup. If something goes wrong, we will start to work on this. But if anything was our rights, we will compare that.
Now, this is it. Let's use some Polish by features that is going
to smooth that out. And then some punished
by groups to bring everything together
using this algorithm. You see this one makes
everything stronger, like so. And then try to
compare them together. You see, we went from
something like this, which is so jaggedy
and not so good, into something like this, which is a lot of smooth ER, maybe a bit of polish. Now, Polish by groups using this algorithm to bring
everything together back. So let's try to compare them and try to see the other sides. A very acceptable result. We got really sharp
edges as well as a smooth results. Okay? Now that I'm taking a look, I'm really liking this result. We will come back later on and try to sculpt more details, but for now, it's a
very good result. So now I'm gonna go for the backup piece and
try to delete it. And now this is the
final one in the radio. So let's create a
duplicate to compare that. Start to work on this one. Let's zoom to see. I'm going to use this Polish by feature to smooth
everything out. And then a bit of more polishing to really
smooth everything out. And then some Polish by groups
to bring everything back. So let's Control Z. Let's
use this one instead. This one creates more crisper edges
than the previous one. So some Polish by features. Let's use this algorithm. No, that was wrong. Let's go on this one as well. Now some Polish by groups, really smooth everything out. So let's see about this. Looks like there are
some problems in here. And that is because
the resolution was not a strong enough to
support these features. So let's bring those back. Ec. We're not actually able to
see what is going on there. So actually no problem, because that could be replaced
using these buttons and nobody's ever going
to be able to see what is going on in here. Okay, now, let's
try to take a look and see the site in here. Very good. And this
paneling in here. That's good as well.
I don't want to make that as intense
as the previous one. So let's go forward as
one and try to delete it. You see now we've got a very good high-quality
results in here. So now we need to go move on
to these earphone pieces. So now let's find them in here. Okay, Here they are.
Hit F to zoom on them. Now this one is a bit tricky because it has a lot
of curvature to it. And we need to make sure
that all of the curvature is captured and we do
not ruin anything. So let's make a duplicate.
Hide it for now. And let's try to
polish by features to smooth some of
these roundness out. Okay, now you see
Polish Boy groups. Let's add some more polish. Okay, and then try
to bring everything together using this
Polish. Like so. And this one in here could have used more
resolution. So let's go back. This is the first
result that we got. So let's try to add
some Polish by feature. And now some Polish
by poly groups. This will really smooth everything out, so
I do not need it. Let's use this algorithm
instead. Said this one. When you activate this, it's going to the difference
between different surfaces. The other one is going
to wash everything out. Okay, now we've got these
jagged edges in here. Let's do some Polish by
feature to smooth that out. Like so. And now you see
it's a lot smoother, but it's ruining
some of these parts. So it doesn't matter
because as I said, all of these are going to be washed by these buttons in here. Okay, Let's leave it. And I'm happy with this result. Let's zoom on here. Very good. Okay,
It's a good result. Now let's take this
one and try to delete it and go to the next piece. And I'm going to duplicate, remove it, excuse me, not just hide it. Then on this one, try to punish by
features. Once more. Then this Polish by groups will really bring
everything together. If you want, you can go
try to do one more of this polish to smooth everything out and to make the
edges are stronger. And then go for Polish Barbie
poly groups to make that. So let's take this backup. This was before,
and this is after. You see, without
changing the silhouette, we're able to add
a lot of details. Okay, let's take it
and try to delete. Let's take a look at this. Zbrush crashed and I had to go back and redo these pieces. So it looks like let me see, everything in here is done. Let's go back to
these earphones. So that is why I
tell you to save regularly so that you do
not lose any progress. So this is the piece we
already know that we can do some Polish by features. And one Regular Polish,
Polish Bipolar groups. Having this feature turned on. And try to work with these, we can get a good
result already. Okay, now let's go for
the next one and then try to select this one
and try to work on it. Okay? Published by features. It has a lot of
polygons like so, and some regular Polish, some poly, poly groups. Okay, we've got a perfect result in here, and I'm happy with it. So now the automatic
is sculpting is done. Now what we could do is try to bring these and start to
add some edge details. Maybe some more
details if you wanted to see what is going on. You should notice that
because we have these three. Let me take a look at them. You see there's a
middle area in here. If I isolated, let me
try to isolate it. This soil is never going to be seen and it's going to
be deleted later on. So I'm not going to do
any sculpting on this. The only area that we
are a sculpting are. These front sides, these
middle parts in here, and this bag pores and anything in-between these
ones is not going to be sculpted at all because the result is
never going to be seen. And that would be a
huge waste of time. So let's try to sculpt
and separate these. Try to work on them. So just like always on
bringing the trim dynamic, Let's make the brush
size a bit smaller. And then try to work on these edge areas to make
them more pronounced. And some edge damage you see? It will take the sculpting
to the next level. Okay, you see how
this one really tries to that industrial
filling to this. It has been warped,
it has been beaten, it has been used a lot, and now a lot of
damage is there. And the more details
that you add, the richer the result
is going to be. But as I said, you need to keep the time and the limitations of that sort in mind as well. Nobody has all of the
time in the world. So you need to
keep your time and focus on the places that
are the most important. Okay? Now, a bit of sculpting, just try to make the
brush size a bit buried. Like so. And see how
these edge damages would really push the sculpting
into next level. So be very, very subtle. In order to be more subtle, I'm going to make the
brush size is smaller. And our left this one
and other pieces for the last iterations
because I knew that these ones are going
to take the most to sculpt. So I left them for this
stage. After this one. After sculpting all of these, we will bring them, of course, we will decimate them. Create a more reasonable
polygon mesh using these ones. And then we'll bring them inside Blender and try to make the low poly using
those base meshes, we will go apply the
Booleans that we need and remove the Booleans
that we do not need. Okay? Because we need to optimize ads as much
polygon as we could. And as I said, this part in here is never going to be seen. So I'm not going
to sculpt on it. Okay? This is good for
the outside edges. And there are some inside edges. These ones are going
to be hidden. You see? They're going to
be hidden behind these bars in here and
they're not going to be seen. So I'm not going to
sculpt anything on them because that would
be a waste of time. You see these bars
are in front of those and anything that
you sculpt on here, that would be a waste. But I think we could
go and try to sculpt some of the edges in here to make the edges
more pronounced. So let's try to add this. Move, this one a bit, and
it will bring these back. You see, now we get
some edges sculpting. So looks like some outer
edges sculpting is required on these to make that more
pronounced and stronger. Like this one. Because this is a plastic material and
some warping is expected. So let's bring the
Z Intensity down. I'm not going to work all of
the edges, only some bits. Like so. Now these
two panels in here, Let's go and try to sculpt
them. And be very subtle. We do not want to chip
all of the edges, only some of them. And all of this is going to
be based on the normal map. And especially the geometry that we create on this backside for the low poly is very simple. Because a lot of
these details are going to be baked
in the normal map. Okay, let's try to take a look. And you see how much detail
we have added in here. And now let's go
add some details. And the circular piece. So let's try to hide this one only to be able to
work on these edges. Even this one is going to
be baked on normal map. I'm not going to rely on
geometry for this one. Okay, Now, let's
bring these back. It looks like we can go and try to have some sculpting
on these edges as well. Very, very subtle. And later on you see that
wherever we add these details, the texture is going
to really look fine and have the most variations. Let's go a stronger in here. And be random and
placement of these. Because if you move
on a certain pattern, it's going to be visible. Let's try to zoom and have
more sculpting in here. I'm going to increase
the brush size so that we are a better,
stronger on here. So not that much. Only small bits.
Okay, It's good. Now, let's go for this one. And on this one, we see only the area in front
and on the side. So let's do one thing. I'm going to sculpt
on these edges just a bit to add these small details. When I'm taking a look at
this piece in here, I mean, this paneling that we did, we might keep this
in the low poly. How wanted to bake
that on a normal map? But I feel like if we bake
it on the geometry itself, it would be a lot better. Instead of taking
that on normal map. So we will, we will see these in the low poly creation later
on when we talk about that, we'll talk about
these processes. Do not worry. We're going
to explore all of these. Now, let's try to zoom on this area and try to
sculpt something in here. A bit of edge damage
on here as well. Some more edge
damage in this area. Okay, This one could
use a bit of damage. Just make the brush size is
smaller so that you are more controlled on the way of
sculpting these damages. So now let's try to
bring this one up on this top edge and try
to sculpt a bit more. I'm just trying to
rotate around to see if any area needs a
bit of a sculpting or not. So let's go on these edges and try to
sculpt these ones as well. I'm trying to add some
overall warp around these to make the normal
map and look a lot better. And trust me, all of
these details are going to look very fine
in the normal map. You can go and try to
export this one in the same situation without a
sculpting any manual detail. But since I really liked to make everything old and dusty, like to add a lot of details. That is personal preference. But you can go and try
to add no details when exporting this one into Blender
for the baking process. But the reason that I
select to really try to add a lot of details and just make everything old and
dusty Is that it would cause a lot more challenges
than having to create something that is new
and really clean. So that's why I
really like to make a lot of things old and damaged. So some warping in here. And these ones, I'm not
going to do anything too because they are going to
be derived in the texture. Let's go for this final
piece in the radio. Everything is okay. And because this is
connecting piece that connects these two, I'm not going to add anything. I'm just only going to
rely on these details. Now the hyperbolic creation
of the radio is finished. The only thing that is
remaining is decimating. Now let's go for these earphones
and try to sculpt them. So hide this one only. And it only takes a bit of
edge damage. Nothing more. Just try to randomly
paint over these edges. Like so. And if you want, you can smooth the
result as well. E.g. an area like this is going to be
hidden under the cushion. So I'm not going
to do anything to it. Okay. Very, very subtle. So let's see if I can add some sculpting details
around this one in here. But I'm happy about this one. Let's go to the next piece. We can add some random
edge damages in here. You can hold down
shift and try to smooth some of
these results out. And if you're not happy
with the resolution, you can control D
one time to add some more subdivisions so that the sculpting
becomes a bit smoother. And some sculpting in
here, in here as well. Okay, Now I can declare that the high poly
sculpting is done. And I'm happy with the
sculpting that we did. Now we have 16 million polygons, which in the next lesson, we are going to decimate. The decimation mastery is very important and it's very
powerful insight ZBrush, we're going to use that to
make it really low poly, although we're going
to make it high poly, but it's going to decrease the polygon while
keeping the quality. And we're going to do
that in the next one. Okay, See you there.
30. Decimating The High Poly: Okay everybody, now
the sculpting is done and we're ready to
move on to the decimation. Decimation is optional,
but it's going to really improve the speed of working with things
inside Blender because blender has some problems with handling a lot of polygons. So now I'm going to
isolate this and start to decimate under
the summation is so easy, you just use the
decimation master plugin, use the preprocess and then
decimate on a percentage that you want and it wouldn't lose any
quality if you use it. I'm going to merge four of these measures
because if we remember, these four measures were
part of the same thing. So 12.3. Now we've got these
four measures. Let's hide them. And we've got four measures
in here as well. Merge down 2.3. Now we've got four
measures in here. Let's start to work on this one. So now I'm going to zoom on
this as an example. Okay. Let's bring the summation, preprocess and appending to
the complexity of the merge, it might take some
time for this one, it took 7 s to calculate. Now, let's see on the 20 per
cent what it does, okay, Now we see no major change
happened in the geometry, but let's go one step back. Try to take a look
at the geometry. Now you see we got
3,000 polygons, excuse me, 300,000 polygons. But after that, huge
change happened. Now we have 660000 polygons and no major change
happened in here. And that is really all
the decimation master. It tries to remove the polygon
on the places that are flat and keep them on areas that you have a
sculpted the most soda. That is why you do
not lose any progress and you do not lose any detail
on these sculpting pieces. So now let's zoom on
this one as well. And then try to preprocess. Then decimate, okay, you see
no visible change in there. So now this one is to
millions of polygons. This one should be
really visible. The amount of optimization
that it could do. So preprocess. And it took 7 s to calculate
and estimate current. Sometimes it happens the
preprocess gets broken. So you need to preprocess
again once more. And now it took a
minute to calculate. Now let's decimate. With no major change, went back to
something like this. Okay, now, let me see if we can try to preprocess even more, to decimate more, just
set the pre-process, and now it took 8 s. Let's decimate again. And even more optimization. We went from something like 2 million and-a-half polygons
to this one, which is much, much acceptable than having that amount without actually any major
change in the geometry. Now, this is enough.
Let's go for the next piece,
which is this one. And I feel like we
shouldn't go too far because this has two sides. And if it doesn't
make that much, it's going to hurt the geometry. So just hit preprocess. It took 22 s. And
now the estimate, without any noticeable
difference, we got the piece decimated. Okay? Now this one is fully
millions of polygons. We're going to decimate. And this should
maybe take 1 min to calculate depending
on your resources. Okay, now let's decimate and
a very good optimization. So now I'm going to take a
backup from the scene and then do one more
decimation to see if that didn't
destroy the geometry. I'm going to use it. So preprocess this time
should take a very, very lower to pre-process
Because we have lower amount of geometry, 9 s. And now this one is very good. Now without a
noticeable difference, we got 3000000-100 thousand
polygons, which is perfect. So now on this one, Let's just press the preprocess. Then decimate. It should be alright. And we could go
one level further. But I'm not going to take the risk because if
you decimate too much, it might hurt the geometry. So I do not want
to keep it because this one has a lot of
separate pieces that and this one may cause some issues in the
decimation process. So now the radio piece, this is the backside for
millions of polygons. So preprocess. It took a minute
and half to two. The high amount of polygons. Now, let's decimate. And you see we went from four millions of
polygons to less than 1 million without actually any
noticeable difference. I'm going to keep it
the way that it is. Of course, you can go and try
to optimize it even more. But for the time being,
I'm going to label it. And let's take a look at here. You see, because we do not
have any details in here, it doesn't have
actually any polygons, but the polygons
are stored only in the areas where we have the most curvature and change done. And this is the way that
the estimation works. On the areas that are flat, it's going to be decimated. The most areas which have the most complexity are
going to store the details. Okay? Now let's decimate
this one, preprocess. Okay, now, decimate and we've got to have a
millions of polygons. Okay, This is good. You can go even further, but I'm going to be
happy with this one. Now. This one preprocess
and then decimate. Okay, I'm going to keep
this is very good. So the next one
is this one which is containing more than
1,000,000.5 polygons, which is very, very large
amounts of polygons. Now the summate, this
one is still too much. Let's preprocess once more. And then decimate. Now, I'm happy with it. I can keep it. So now here's the next piece. I'm not going to
do anything with it because the mesh is buggy. And if I try to decimated, we're going to get
a lot of problems. So now let's go for
the next piece. We have now eight
levels of subdivision. Let me just drag
them down. Like so. And this should already
give us a good amount. Now we can go the geometry tab. Just delete higher
so that this becomes the base level that
we have there. So you see, this is it. And we get that button done. Okay, How about this one? Let's drag the slider. This would become
the base level. Then again, geometry and delete higher so that everything
above that gets removed. There are multiple ways
to subdivide, excuse me, to optimize results in ZBrush. One of them is decimate, the other is deleting the
subdivision levels and so on. Okay, now preprocess on this one and then do a decimate buggy. And I had to rub ring that. There are some buttons in here, some presets that you can
start to use them, e.g. on this one, if you press
one of these buttons, it means that it's
going to preprocess as well as decimate on one go. So now on this button, Let's say that I'm going to
optimize that to 20 K only. Now it takes the optimization
and the decimation, both of them in one step
and we get the result. Okay? This is it. Perfectly 20,000, 20,000
polygons with optimization. Now, let's go for the next piece and we could use
this one as well. Instead of going for
preprocess and decimating, we could use one of these presets to do
that all in one go. For a small piece like this, that is the ring that
holds this strap. So I go for 35 K and
it should be alright. Okay, we've got the
decimation and it's alright. Now let's go for this piece
in here to see if I can optimize it using the
presets for this one, let's go for 75 K. So actually the optimization
that a good thing. And I'm going to keep it. We went from more than
1 million to less than 100,000 polygons. Now, let's go to the next piece, which is this one.
Let's zoom on it. Okay? That is it. 1 million, 0.2 polygons,
which is a lot. 35 k should be enough for this. Okay, without any change, it just decimated
to that number. Now let's go for these ones. And let's try to rotate. And 75 should be okay
for these pieces. And a very good result. Now for these ones as well. 35 or 75 is okay. Okay. Now let's see about this one. And since this one has an, a small piece, Let's go for
75 K for this one as well. Depending on the size of the
mesh and the complexity, you might want to choose some of these presets or even
said your own value, e.g. you can go and try to enter
a value and this would be applied and multiplied
by thousand, e.g. if you enter one,
it's going to be one k. If we enter ten, it's going to be ten K
and then hit costume, and you're going to get
what you want from that. Okay, now, let's try to
move on to next pieces. Okay, This one is a bit
bigger than the previous one. I'm going to go for a double. Okay, perfect. And now this one, again, we need to go for 75. Okay? Now we got this piece. Looks like this is good. I'm not gonna do anything to it. So let's leave this one B. And now we go for this strap. And since this one is a small, but it has a lot of curvature, I'm going for 150 K.
Of course before that, I'm going to do a copy
form this because later on we'll convert that to a
low poly inside Blender. So let me take a
duplicate from that. Now, do the low poly. Now, I mean high
poly but decimated. The reason that I kept this one is that later on who will go back and decimate
this one in Blender. But the blender algorithm is
going to be a bit different. We're going to use on
sub-divide to create an optimized mesh as
well as a quad mesh. So we're going to
explore that later on. Okay, For this one, it's okay. Now, this one as well. It looks like this one needs
a bit of optimization. So for that, I'm going to
bring the subdivision amount down and delete the higher one. To make this one the
default, delete higher. And we're good to go. Now. We got 4 million
polygons on this one. So I feel like 150 K will do. I'm going to test that. And if we did change a lot, we will go back and
try to use 25 k, excuse me, 250 K. Okay, That is very good. Even after all of
those optimizations. Okay? Now, this one is
70 millions of polygons, which is very much So. Let me isolate it,
transcends one. This one is one of
the main pieces. I'm gonna go on
250 K on this one. So let's see what that one does. It should take a bit of time because it has a
lot of polygons, but it's going to be
worth results after all. So now we did the subdivision, Excuse me, the decimation, and it's very good
for the next one. Let's see what we have in here. We could go 450 K because
it has some curvature. I'm going to keep that. Okay? This one is good as well. Now let's go for this one. And this one again, we
need to go for 250 K. But before that makes sure
that you save your project and maybe keep a backup in
case something goes wrong, you have something
to go back to. Okay, now this one, God decimated as well. Let's go for the next piece, which is this one. So I'm gonna do one thing. I'm going to keep a duplicate. So that later on we could
decimate it in Blender. I'm going to make the cloths to be decimated inside Blender. So now we have some subdivision
levels on this one. Let's bring it back to the default place.
I'm happy with it. Now, we need to go for
geometry and delete higher. This is going to be left
for later on for Blender. And this one, Let's
do some Polish 1st. Okay, Then let's go for 150 K. Okay? Now, let's go for this one which is going to be
left for later on. Do not feel like really we need to do
anything on this one. Rather than doing
a simple decimate. It has maybe three
millions of polygons. I'm going to test two for 250 K. And if that didn't work, we will do something else. Okay, now, it's good. It's only going to be baked. I'm not carrying that
much about the geometry. So now the next
piece is this one, which we can go on
a lower number. Excuse me. Let's go for custom
and set it to maybe 55k and hit costume. Now got it decimated. And I went ahead
and decimated all of these on the same precedence. Well, set it to five
so that they go for five k, just like so. And these are some repetitive
tasks that I did off the camera to save a
bit of recording time. Okay, now we've got
this and we can go for the costume five
k points in here. Okay? No changes at all. Now this one. Increase that to
seven because it has more curvature to it. Then I'm going to keep a
duplicate from this so that later on we can create a low poly from that
inside Blender. Let's bring the
subdivision down. And going here in Geometry
tab and just delete higher. Okay, I'm going
to keep that one. But on this one, because
it has a lot of curvature, Let's go for 250 K. So Don, and with no changes. Now, this one, let me see. Let's go for again 250
K. Okay, very good. Now on this one, Let's make a duplicate. Bring the subdivision
level down. In the geometry tap, just try to delete higher so that this
becomes the default one. Now on this one that we subdivided that spring
it and I'm going to bring the estimate 250 K. Okay, Done. Now, this one doesn't need
actually any optimization. It's already good by itself. And this one as well. Now we optimize the mesh, although all of the
geometry details and high poly details that we
added are present in here. Let me bring them. But we went from something
like 63 millions of polygons to lower than
11 millions of polygons, around ten millions of polygons. And that is a huge
optimization that we did with, without actually
losing any quality. And we can go and some
other pieces as well that we have a lot
of geometry, e.g. this one, and even try
to bring them down. But I do not feel
like doing that. Now the next piece that
we're going to do, exporting all of these as FBX
so that we can bring them inside lender and try
to match them with the low poly and create some of the low palace there ourselves. So now just go, make all of them visible by shift clicking
on one of them. And shift clicking again. You are able to bring all
of them back and go for sport and just make
a name for it. I'm going to make it
FBX and just call it sculpted it save. And then in here, you
want to set the exporting to all soda is export
all of the sub tools. You want to triangulated and make sure that those
normals are smooth. If you set a smooth normal 200, it's going to smooth
all of the normals, which results in a smoother, higher-quality result
exported to Blender. Hit. Okay, and now this should
take a bit of time. I'm going to let it export
and finish this lesson. And in the next one, we
will import this one in Blender and to the
rest of the things. Okay, See you there.
31. First Level of Optimization: Okay everybody,
congratulations on finishing the high poly. And now welcome to
the new chapter where we're going to
make the low poly, unwrap the low poly and vacate. And now for unwrapping
the low poly, we will actually do a lot of more care into creating the
unwrapping for low poly. And we're going to make as
optimized as possible, e.g. something like this one, that the backside is
never going to be seen. I'm going to simply delete it. And we will optimize
the mesh as well as the low poly for the
optimization purposes, because this one is going to
make it to a game engine. So we're going to optimize
that as much as we could, as long as we do not
lose any quality. Okay, now I'm going to bring the FBX that we
created inside ZBrush. Just go to the folder
that you have saved that. And this is it import. Okay, he got imported. And now you see
it's exactly on top of the previous
result that we have. Okay, just take a look. Let me hide everything and hide. And you see a very smooth
and polished results we're getting in here. And I'm actually,
I'm very happy with the result and all of this sculpting and
all of these details later on will really
shine in the normal map. Now, I'm going to
make a folder for them and bring them
in their own folders. This collection, I'm going
to create a new collection. Let's see where now that is. Okay, now I'm going
to rename this 1203. How you Polly? Now, this is the final
high poly that we created. And now let's under
this one, let me see. I'm going to create a new
folder and call it radio. And another one,
which I'm going to call headphone hyperbolic. Okay? Now I'm going to select all of these and bring them to
the low poly folder, excuse me, the radio
hyperbolic folder. This is it. We can just activate it on and off and
then take this one. And all of these
measures are going to be in the headphone category so that we can activate them both on and off using
one single button. Okay, this one and this one. Now let's go and create
a new folder as well. In this collection, I'm going
to name it 04. Hello Polly. And this one is going to host the low poly pieces
that we create. And because we didn't change the measures a lot
inside ZBrush. Now the low poly
creation is very simple because that is only the base
measures that we have here. The only difference is that
we're going to remove some of the Booleans and see what we
can do to optimize the mesh. Okay, now, let's just turn off the ZBrush because we do not need it now at the
high poly as well, I'm going to turn off the
high poly folder and bring the base mesh that is going to contain the low poly
files that we created. And this is the
previous one that we created inside Blender. Ok, now I'm going
to select them all. And this is, you see, if I
select this one or this one, you see the modifiers
are still there. This bevel is still there. And it means that these are
the base meshes and we're going to take the low poly from them because
they are alive. And if we wanted a Boolean, we will apply that. And if it didn't,
we just remove it. Just Shift D. Okay, and now I'm going
to create or hit em, bring them to the
low poly collection. Now simply just
hide the base mesh. Okay, now we're left
with the low poly. Let's create a folder in here. I'm going to name it radio LP, representing the radio locally. And one more. And
this one is going to be the headphones LP, representing the
headphones low poly. So let's take the radio pieces. Collection low poly, and
it's going to be radio. Okay. Now these are going to be moved to the headphone, like so. And now we can turn them
on and off using this one. Now we've got the high
poly pieces as well as the future low poly pieces that we're going
to make right now. And you see they're
overlapping perfectly and the bank is going to be flawless inside Substance Painter. Okay, now, let me just deactivate
a little party for now. Okay. Now there's one more thing
that I'm going to keep these ones as the low poly and we will decimate them later. One inside Blender,
because these are Quad meshes and I want the quad much for the unwrapping process. And one thing that we did was that we bring the high poly. And here you see that we have double cushions for every side. You see something like this. We kept two versions. One is the high poly and
one is the low poly. Okay? It looks like in here, there are both the same thing. And both of them having close
to a half million polygons. So I'm going to
remove that and keep this one because this
is the decimated mesh. Now one cushion in here as well. Let's see. This is the default
version. So let's go back. And this is the estimated
version based on the topology. I can say that this one is decimated and has more quality. Okay, now we've got two
more head bands in here. Let's see which one
is the high poly. So this is definitely the low poly and this
is the high poly. Okay? Now one more thing is
that a strap in here? Let's see about it. Definitely this is the high
poly and this is the locally. So I'm going to keep this
one because this has all of the curvature that has. I'm going to remove this one to save some
performance as well. So now it's already set up and we can go
try to hide this. Let's start the low
poly creation process. And it includes first applying
the Booleans that we need. And we're moving the Booleans
that we do not want. E.g. these Booleans that are going to be baked
on a normal map, I'm going to remove them. So now you see we have close
to millions of polygons. And let's see where we get when we make the
low poly actually. So now let's start by this one. I'm going to isolate it. Let's see what we have in here. Again, I'm going to
toggle stack all of them. Just try to remove. And then I'm activating one-by-one to see which one
of them I'm going to keep. This has definitely want, I'm going to keep
and this one as well because there's change
the silhouette. And this is important
because later on, if we wanted to ever connect
these two pieces together, this will help a lot
because the curvature is the same and the same
amount of polygons are there. Oh, this is going to help a lot. After that we had some
Bevel weld excuse me. Let me see what that one does. If it changes anything
in this border areas. No. Nothing. So I'm going to keep this one as well as this one. This one is the bubble. And I'm not going
to keep it because the bubble is in the low poly, in the high poly, excuse me. Where the normals. The next bubble is this one
that I'm definitely going to remove because that is going
to be baked on a normal map. And you see this way we're
able to remove a lot of the Booleans because they
could be baked on normal map. But something like this that changes the silhouette
dramatically. I'm going to definitely keep it. Let's see about this one. And this one I'm going
to keep it as well because baking that inside normal map wouldn't
give us a good result. So let's apply this one. The next one is way to
normal. Let's apply it. And as a screen as
well, I can keep it. Of course we could go and try to bake this one
based on normal map. But I'm gonna keep it
the way that it is. Okay? And let's see where
that normal. Let's keep it. Then we got a plane. Let's see where that
plane is going to affect. This one that I'm going
to bake on a normal map. I'm not going to keep
it the way that normal. Another plane. Let's
see where that is. Okay, that is this one that we're going to bake
on normal map. Let's see about this one. Okay, this is this handle piece that I'm going to
definitely keep. And now let's go in here. I'm going to take this
Boolean again and just try to take these
segments in here. And all the way. Let's hit F3 to bring
the shading back. I'm going to take all of
the vertices, excuse me, all of the edge loops and
try to remove them like so. That will help with the
optimization as well. Remove. Now we can
go back and see, Let's bring everything back. It looks like this one is doing some cuts on
that part as well. So now let me select all of them which
are actually selected. Now go back and just take
this one here, three. And I'm going to keep it. Okay. Now let's go to this one. The radio piece. I'm going to keep this. Now a cylinder. Let's see where that
one cuts. Let's go in. This is it, I'm going to
bake it in a normal map. Then this one, again, I'm going to bake on normal map. This one, I'm going to keep it. Of course I'm going
to, I'm going to keep this corner piece and this piece in here because it's
going to be hidden under these buttons,
I'm going to remove it. So let's take the Boolean piece. Like so. I'm gonna go in edit
mode, select this one. In order to be able
to select this one, we need to apply the modifier is to convert
that to real geometry. So let's remove the bevel, the array, and this
one array as well. Let's select this one, Alton G to select
everything and now go back. So now you see we get
only this one that is doing some dramatic changes. So now let's see. Okay, this is it. Apply. And let's see, let
me isolate this. These ones, I'm
definitely going to bake. And let's see. This one as well. We're gonna bake it. Okay, this one. I'm just going to remove. This one. Does some corner cut because that is going to
do some dramatic changes. I'm going to leave it. Okay, Let's see what about this? And it does this cut in here,
which I'm going to keep. The next one is, I believe this is the
latest one in here. Okay, now let's
remove it and away the normal modifier to
solve any shading issue. Okay, now just select this and try to clear any costume normal. Tried to make it a smooth
based on 30 degrees. Okay, now this is the
base of the low poly that we're going to create for
the front side of the radio. And we're going to
optimize it even more. E.g. in this area who do not
need that much segments. But for now, we're
only going for some general, general
optimization. And after that, we
will come back and try to optimize that even more. So let me take this one
because I'm happy with it. I'm going to hit H to hide it. Now, let's take this
one toggled stack. Let's see what goes in here. So this is what I'm going
to definitely keep. And this is for the handle. Let's keep it. That bubble. I do not need it.
Let's remove it. And this one, because it
changes the geometry. I'm going to keep it. Okay, let's see what
that one changes. So this one, I'm
going to remove it. Then. This one definitely I'm going
to bake it in a normal map, so we do not need it. This one as well.
It's going to be baked. Let's remove it. And this is a simple
geometry only relying on a normal map
detail, details later on. This one as well. I'm going to bake. This one changes the
geometry, so let's keep it. And this one, I'm going to
remove away the normal. Let's keep it. This one as well. Remove one final in here, which I'm going to remove. Now, this is the base low
poly for the middle piece. It's very, very simple geometry. Even less than 500 polygons. Half of that value, maybe. Okay, Now let's clear
costume normals, right-click Shade Smooth
based on 30 degrees. Okay? Now I'm going to take this and hide it and start to
work on this one. Toggles stack, just like always. Turn them off to see which
one of them is going to work. Okay? Now, this one, I'm going to keep it. This one. I'm going to keep it definitely. I do not want any bevel. This one changes the geometry. This one as well. And this one is the panel
cut that we're going to rely only on the
normal map to bake. So I'm not going to keep
it. This one as well. Normal map, this
one, normal map. This one as well. Normal map. This one. Again, normal map. This one. I'm going to keep it because it changes the
geometry dramatically. This one as well, normal
map and the way that normal to solve the
shading issues. Okay, Let's now
clear the normals. Make it a smooth.
Right-click Shade Smooth based on 30 degrees. Okay? Now let's hide this one as well. And now we're left
with these ones that I'm going to bake this one. Let's bring it and remove it. This strap is good by itself, will do some changes
to that later on. But for now, let's hide it. Okay. This one as well. I'm going to hide it. This one. And this one looks like we're going to do
some changes to them. So toggles stack, let's
see what we have in here. The first Boolean, like
a dramatic change. Let's keep it. This one as well. Let's keep it a bevel. I do not. Normally for
the low poly pieces, we do not need any bevel. This one, Let's hide it.
And this one as well. I'm going to hide it and
I'm not deleting them. So I'm taking this
one and the liter. Now this one, Let's
see toggles tag. Let's see what we have here. Okay? This pebble is the one that
I'm going to keep because it really changes the
geometry so much. And after that, we have this one which I'm
not going to keep. And then this one
which I'm going to keep that hit H to hide this
one. And there's buttons. I'm really not that
chart if I want to make these geometry or
baked on normal map. So for now, let's
remove the bevel on them and take all of them. And it H, to hide them. So this one just deleted. These ones are going
to be baked in normal map. This one as well. I'm going to bake on normal map these buttons, I'm
going to keep them. So let's take this, the bubble. Of course the bubble changes the geometry so I'm
going to keep it. And then the array, which
I'm going to keep as well. So hit H on this one
and this one as well. Let's see the bevel. Not that important,
so let's remove it. And the array, I'm
going to keep it, hit H to hide it. And now this one, we do
not need the bevel on it, it H to hide it. And then this will, well, Let's remove the bevel. Okay? And then this one,
I'm going to keep it. So H to hide it. One is going to be
baked on a normal map. This one as well. And
now this one as well. This is the final
piece that we're going to make the low poly from the bubble.
Let's remove it. And this one, I'm going
to keep this one. And now all of these Booleans
are not useful for now. So I'm going to take
them and remove them. So now let's bring the radial, take them all and hit Alt
and H to bring them back. And this is the base for the low poly that
we're going to create. Of course, there are some
room for improvement, which we're going
to do later on. So for now, let me see how many, how many polygons we
have in this case. So 21,000 polygons,
which is too much. So we're gonna do some more,
more optimizations, e.g. this one really needs
to get optimized and this get half of that polygons. So we're going to do a lot
of optimization on these. So let me see what we got here. Let's start by this one. So there's only a mirror. Let's apply it. So now
let's work on this one. Actually, this one is the same as the one that is in here. This is the non-destructive
piece that we have. We can go and try to see
what we can do with it. So for now, let's take it,
I'm going to take this one, remove and start to work
on this one instead to see which one of
them we're going to keep and which one of
them is going to be removed. So this one definitely
we're going to remove it. This one, we're going to
keep this one as well. I'm going to keep then this one. I'm thinking about
removing that. Then that way the
normal is good. So now let's do the mirror to bring that in
this side. Okay? Now, set the mirror
object as this one. That's it. Perfect, perfectly. Brings that here. Apply. And then I'm going
to hit H to hide there. Then this one doesn't need
a lot of modification. So take these to hide them. And this one, I do
not need the bevel. Let's hide it. And this one as well. I'm
going to hide it later on. We'll do something about it, but for now, it's good. So now this one as well, and this one, and we're
left with these earphones. So this one, definitely, we do not need it,
so let's remove it. Now let's start to work on
this one first. Toggle stack. Excuse me, I did
the wrong apply. So control Z to bring them all. And now let's start to see
which one of them we're going to keep and which
one of them not. You can go and try to add some segments in here
to make that rounder. But since this is the hyperlink, I'm not going to make that
so much of a higher polygon. I'm going to keep it as
low poly as possible. Okay, This one, we're
going to keep it. But let's go. You see we have
the bevel in here. How do not want that bevel? So in here, that one,
the wives, the bevel. So now it's good. Let's see. This one. I'm going to take this one is going to
be baked as well. Let's see about this one. This changes the geometry. Geometry dramatically. I'm going to keep it,
this one as well. I'm going to remove because we're going to bake
that later on. This one, Let's see. This is the cut. And I'm
going to remove that one. And weighted normal Apply. And I'm going to hide it. And these ones as
well, I'm going to take and remove them. Then this one, Let's take this Boolean p is in
here, remove the bevel. Then let's try to work
on this toggle stack. We have a lot of you
modifiers in here. So this one, I'm
going to keep it. And the next one, because it changes the geometry so
much, I'm going to keep it. But let's go take
the geometry that is doing the Boolean in
here and it has a bubble. Let's just take the bubble
and try to remove it. Okay? Then this one as well. Let's remove the bubble, Okay, perfect. And now apply. This one is a cut, so I'm going to remove it. So now let's see about this one. This has a lot of
changes in here. Let's see what it does. It adds this cut in here. So I'm going to keep
it because again, the change is too much. So let's go back.
Before applying that. I'm going to bring everything in here and take this Boolean piece and
remove the bubble. Okay, like so, and then another bubble which
you could remove. Let's take this. And we can try to bake this. So let me take it. Let's see how much effect, okay, this is the bubble. It's good. So now let's go and
try to apply this. Now the next one is a cut. I'm going to remove it. This one, Let's see. It's a cylindrical piece. Of course, that's
this piece in here. So we remove that one. This one I'm going to keep because it changes the geometry. And this one remove. This one, remove as well. It would be baked
on a normal map. And this one is deriving
this pebble in here, which I'm going to keep
it Boolean, excuse me. And this one as well. We're going to bake. This one, is working on this Boolean and remove
this one as well. I don't need Let's see. I don't need remove
remove these ones. Removed as well. Let's see about this
last one which is a cut where it normal, okay. And then this one,
we do not need it. So let's go back and try
to hide this one as well. And then we got this one which
is going to be baked only. Then. I don't need level on
these details in here. Okay. Just take them, remove
them, excuse me. Hit H to hide them. This one, I do not need
it for the low poly, this one for now. I'm
going to keep it. But later on, if we want it, we can remove it and rely
only on a normal map bake. Then height is there are some buttons in here
which we can go and remove. Okay, Now let's see. Every Boolean piece
in here is done. Let's remove them. Now. I can go in here and try
to bring all of them. Now, We got four more pieces that are all cloth simulation. And we want to go and do the low poly because these
are already too high poly. And I want to make these quad so that every time
we try to bake, we get a quad version. And this becomes better for
the unwrapping as well. So let me demo in here.
I'm going to Shift D. And then let's go
work on the UV. And let's say that
we can go and try to optimize this using
a regular way. You see how this is it. If that is all quads,
I can take it. Let's unwrap. We get something like this. But because that is all quad, we can go use the UV as squares and try to use
this option in here. It doesn't work with UV sinks, so we need to activate tab mode. So now you see we get
something like this, which is much, much
optimized for UV creation. If you go and try to unwrap and try to match all of
these in the same curvature, this one, because it
doesn't have any curvature, it will place all of
them a lot better. So that is why I tell
you to keep these ones quad so that you can do this, kind of unwrap to them. But let's say that
we go back and try to do optimization on this
and make it triangulated. So let's Control Z couple
of times to go back to the default stage. This one. Now, let's take it and I'm
going to add decimate. So now let's say that
we decimated 2.5. Okay, like so. And
let's go for 0.1. Okay? This is a desirable result. But if I take this now
and try to on rapid, you see now we get this result. But if I go and try to coat
on, It's not going to work. And even if I go
use these methods, you see it's not going to
give us a good result. So that is why I
encourage you to keep these ones quad so
that you can keep them straight and make it easier on yourself to
bake details to them. So now let me see. I'm going to go and start the simplification
results on these ones. For now, I'm going to Shift D to duplicate and start
to work on this. And if you didn't like it, we can go and try to change it. Now, if you go and try
to use the unsub divide, this should give us some
problems because the center, if you take a look, the result is so much of a
bad result is saying here we have a lot of n guns and sub-divide shouldn't
work that way. So in order to see
what is going on, I'm going to add a decimate, and let's go on
subdividing this collapse just works like the
decimation inside ZBrush. You give it a ratio, e.g. 0.1, and it should give
you something like this. But I do not want that. Let's go for on subdivided and try to subdivide sometimes. And you see it tries to follow the curvature while
removing those shapes. And this is basically
the reverse of the subdivision surface. It tried to add the
geometry of this one. Tries to remove the
geometry using that one. Okay, Looks like we're good. We're not actually getting
any problem. That is odd. We shouldn't. Looks like
this one works. Okay. I'm going to keep it. Now let's compare that
to the high poly piece, which is this one.
This should be fine. And later on in the bake, all of those details
will be captured. Okay, I'm actually happy with this one. I'm
going to keep it. So now let's take this one, Bring it in a new collection
and call it other. And let's hide this
other collection. I'm going to keep it. Maybe
later on we do some changes. We're going to keep it. Then in here we got some ugly and guns. And here you see. So for now, I'm going to
keep it later on if you had a problem using unwrapping,
I will do that. So now let's shift D on this. Try to isolate and try to add the decimate used on subdivide. And we should already
go for eight. And a very good optimization. Let's apply. And then this one, I'm going to send it
to the other folder. Okay. Now we've got this. Let's go for this one. And I feel like we
should have some guns. I don't know why, but there should be
some n gowns in here. So I'm going to Shift D
on this one and then try to add the decimate sub-divide. Try to add a subdivision
or reversed subdivision, one and once more. Now this should cover all of the details
that we have here. And I'm going to take this one, move it to other folder as well. So that later on if we want it, we can try to use it. Now this was the first level
of optimization that we did. Hundreds pieces.
There's actually much more that we can go try to do. E.g. we can go on this one. We can add more, a lot of more subdivision, Excuse me, optimization that we're going to do
in the next one. Okay? Now we have 32,000 polygons for these low poly
pieces, 32 triangles. And then the next one
we will go and try to improve the pieces. Okay, See you there.
32. Optimizing Radio Pieces: Okay, everybody now created
the basic low poly, and of course we're gonna go and do some manual cleanup as well. E.g. this cushion,
this earphone in here has too many
horizontal edge loops, but few vertical ones. They are not so
well distributed. But we can go and
try to improve that. If I just bring the bipolar and try to compare
it against the high poly, we will see that
these are the two. We need to select a low
poly and the high poly. And we need to add some
vertical edge loops and remove some of the horizontal
ones to add a balance. Of course, because we started everything with this radio
for a low poly as well. I'm going to go for
the radio as well. Let's start with this one, which is probably the
easiest one because this is the lender default
mesh that we created. It doesn't originate
from ZBrush or anything. Of course, we made a
hyperlink in ZBrush, but this is the one that we
created using the simulation. So because that is a
blender default mesh, the unsub divide is
going to be way to go. So we're gonna go for
decimate and sub-divide. Let's try to bring that down. And we can go further even
more to something like this. Now you see, instead of
getting 30,000 polygons, which was before decimating, now we're getting less
than 1,000 polygons. You say it was probably for 40, 1,400, excuse me,
40,000 polygons. Now, it's less than thousands. So now let's apply that and a bit of shade
smooth with auto smooth. No, let's not do
the auto smooth. Let me see if I can do
a clean on rap on this. If we were able to do a clean
unwrap, we will keep this. But if we were not, we will those add some more edge loops and loop cuts and those
kinds of things. Okay, Now let's mark
seam, take everything. We need to create
a UV map for it. Okay, now, unwrap. Now I'm going to take
one of these, e.g. this one in here
and mark scheme. And now let's select everything
on rap. Okay, perfect. Now I'm going to go for the US square and try
to match it like so. And now we get a
perfect straight UV that is going to be
good for production. Okay, Now this was only for test to see if
anything is working. All right. Later on, we will return back
and try to fix this. For now I'm only caring about the further low poly creation. Okay, Now we got from 32, 32,000 to less than 20,000. And that is a huge
improvement, just by the way. Now let's go and start
to work on these pieces. Okay, now let's start to work. And because this is
a Boolean piece, the first thing
that we need to do is going into vertex mode, excuse me, select
all of them and hit em so that they can merge
the vertices by distance. And you see it already
removed two vertices. And there are vertices that are so close to each other
that they get welded. Okay, Now the next thing I'm
going to delete this one. I'm doing the most
obvious changes in here to see what happens. And then we have a phase in
here that's a big N gun. And we can go and try to
collapse this because you see it doesn't contribute
to the silhouette. It adds, but it's not
even a limit will change. I'm gonna go select
it and I'm no, excuse me, hit em and collapse. It collapsed that. And
now we're getting almost to a point that it becomes
optimized a lot more. So there's one thing for this
curvature piece in here. We can go and try to take these edges one by
one and remove them. But since this spherical faces Exactly need
a bit of curvature, I'm not going to delete that. Since that way it will
look too low poly. Let's just try to randomly select these edges
and try to remove them. And try to take a look at it. And you will see
that now this is something very low poly. And especially on these
spherical phases, we want to have some curvature
to support that shape. Okay, now, there are a
lot of vertices in here. And since this is
a Boolean piece, before applying the Boolean, we could have gone
and tried to reduce the segments on the main
cylinder, not this shape, but since we have
applied the Booleans and that cylinder is
not available now, we can go and try to
optimize it in here. So now, in order to
explain it a bit more, because we have the
base mesh in here. I'm just going to hide this low poly and
bring the base mesh. Now let's try to take
a look at these. First turn off the pre ZBrush. And now we're talking
about this one, okay? And you see we have
this mesh in here, and these are the cuts that
we're doing on that mesh. One optimal way would
be to go in here and try to remove the
vertices in here, e.g. let's take the edges in here and try to do a Checker Deselect because
we have selected these, I'm going to select one-by-one
or every other edge. We go in here, Checker Deselect because I'm going
to use that a lot. I'm going to add it to
quick favorite menu. And then in here, select edge loop and select
Edge rings as well. I'm going to keep
them so that when I press Q, I'm able to see them. So now let's do Checker
Deselect course for that one we need to select first and then
check your De-select. And you see in here, it tries to change
every other edge or every other two edge based on the points that
we add in here. So now if we delete this, it's going to be affecting
the Boolean piece as well. One optimal way
would be to do that. But since we have
applied the Booleans and doing such a thing will require a bit of more cleanup. We decided that we
want to first apply the Booleans and then do the
cleanup on the low poly. That way it would be easier
and no need to further cleanup because
the mesh is baked already and we do not
have any problem. So now one more thing is that some edges are
support groups, e.g. this is in here, this is holding this structure. Let's try to bring that in
orthographic view ports. And if I take this
one and delete it, you see now this
changes dramatically. But some more edges are not. E.g. if I take this one
in here and remove it, although it's trying to
change the curvature. But that is not going to
be as strong as this one. So you see that one
was a huge change. So some edges are support
groups and some edges are just there to make
the curvature possible. And we do not want to remove
the support loops, e.g. in here, this one might be the support group because
if we were moving to, say it changes a lot. So now because we have
a lot of vertices, I'm gonna go try to do select. If I select this one and
hold down Control and Alt, It's going to select an edge ring and it's
going all across. But since it has selected
these outer edges that we do not want to select,
select manually. So now let's go in here
and try to manually shift select all
the way to the top. Now we're gonna go
for Checker Deselect. And now we see because
we have this select on one and this hasn't
selected the support loops. The first one and the last one. We do not want to delete them. And if it's selected,
you can use the offset to do
something like this. And now you see the
first one and the last one on our selected. But this is not the
way that we wanted. Now that we have selected this, just hit X to remove them. Okay, now let's go for the
next curvature and just try to shift select your way through
the end of the geometry. Okay, just some manual changes. And now let's go
check our de-select. And you see now the
first and the last edges that are support
groups are getting selected. And this middle edge in here, as well as getting selected
if I were movie to see, it changes dramatically and
it destroys the geometry. So let's go check our de-select. And I want to use an offset. Looks like we have down
the wrong selection. So let's go and try
to manually shift select all the way through
and make sure that you do not accidentally select any
loop that you do not need. Now, Checker Deselect. Now it's the right value. Now you see the
middle edge in here, that is the symmetrical line. Basically. The first and the
last edges are there. And it's good. So now it was a good result. And now let's try two. Go all the way to
top for this one. Because we have one more piece
that looks like this one. We will go and try to
duplicate this to that piece. Instead of going again, try to manually do all
of the changes. So now de-select and
it's doing a good job. Okay. Then one more. Try to shift select
your way through. Okay, then Checker Deselect. Perfect, it's okay. Now, this is as optimized as
we can go about this mesh. Now we have one more
instance in here. We're not going to go and do the same thing on this
one. And let's see. We have still the
rotation value in here. We have an applied that because these two are
basically the same thing, I'm going to go Shift D in
here and drag it so that I can replace it with
this one and align the rotation and all
kinds of things to that. So one manual way would
be to select the mesh. And the order of selection is important, important as well. The mesh that you want to change should be selected first. And the image that
you want to borrow the transformation value
from should be selected. This one, and try to remove it. And another way, the
automatic way would be to use the aligned feature
that we activated in demo. Let me control Z to
bring that back. So this is the mesh that
we are going to align. And this is the mesh that we're going to take the value from. The good thing is that we
haven't applied the rotation. If you go and apply
the rotation, I believe it no
longer should work. So let's try to test that
and take this one alt and a. It brings that, but the
rotation is not there because the rotation is already set to 000 and that doesn't
know how to rotate that. But since we have the rotation, it's going to be a
good idea to keep it if we wanted
to such maneuver. So let's take this one and
this one and Alt and a, and make sure that the location and rotation have been selected. Now, this one could
simply get removed. And this one has
been changed with all of the transformation
and location values. And later on that
we unwrap this. We will copy the unwrapped from this one to here
because they are basically the same mesh and we wouldn't have any
problem copying that. And another way to bring this in here
would be to duplicate. Let me bring that here. And
that is the manual way. And for that one, we need to have the
rotational values on this not applied, which is the case in here. We do not have the
rotation applied. If we go Control Alt, Control a and apply
the rotation, you see it no longer works. So now we can take this and take the mesh that is in here
and we want to apply the rotations on the
order of selection is importantly first
you want to select the image that you want to copy, the transformation value2 and
then the one that you want to borrow the
transformation values from. Then right-click, Copy
All to select it. And then the rotation
copy All to select it. Okay, Now see it does the same thing, but
now it's manual. Now, let's try to take
this one, remove it. We're good to go using that. Now let's go for this one. Why the way I'm going
to delete this again, because this is an
important piece. I'm not going to remove
anything from it. Let's see. I selected this one edge ring
and now Checker Deselect. Now. First, let's select one edge and then select an edge ring. Okay? Now Checker Deselect
to de-select one of them and now go for
edge loop like so. We're able to select
every other edge in here. If I remove it as if
this gets too low poly. So because this is a cylindrical piece,
I'm going to keep it. But now in here who need
to go and collapse it. Okay, now, let's do an insert
first and then collapse. Now this should work out right? Now that I'm taking a look, I see that that wastes that we wanted is buried
under the geometry. You see this face is
not getting shown. So let's bring the high poly. I'm going to move them
a bit together so that later on you will have something to apply,
the texture too. So let's take them and
it's going to be in y. Let's bring both of
them out. Like so. Now let's remove the high poly. Again. I'm going to drag that out until this gets revealed. Now I had that
high-quality selected. So we need to go back
and try to re selected. So now let's do
some more changes. Like so. This is good. Now let's remove the hyperlink
and now we're getting, I just wanted to be shown
a quick change and fix. So now let's go
start by these ones. And first, I'm gonna go select these edges because
they're not getting shown and we do not want them. And there's something
in here as well. They're not getting
shown as well. So just let's take a look at it. And he said the mesh is
so far into the geometry. And we're good to go. Of course we can go and
try to remove these ones, but I'm going to keep them. Let's go for this one and
for this one as well. I'm going to take
these ones removed. Then let's do an insert and then collapse
to collapse these. Then let's go see
what we can do. Select every edge from
every of these measures. Select Edge Ring,
Checker Deselect. It's not selecting. It looks like we can go and
try to remove manually. Now that I'm comparing, I see that these
cylindrical details just let's leave them in place. They deserve a bit
of good curvature. So now everything that we do, I'm going to go and
try to hide them so that we know which
pieces are left. So now lets remove this one, not remove, excuse me, just try to hide them. So what about this one? I'm going to take this face to an insert and then collapse. Then just take an edge in here and then select
the edge rings. And then check
your De-select and then make them as loops. So let's remove. It's a good idea. Let's take this one,
remove it as well, and we're done with this piece. Now, let's try to work on these. First, these top and bottom
faces are getting deleted. And then let's take this to
an insert and then collapse. And of course we can go and try to remove every other edge, take one edge, hold
down Control and Alt, take one edge, and then
go for Checker Deselect. Make sure that you deselect every other edge, just like so. And then select Edge,
Loop and remove. And let's try to
take a look at them and compare them with
the big picture. Alton H to bring
everything back. Just tried to take
a look at these. So it looks like
we can go and try to optimize these even more. So take an edge, make sure that you convert
that to Edge Ring, Checker Deselect and then
select a loop and remove. De-select, make it a
loop and remove. Okay. Now let's go back and
try to hide this. Now the next piece that we're going to work on is this one. Let's take it. Just again, select an edge, make it edge ring. And then check your De-select to select every other edge loop. Make it loop. Then we'll move. Okay, how far that we can go
and then try to remove it. So now we're left with this one, which is a Boolean
piece, and then we need to do some manual changes. So select all of them. Then merged by distance. It already merged a lot of them, so this one could get removed. Now we need to go in here, just try to control alt using the edge mode control
Alt, select everything. Okay? Because there are
some n guns in here, it's not going to select well, so we're gonna go
and select manually. Just try to shift
select your way. Through here. There's some bit of clean
up that we need to do. Now, Checker Deselect
and just remove them. But didn't get a lot
of problems because that was too high poly
in the first place, and we have no problem with it removing that
much of polygons. And now we need to go and try to connect these edges, e.g. this point that we have in here is it connects to nowhere. We need to go and
try to take this and try to weld them
together like so. And you can try to select the merge and merge
them together. Like so. Something like this that
doesn't using anything, we can go and
delete it later on. So for now, I'm going
to try to select the edge ones and make sure that you connect
them to each other, but make sure that you do not change the curvature that much. And now this one and this one. Let's see. Okay. And if I change this one, you see it changes
the curvature a lot. So let's do that.
Because this one is going to be buried under that
strap and the ring as well. Let me bring everything back. You see, not a lot of these details are
going to be shown. So now let's go and try to
weld even more vertices. So I'll take this
one and remove it. Now, let's keep it. Okay, then. Just try to find a middle
ground in-between them. You can hit M and
merge to center, to bring them both to center. Okay. Then it's enough. And there are some more in here which we can go and try to symmetry this to
this side because this mesh is identical
in both sides. But now I'm gonna go
and try to remove some more edges from here. So every other edge
just take and remove. Okay. Just the same thing is going
to be done in here as well. Just take these and
remove them with no problem. Let's
see about this one. This could be deleted as well. Now let's join. These are see what it does. If I tried to join this one, it changes the
curvature so much. So there's a middle ground
that we need to go and then take them merge by distancing well
that one vertices. So now I'm gonna go take
this edge and remove it. Now let's keep it. And then, no, not
this one changes a lot and these two are so close that we can go and try to
weld them with no problem. Okay, Now, I'm happy
with this side. Let's go try to do the symmetry. Just try to bring the mirror
to that side and gone. Because the pivot was in center, it would be no problem.
It's it's okay. But there's something in the
center that we can take and delete the center line
as well. Let me see. No. It's okay. But let's go in here
for one last time. And sometimes that you
apply the symmetry, some faces get created
in the center. So it looks like in
this case, it didn't. So let's hide this one as well. Now, we're left with
these three major pieces. And this one, this is going to be a very fast optimization. Just select, select everything, Checker Deselect
removed and it's gone. Okay, I did. And now in the next
one we're gonna go and try to work on this. Maybe we merge this because all of the vertices
are snapping together. We can go and try to hide the in-between faces and
try to merge them. Or maybe we separate them as three objects based on the direction that we're going
to go into the next one. Okay. See you there.
33. Connecting The Radio: Now, with all of the radio
pieces out of the way, we are able to go on and try
to move to work on this. And there are a couple of
directions that we can go. One is separating these into their different pieces and one is attaching them together. And that requires
a bit of thinking. E.g. if you go and try
to expand the cage too much when baking the details
inside substance e.g. the details from this wall may
be projected that as well. If this mesh is one thing, that way it would be
two would be better to separate them and tried
to texture them separately, and then later on attached them. But if you want to keep
them as one piece, it will be more optimized. And you can go try to do further optimization and try to make it even more polished. So for now, let's go
and try to remove the phases that are not
getting rendered at all. The space in here, we could totally remove that. Now let's see. There's nothing in between
except for these faces. And in such a scenario, you can go to face orientation
and see which faces are. When you're taking a
look at here which phases are blue to
remove them if you want. Okay, now, let's
go for this one. And then the space
should be deleted. And then we've got
this small phase in here and nothing more. And there's this one
in between as well. But there's some consideration
about this one which is some of this mesh in this
area is getting rendered. You see, we should have
this much in here based. So we need to go
and try to create some vertices for while
having this one selected, I'm gonna go in the Edit mode. Let's bring a knife tool. I'm going to do a cut like so, and follow the same curvature. Later on, I will snap them to those vertices. Okay, Let's see. Now hit Enter. Let's go see now
this one is in here. So now let's go and try
to match the vertices. We need to activate
the snap mode and make sure that it's set
to vertex and active mode. So now, select this one
and bring it to top. To snap to that vertex. There should be
another vertices here. Let's find them. And snap that to
this vertex as well. This one in here. So now we can go and try to
take this face and remove it. Let's go see if we have any phases that
need to be removed. Now, in here, it's very important to remove all of
these in-between phases, except for this one which is going to be
actually rendered. Everything is alright. And now we can go and try
to even out these together. Let's go back, bring everything. And if I go try to select these, go in edit mode, select all of them and hit
Merge by distance. There's one problem in here, I just control Z to go back. So let's see what that is. Let's select this mesh. Let's go inside and it looks like this phase in here
needs to be removed. It's in-between the
meshes and it's not getting welded. So remove. Now let's go back
and take these two and they should work
together perfectly. Let's take them
merged by distance. They're not getting welded. So looks like if I take
this one and remove it, now, everything in the in-between
edges aren't matching. Let's go and merge. And now let's take a look. And these are
different vertices. But when I try to merge, they're not getting worse. So the problem was that
these are not joined together first in order to well, you need to join them first. So I didn't join them. I just selected all of them
and entered the edit mode. So now Control and J, now they are polar part of the same tool or part
of the same mesh. Now select everything
merge by distance. And now you see a lot of vertices got merged
and select one. Now you see everything in here
is part of the same mesh. And now this is basically one mesh that we can go
and try to optimize. So it looks like
there are some edges in here caused by
the Boolean process. This is one way. Another
way is to separate them and texture them individually and later
on attached them. Okay, in here, it
looks like there are a lot of vertices that we
can go and try to remove. So let's take these ones, because this one
is a flat piece. And we can go and try to remove everything
without any problem, without actually
hurting the curvature. Okay? And then let's try
to take all of these. Perfect. So just leave that round PSP and then try to select these ones
instead, these flat ones. Until here, Let's see. Perfect. And I
just want to leave this first one that holds the structure and remove
these other ones. Until here. The same thing
goes for this one as well. Okay, like so. And
then the final piece. And I'm leaving
these round shapes to be in their own places. And let's see what else
we have for optimization. There's one edge that goes
all across that selected. Let's select it all
the way through. But first let's select
all of the edges clear, sharp, so that we're able to see what edge selection
we're selecting. Okay? This is it. If I remove it, It's going to damage
the curvature a bit. And it's not
optimizing that much. So let's leave, this won't be, but for something like this, if I take it, it
goes all the way across and it's not
actually holding anything. If I remove it, there's actually a huge
optimization done. I'm going to remove that. But this one, since
it's going to hold out something, I'm going to keep it. So now let's go for
this piece in here. I'm holding down Alt. Let's remove that. Okay, this one is one of
those holding structures. Let's try to take this and a good optimization
in here on this side. Let's see if we can go. No, this isn't good. But we can go and try to remove some of these
round ones as well. And just see it's
doing a good job. And select this
one and this one. Make it find a way to connect through the Boolean
piece to the mesh. Let's go for here as well. Not this one. And remove. I'm controlling to see how much of a change
that one does. So now, again in here, select one edge and
then select Edge Ring, Checker Deselect, and then make it edge loop to go all the way. Let's Control Z. It looks like it has wrongly
selected one edge in here. Just try to de-select
that and try to remove. And while these together so
that it finds a connection, connection point to the mesh. So now let's see. We're getting really
low poly on this one. I feel like it's as far as we
can go about optimizing it. Of course we can go and try
to remove these ones as well. But this one, since the curvature is going
to be changed so much. And this is the LED screen. One of the main focus point of this piece. I'm
going to keep it. But on this one, Let's see, because we have a lot of
vertices and they are so close. No problem, we can remove them. Let's go on these ones. Now let's keep this one. And this one we could remove it. I'm inspecting around to
see if there's anything else that can get optimized. For the low poly purpose. It looks like these two vertices have not been welded properly. So let's take this
one and this one as the active point
and connect them. This one got welded perfectly. There's one in here. Let's see. It got welded. One more in here. That MongoDB, well,
that as well. But abroad these in here
because I wanted to keep them. Okay, Now this mesh is done. And we can go try to move on the next piece and make sure that when you are optimizing, try not to remove
some of these edges that are connecting
to these pieces, e.g. if I go and try to remove this, you see, now I have
selected that. You see it by accident. Select this edge all
the way through, and if you delete it, It's
going to cause some issues. So make sure that when you
are selecting these edges, try not to remove them. These are the edges caused by the Boolean and they are
holding the structure. Connecting this Boolean
piece to the host piece. You want to make sure
that one doesn't happen. Okay, Now, I'm happy with the amount of subdivision
that we removed that looks like this one is back
in here, so no problem. We can go edge rank, Checker, Deselect
and select tubes. And now it's in here. It has by mistake,
selected this one. If I remove it, It's going
to cause some issues. So just go and try to de-select those and do not let
them to be removed. And you can try to hit a
free to save anything by accident is not getting removed
or anything, and it's ok. So now the next one
who will go and try to make some simplification
on these ones. And after making sure that the simplification is
done in the next one, we will go and try
to unwrap them, then baking and then
the text string. Okay, see you there.
34. Low Poly Headphones: Okay, everybody, now we made a low palate from
this and actually, I'm happy with the result. And now it's time to go, to move on for this one. And that first piece
that we're going to start with, our days Cushing's. So because we have
optimized these a lot, some of the profile is gone. And if I bring the polly, we see that there's
some mismatch between the surface of the low
poly and high poly. And in order to make that
easier on ourselves, we're going to go and try to manually re-scale days
to make that better. So we want to make sure that they are as
close as possible. E.g. you see there's a good
amount of distance in here. We're gonna go and try
to move that in x, excuse me, and all
of the vectors. And then try to match it a
bit more with high party. Like so, so that
later on we do not need to extend the
cage that much. So in here, there's
a lot of distance. So let's try to re-scale. Or instead of we scale, we can drag that out to match with the
curvature a bit more. So now let's go in here. I'm going to take the high
poly and try to make it wireframe see-through so that
we can see things better. So now let's take
this one and try to make the curvature
a bit better. Let's something like this. And this one as well. Here. You see that there's a lot of distance in between these two. So let's try to do something like this and
it's okay. I'm happy with it. Let's go and I'm gonna go back. And let's do some more
changes on this one. Because you see in here, there's a lot of
mismatch in-between the high poly and the low poly. Just a bit of scale in here. A bit of scale in here as well. Take this and try
to match it with the curvature of the high poly. And risky in this one a bit. This one as well. Now, I'm happy with it. Let's remove or hide
the high poly for now. And I'm gonna go and try to
optimize this even more. So in here we have ugly polygon that we need
to take and remove again. Now, let's take this
face as well and remove. Now let's go do the same thing for the other piece as well, because that was having a lot of n guns and later on
for unwrapping that will cause some
issues when we are trying to straighten
the polygons. Okay? Now, I'm going to
select one of these. And then let's go for Edge Ring, Checker Deselect like so, and then make that edge loop. Now we optimize that to
half of the polygons with no visual impact on the
curvature of the geometry. And I'm going to go do the same thing on this one as well. Let's Control Alt on
one of these edges. Checker Deselect to
de-select one of them, and then make that an edge loop. Okay, Now I'm happy
with the first layer. Let's bring the high poly. They're reading sell well. And they're gonna be okay. So let's bring that then I'm going to take
these to unhide them. So now let's see what
this headband does. Let me take it
with the high poly and see what we can do about it. So let's bring this back. One more. Okay? Now, this is matching the
curvature a bit better. Let's apply it on sub-divide. And now I'm gonna
go in and try to manually remove some
of the edge loops, or let's not do that. Let's Control Z couple of times and try to
optimize it. This way. It's a lot better. Okay, Now, let's go out. Either high poly as
well as the low poly. Now this one is low
poly by itself. It has less than 150 polygons, so I'm going to hide it. That is low poly by itself. And these ones as well. This one is low poly. But one thing that we can do
is taking these edge loops, Checker Deselect,
make an edge loop, and then remove that. This way, the world
becomes a bit more. Optimized, Checker Deselect and make it edge loop and remove. And then these two, I'm going to take an aldehyde. Now we've got this one. Let's see what we
can do about it. Everything in here is okay, because all of the changes that we do are based
on the geometry. But it can go and try to remove these because there's no
geometry to support those. They are result of the boolean. So let's bring this one as well. I feel like we should have
the same thing in here. And this one as well. Later on when we add the
triangulate modifier, it will triangulate all of them. Now, there's something in here as well that we can
go and try to delete. Okay, it's done. And now we can go see if we can optimize this
even more or not. So let's take this
one and this one, remove and do not remove any support lucas
support loops in here. Just take this, this
removed in here. Like these two as well, and make sure that you do not lose. You do not remove
that point that is connecting the Boolean
to the main piece. Okay? And one in here. Let's remove these are
better optimization. Okay? You say if I try to
remove the support loop, it really hurts the
geometry. Okay? And one final thing
in here and done. So I'm happy with this one. Let's hide it. And now we're
left with these earphones. So let's find them. The first ones are these
ones which we need to go and try to remove
these polygons. And because this is not
an important piece, I'm gonna go select
Checker Deselect to remove those edges. Let's do the same
thing on these. Okay, Now let's go for this one. Checker Deselect, remove. Sometimes it's not
removing the vertices. So we go in here and dissolve
mode and dissolve edges. And then in here, Checker
Deselect removed, maybe offsets. We can hit Control a and
x and dissolve edges. Okay, Now, I'm happy with this. Let's hide them. Now. These ones only thing
that we need to do is removing these
polygons in here, which are not going to be seen. Everything else is okay. Okay, and now we're left with
these two major earphones. And everything in here
it looks all right. But you can go and try to do
some optimizations in here. Let's try to select these edges and then
Checker Deselect. We need to go and offset it. But de-select this one as well. Now remove. Okay, he did a good thing without destroying the
curvature that much. Okay, Let's go for
this one as well. It looks like we already
have that one selected. Let's remove. I'm just taking a look around to see if I
can remove anything. So let's see about this and I'm going to
take a look at here. Checker Deselect, remove. Perfect. But let's de-select
this one and remove. I'm leaving this one. Select this, this Remove. There's a polygon in here, which actually it's not
going to be rendered. So let's hit I to
insert and then another I to insert
and collapse. And the reason that I have
left this one in here is that let me bring
everything back. You see, does this
cushion in here, and I want to leave a
buffer zone in here in case if we do not see an
empty geometry in here. So we see something like this. And then we can go
and try to take this converted to face and remove it. Now, let's go back. And
now you see we have some support geometry in
here and it's not empty. Okay, let's go in here as well. I'm going to take
this, do an insert, another insert, and
then collapse this one. Take this phase control three to convert that to a face
mode and remove it. Now the hyperbolic
creation is done. We went from low poly
creation, excuse me, we went from 32,000
polygons too, 12,000 only. And it was a great optimization. And I'm happy with this result. Now, I can call the
low poly creation done in the next one who are going to go and unwrap the pieces so that
we then bake them. And then in the final chapter, we will go on to make certain. These processes are
very important at E1 to be as optimal as possible if you're going to
get the best result. So just bear with me.
We're going to learn a lot of techniques for
optimizing the results. Okay. See you in the next
one where we go for unwrapping the radio, then we will go for the
headphone piece. See you there.
35. First Level Of Unwrap: Okay everybody. Now the low poly
creation is done. We're ready to go and try
to create a UVs UV editor. And one thing makes
sure that all of the UVs that they create
have the same name, e.g. in here, we have the UV map for all of them and it will click on all of
them. You see that? Let me see. I think one of them didn't
have the uv. Okay. That is it. You want to go create
a UV and make sure that the name of the uvea is
the same for all of them. Because otherwise it's going
to cause some problems. You want to make sure
that they have the UV and the name of the UV
is the same for all. So let's start with this one. And in order to create a UV, we need to first create a
seam that goes all across. So that seemed might cause
some issues while texturing. So you need to make
sure that you place it on a place that nobody
is going to see, e.g. now that we are taking
a look at here, the player won't be able to see what is going
on actually in here. So that makes that makes sense. If we go, try to place
the same in here, make sure that you select
a theme that goes all across the k. We
have selected that. Let's mark this one as a seam. Okay? Then we need to
do one more scene. Because now if I go and try
to unwrap it, Let's see. We're getting this result
in order to separate that, we need to put another seem
that crosses this one. So let's take in
here and mark seam. Now if I unwrap, see now we get a better one. Of course later on we will
go and try to optimize it. For now. Let's go and try to hide it. Now, I'm going to start with simpler pieces to
grab the concepts, and then we will go and do
more sophisticated pieces. So let's select these. I'm going to go into edit mode, and let's try to
select sharp edges. If you want to get that, it's in here.
Select sharp edges. I just added two
quick favorite menu. Select sharp edges. Make sure that you
are in the edge mode. And then it selects the
sharp edges basically. So now let's mark scheme. And now we need another
seem to cut that. So let's select seem from here. Because we do not have
any geometry in here. It doesn't matter if you go and try to make
a seam in here because the geometry that cuts is already
itself. Let's see. So let's select
these and unwrap. Okay, it's done. And now let's go back like this and try to
work on this one. So we do not have
anything in here. Let's select sharp edges. Okay, perfect. I'm
going to make the same. Then one seam that
goes all across. We do not need any seam in here. So let's mark seam on this one and then take
everything and unwrap. Okay, later on, we'll come
back and try to straighten these to make the uv
space more optimized. Ok, now in here, let's select one seam in here, one vertical seam and
one horizontal scene, and make sure that
you place it on the place that
nobody's going to see. So now take everything, unwrap. And let's see that It's okay. Okay, then hide it. Then for this one,
we're gonna go and see what the select
sharp edges does. If you want, you can
hit three to go and see if it has selected
all of the sharp edges. Okay, It's done a very
good job. Mark seam. Now, select everything on rap. And I'm going to
do one more thing. I'm going to select this
edge in here, mark seam, and take this one
because you see it needs a seem to be
unwrapped properly. Now, it's a very better result. But let's do something.
I'm gonna go back. Let's hit F3 and
bring everything back because this is
one important step to go select all of them and apply the rotation and the escape and made sure that all of them
have the skill set to 111. You see all of them are okay because sometimes it doesn't
know the actual scale. E.g. if you take a
duplicate piece and try to make it bigger, if you unwrap this without
actually applying the scale, blender still knows this one as the same scale as the species. So you need to apply
the scale to tell blender that this one
has been re-scaled. Okay, now, let's take
these, remove them. And these ones as well. Now let's go for this one. Try to take a look. And let, let's just
take this one, alt and G By same. And we can do something. Let me go and try to take this mark seam in here because nobody's
ever going to see that. So unwrap. Now, it's a straight. And it has a better results. So I'm going to hide this one and try to move
on to these pieces. Because these are
smaller and simpler, so it would be better
to work on them. So select sharp edges,
perfect mark scheme. And now we need to select
two edges in here, one in here, in
here, here, here. Because these are places that the player is never
going to be seeing, or at least without problem. So select all of them,
unwrap and done. And the reason that I didn't put a c mean here is
that let me take it. E.g. if I take this
and try to unwrap, it doesn't actually matter
because it's all triangles. And we have collapsed
that geometry. So putting a seam in such
area doesn't matter actually. So that's why I decided
not to place a seam there. In here. The first step is to go in
edge mode, select sharp edges. Then I'm going to mark scheme. That's one. Unwrap. These parts. It's okay. These ones are okay. But I'm going to
select these edges to make sure that they get a straight mark seam. And then take one more unwrap, take anything in here. Now you see they're doing a better job later on who
would go on a straight d's, but for now, it's okay. So let's take them and hide. Now this piece is the simplest that we have
an unwrapped on radio. Mark see, excuse me,
select sharp edges. And I'm going to
select this one, make it sharp edge as well
to make it seem, excuse me. And this one mark scheme, one seam that goes on across, I want that to be from here. So let's remove that
mark seam in here, select everything on rap. Perfect. Now I'm going to unwrap this one and copy the result on this. Or we have this one in here. So let's go take these two
edges and remove them. Now let's see. Okay,
I want to select an edge from this side that the player is
not gonna be seeing. Okay, So let us mark seam, select everything on rap. Perfect. So now hide it. Now this piece needs to be unwrapped and it's
gonna be easy. Select sharp edges, uh, free to inspect the
geometry to see if all of the pieces have been
captured. Okay, Perfect. Now Mark seem unwrap. But then we can do one more
thing to make that better. Let's go bring the
geometry back. I'm going to select the same, the same and the same mark seam. Unwrap. Now we get a better
result in there. Because these will be
straightened later on and it will make the
results a lot better. So it's good for this one. And now I'm going to select this in here and select
this one that we want to borrow the UV from
Control L and copy uv maps. But what, you need to
make sure that both of the UVs are existing and
the name is the same. Now if I select this, you see
we get the same UV in here. Take this to remove, excuse me, hide them. And then we're left
with the main piece, which I left it purposefully
for the last one, because it takes the
most to create a UV for. Now. For the first layer, I'm going to start with select
sharp eye just to see if the edges that we want have
been selected here of three. And try to inspect and make sure that every edge that
you want have been selected, the sharp edges. It's perfect and I'm going
to mark them seem. So. Let's bring the geometry back. And now let's do an unwrapped. And you see we have a
lot of wasted space. So we need to go and try
to introduce more seems to prevent a lot of the
UV, UV space waste. So let's select this. All of this is one UV shell. I do not want it. So let's try to select these
and mark seam in here. Unwrap. Now you see, although
it has improved, but there's a lot of way to go. So we need to introduce
a seam in here. Let me select this face. Alton G. It selects
all the way through. Let's select everything and
everything in here, unwrap. And there are some
room for improvements. I'm going to select this
face and start to manually select all the way to the point that I want that
to be only one UV shell. Let's take this one and
make it a seam in here. Now, this is
basically one scene. We only needed to
close that from here. Right-click on rap. And now the same, this piece
in here is one UV shell. And that is because we do not have any sharp edges in here. So let's select this. Right-click on rap. Let me see if I can improve
this one by any means. So you see it has gone all
the way to here and here. So let's do one thing. Let's introduce some themes
to start to remove that. Start to remove some of
the pieces from that seem. So let's introduce one in here. One seam in here. Mark scheme. Then this one would
become one piece. This in here is one
piece, this 11 piece. Okay, now you see we converted
them to better pieces. Now this one in here and grab. Let's see. This one again. Unwrap. Let's see what we have done. So bring these, try
to pack everything, select everything
and tried to pack. So there are some room for improvements
that we're gonna do. So let's take in here, this is going to be one on rap. So take it on rap, done. This phase in here alongside. This is going to be one unwrap. So let's take this face
and try to collapse it. Now. Let's increase and unwrap. Then I'm going to introduce
some themes in here. All the way to here. Mark scheme, and
then take these, just take them all
tangy and then unwrap. I do not need to select
this edge in here. Control Z to go back
and then take this one, Alt and right-click and unwrap. And there are some
problems in here. So I'm gonna do one thing, take this edge because
that is so thin. And if you go and collapse it, nobody will ever understand. So looks like there are
some problems in here. Instead we can go take this
edge in here and collapse it so that we get this one
instead and take this face. And we do not want this one, this edge to be
seems so clear seam. Take it and do one on one pack. It looks like that collapse has caused some issues in here. So let's go back. I'm going to remove that
collapse or bring that back. Okay, now it's not collapse
and we can use it. So let's try to make
some seams in here. Take this one and this
one as well, unwrap. Later on, we will come back
and try to strengthen them. But for now, it's okay. So this one, just select
one and Alt and g on rap. This one is going
to be one unwrap. This one went on Wrap, which is already done, and this one as well. Okay. That's election
did a very good job. So now let's take
everything and tried to pack to see if there's
anything round. I'm just trying to inspect the result to see what happens. And this is here. And if you want to check to see if the result is worth it, you can go to UV toolkit and
apply a checkered pattern on it to make sure that everything that you do in here is going to be a good result. You want to make sure that
all of them are square. You see, that is
the case in here, except for this
small area in here. So let's go see what is
the problem with it? That is not a problem.
That is because the scene in here cause that. So remove all of them. Now this one has been
unwrapped as well. Of course, later on we will come back and try to pack them. We will do a lot of
more improvements. So now let's go and start to unwrap these by
these two pieces. So make sure that they
have the uv maps. Okay? And then I'm
going to take both of them and select
one of these edges. This one in here, make sure that it's selected. Edge that is not going
to be seen so much. So this is good mark scheme
and now select everything. Unwrap. Looks like it didn't
create a seam in here, selected mark c, and then unwrap on this one
as well. We've done that. So high rate. Then this one in here. Let's see what he could do. I'm taking that and
do an unwrapped. Perfect. Let's see if we can go to UV squares and
try to snap it. Okay. Mainly doing a good job, but there's actually more
room for improvements. And we will come back to
refine that better later on. For now, let's hide it. And for these two
wires, it's very easy. All we need to do is selecting an edge that goes all
across and one in here. Let's select an edge from this bottom side, here and here. Okay, Mark C and then
take them and wrap. Now this is going to be hidden. The next piece is this
one, which is very simple. Let's select all of them, right-click and clear sharp. And then select sharp edges, mark scheme, and then take them. Unwrap. It, did it. Now these
pieces in here. And they're gonna
be so easy as well. So select Chart edges, mark scheme, and we need to introduce another
seem in here. Okay? Then hired. Then let's work on this one. And then we will copy the UV on other pieces
that are similar. So select sharp edges. It's doing a very good job. Let's go pick these. Now let's not pick them. Okay, Now, Mark seem, select them and unwrap. Looks like we need
to introduce another C. Let's do another
zoom in here. Take it and now unwrap. It, makes it a straight. Okay, Let's go back. Now. I'm going to
select these three, and this one that has the UVs
control and L copy uv maps. So let's take these selectin. Looks like. It's good. We have three instances, which is alright,
so let's hide this. Now let's try to
work on this piece. Let's go in. Select sharp edges. Okay, Mark C. Let's try
to make an on-ramp. And definitely we
can improve that. So in this middle area, I'm going to introduce a
seem to make these straight. So let's select
one seam in here, the other edge in here, mark scheme, and
now select this, unwrap, it becomes better. Let's do one thing.
I'm going to continue the same all the way through mark scheme and now
select everything, unwrap. It looks like we
haven't selected a seam in here, mark scheme. And again, another unwrap. An inner area. I'm gonna go because it has introduced some unwanted seems. Let's try to select
these seams and remove them because I want this one
to be one continuous flow. So take this right-click
and clear seam. Now select this one, but we need to add a seam. So I'm going to add that
in here, mark scheme. And now in polygon mode,
select these unwrapped. Now it becomes one
continuous flow. So now in order to make
the result better, I'm gonna go and add one seam
and this counterpart area. Select this edge, this one. And this one that goes
all the way through. You see we have added
one seam in here and one scene in this area. That is going to
be a lot better. Okay, this is it for that. But instead of unwrapping this, I'm gonna go take this piece, take anything in
here, remove it. So now I'm going to
duplicate this in X. Okay? Then let's hit Alt and H,
bring everything back. I'm going to select it. And the mirror is
going to be done by this pivot in here to bring that exactly on this side
and apply the mirror. And we're good to
go. So let's hide these pieces that we
have unwrapped already. Okay. Now these ones and the radio
has been unwrapped as well. So let's try to work on this. Looks like we have two pieces only left from that earphone. So take it, I'm going
to go in edge mode, select everything and clear sharp so that we can
select by sharp edges. Let's make this
one sharp as well. Make sure that it
goes all across. The seam needs to be
selected as well. So this one. And now I need to select
these edges as well. Mark scheme, select
everything on rap. Then now we need to select
a theme that goes across. So let's unwrap and now you see the seams become much more
optimized for the workflow. Later on we'll come back
and try to fix them. So for now, it's okay. Let's see that singles all
across to here. It's perfect. Now, let's go for this one. Let's remove sharp,
select sharp edges now. Okay? I need to deselect
these edges in-between. Here. It looks like there are
some problems in here. Let's go take them and remove. Only tried to de-select
these edges by control, dragging on them. This one in here
needs to be selected. And this one as well. It looks like for the most part, we have a good result. Both select these ones as well. Mark scheme, take
anything, unwrap. And we did a good job. Except for this area in here. Let's see where that is from. So we need to
introduce some seems to hide this area from that. So let's select it and try to manually select what's in here. Make it a separate unwrap. Now on rap and it's done. There are some ugly
pieces in here. Let's see where they are. From. There. From here. Let's keep it. Now
the first layer of unwrap has been done. We have now unwrapped the
pieces in the next one, we're gonna go and
improved on wraps. We're going to make
sure that we take e.g. all of the pieces from here. And now you see we have a
very bad result in here. So we need to go
pack the UVs in here and make sure that
anything that we have in here is gonna be
packed perfectly. Okay. See you there.
36. Radio Low Poly Unwrap: Okay, Now we did
the first level of unwrap and let's check it to see what we
have done so far. And say, we got a decent on rap. It's not perfect, but it
will get the job done. But there's a lot of
problems with this one, e.g. for something like this, you see that this one
has a bit of curvature. So it's not going to be
the most optimal way of unwrapping things. For such a thing, we will go and try to make them straight so that
when we pack them, that will do packed a
lot more optimal, e.g. something like this. If
you make that a straight, we'll be packing them a
lot more efficiently. So now we're gonna
make them all, or at least those ones
that have the capacity. And illustrate them. And make sure that
the packing is going to be as high-quality
as possible. E.g. let's see, take a look
at something like this. You see that this is bent. So that is going to cause a lot of inconsistency throughout the unwrapping because it's bent and it has a lot of distortions and it's not going to
pack so optimally. So now let's go for
this pack is in the UV percentage is something about half
of the UV space. And it means that a lot of the UV space is gonna get lost, and we're going to lose that. So we cannot afford to lose it. So let's bring the padding down. And if you bring
the padding down, this painting is definitely the distance between
two UV shells, e.g. if you make it a padding of ten, it's going to put a lot
of distance between this UV shell and the C. We shall distance,
distance in here. But if you bring that down
to something like one, it's going to be more
optimal for type. Let's set it to high-quality. And there are some settings. Of course, in the intro
lessons we'll learn how to install UV Packer
and how to use it. But for now, Let's hit pack. And now you see it's probably
a bit more than a half of the UV space used using
the default unwrapping. For now, have this number
in mind later on after we make them straight or atleast make some of
them are straight, we will come back
and see how much this percentage has improved. And the closer 200, the better it's going to be. No wasted UV space. Because we are working for
games and we want to make them as optimal as
possible, okay, now, I'm going to start to
work on them one-by-one, improve them, and then we'll
do one more pack in the end. Okay, now, let's
see about this one. I'm going to take this, this, and this, take all of them. And we're gonna go
for UV squares and make sure that you set snap. Okay, they're going
to be perfect. So now let's take
this one, snap. Perfect. But now since we are
using this one too much, Let's create a shortcut for it. And it's gonna be so easy. You just need to right-click
and add a shortcut. So let's go in here. I'm gonna go to preference. I'm going to introduce
control shift. And a has a shortcut to see
if we can use it or not. We go four key bindings
and just search for CTRL, which represents the control and then Shift and then Control E, excuse me, E. In UV, it's not being used. So it doesn't matter if we go and try to assign that
shortcut in here. So I'm going to take
this, assign a shortcut. Now then Control Shift
and E to do that. So now if I go control
Z and take them, now if I take this one, Alton g2, of course this altar and G is the
shortcut that we assigned. And now if I hit control shift and it's going to be straight, we do not need to go there
and do manual thing. So just take these,
make them straight. Like so. Now let's take a
look at this one. This is circular in nature and we cannot do anything about it. So I'm gonna go
back and hide it. And let's start to
work on this one only. And the reason that
I've separated them is that because they have
smaller amounts of UV islands and were
able to work on them perfectly and it works
with core geometry better. So let's take this
control shift and a. And you see in here, It's good all the
way to this point. But in here, since we
have some n gowns, it's not going to
work that much. So let's take it. And if I hit Control
Shift and AUC, the parts that were quad, we're just doing a perfect job. But in here, because we have one undergone in here,
it's not going to work. Alright, so now I'm going to
hit tab to go to UV sync. Let's see where this is. Just select the face and in 3D view port, just try to zoom. And now you see this is
the end goal and that is preventing us
from doing that. So now, let's see if I
can go and try to remove. This and not lose anything. Okay? Unfortunately we're using, we're losing a lot of data there. And I do not want to introduce
a new UV seam in here. So that's a trade-off. You need to decide what
you're going to do. That we could do something
to make that a bit better. And that is introducing
one edge in here. So now let's go see
what that does. Let's introduce a new
edge in here as well, and then exit out of UV sync mode because it's not
going to work in that way. Now control chip than a, okay, It's a bit
of pinching there. Let's take this
one, remove, then. Take this control shift and
e exit out of sync mode. It's showing to add
some pinching there. Or if you want to see the amount of pinching that it adds, you can bring in tiling texture on this
to see how it works. The best is in here
he'll be coordinates. This UV toolkit, just
try to add a texture. But in order to see that better, you need to select this, go in here and try
to take them all. And maybe do a pack so that they become a bit more resized and you can see
what is going on there. Now let's see, let me take
this one which is in here. And now we need to
make sure that all of them are close to square shapes. So now let's Control
Shift and E. You say it does a good job. But in here, there's
a bit of pinching, which you can go take. Let me take this one in
edge mode and try to bring that to fix it, maybe to fix that pinching. And here's a small
fixed and in here you see that there's a
bit of pinching going on, but something like
this overall is going to be better
for the UV later on. Hey, let's take them
Control Shift and E to snap them to minimize the
better pinching. But now we can go take it, try to move them. Okay, We're losing something. A bit of pinching in here
in the texture and does a small bit for a
better UV distribution. So that is a trade-off. Really need to think about it on what you're going to get. Now, our reset at the UVs
on this one, of course, we unwrapped the previous piece, which was this center one. And I'm going to start in
the beginning by this and explore some of more ways of how to unwrap such things, e.g. now that we're
talking about this, Let's go into UBI
sync mode and see, which we're talking about. Okay, let's start to
work on this one. Again, I'm gonna go
for UV toolkit and apply a checkered
pattern on this. Now, one way to
unwrap this and make it a straight would be to
go in the same UV toolkit, which we explored how to
install in intro sections, just take one of the phases. And in here, there's a quote
on ramp and a short dot. The default shortcut for
that would be shift and q. If you hit it, you need
to disable the UVs. Think, okay, let's go
and try to take a look. Now. Just take one of the
faces and unwrap fallacy. It makes it a perfect
quote on rap. But we are separating these two pieces that
are not actually quad. So what we can do now is going
into one of these edges, into edge mode,
right-click and stitch. This is going to bring
back the peace that was separated from that
stage to read, Okay, now you see it brings that back and we get a
straight on Rapa. Of course, there's a bit
of pinching in here. But as I said, you need to select if you want to
have something like this that occupies
more space or having to straight that
maximize the uv space. And I believe that
there is a shortcut that for stitch is not
working for some reason. If I hit Alt and v, which is the shortcut for
stitch, it's not working. Although you see
the shortcut for here is ultimately
it's not working. So let's go to Edit
and Preferences. And now we need to
go in key binding and search for all time V to
see what we have in here. So you see Alton v is, has been occupied by
two functions in here. One is UV base, so let's select it and
make it Control Alt V. And now the stitch is using Alt and B
and nothing else. So now if I select this edge
and hit Alt and V is a, it tries to display what
edges are going to be attached and you need
to click to apply that. Okay, now the shortcut
for this one is shifting Q and we can
use it with no problem. Okay, one more thing, although like to see this
checkered pattern in here, I do not like to see
that in here because in the texture editor
because it loves my view. So that would be an easy fix. I'm going to go in
here and simply remove the checkered pattern so that
we see only the UV in here. I didn't like the
checkered pattern to be in my view when I'm
working on the UVs. Okay, now we've got this one. Let's take it. And because
this already has some And gowns, and we know them. I'm going to hit shift and Q. But we need to go to the
polygon mode for that to work. So let's hit Shift and q. And then in here, select
this edge Alton V, and one more in here also and V. Click. And it doesn't matter
if it does something like this later on when
we pack them together, this is going to be fixed. Again, I'll say it was
a diagonal in here, but when we hit pack, it's going to be corrected
to a good rotation value. Then this is another
way to use that, to use the UV toolkit alongside with a stitch
for something like that. Now let's take a
look at this one to see which one that is using. It's using in here. And we already have seen. So let's take it and I'm
going to now control shift and E to make
it a straight. Or we can go for quad, unwrap to see which one of
them gives us best way and the best result
because some of them create some pinching if we
are not really careful. So Control Shift and E, You sit there is a bit
of small pinching. And now if I go for unwrap, the pinching is very minimal. And this one, Let's keep
it the way that it is. Now for this one as well. Just hit Shift to drag them out. And let's see which
one is this one using? So this is it. Control Shift E or shift
q and drag it out. And then this one, Let's see. It's in here, Shift
and drag it out. This one shift and q. Now, if I hit Shift
and Q on this one, let me select it. This is it. Now let's
take a look at it, and it's in here. If I hit Shift and
q, Let's disable the UV sinks so we are able to work on
this piece in here. So shifting Q, then we
need to take this face, bring it here, go to Edge mode, select this one, alt, click, and then Alt and
click to stitch it. Now let's take a look at it. Then there's a huge
pinching in here. You see, now, this is really
not what we're looking for. So we could live with
the previous one. This is already
looking a lot better. Let's take a look and it doesn't have any
pinching at all. Let's drag that out. And the same thing
for these pieces. Just drag them out. Now, let's start to work on
this shift to drag it out. Shift to drag it out. And now let's attach. These are just
together, Alt and v. Ok. Now in here, just select the edge
Alt V and click Apply. Now let's go for this one. Also be done. Stitch down. Now, just take these and
move them out of the way. So this one is already good. Move it out of the way. Now let's see for this one, shift and Q, move it, shift and Q move it. And now we're left
with this one, shift and Q, move it. Well, let's hit Shift and q
and change the mode to even. Okay, it looks like this one is given us a better results. Let's see what that one is. Okay, we're talking about this. Let's see about
the previous one. If I hit Shift and q and
use the previous one. If I use length
average on this one, which is a result of
hitting the quad unwrap PC. It's using the best value
in here on this case. But if I hit even, you see this become even, but There's a bit of
pinching in here. So it looks like on this one, the length average is
going to be the plus one. And now let's go for
something like this one. Let's see where we
have some pinching. We have some pinching in here. Let's just select it. And now I'm going to hit cord, unwrap. Just take it. Caught on rap. There's a bit of pinching. So now let's go for
even or length. So this is gonna give us a
better result already there. Good. Now let's start
to work on this. So we have selected, we have this one in here
that we need to separate. Now I'm gonna go and try to introduce some
themes in here. So mark scheme and
this one as well, Mark theme, Mark and Mark scene, because I do not want to
make this one a circle. It's going to waste
a lot of UV space. So now we have this one. Let's try to select one phase from every shell.
Okay, we've got these. Now. Let's right-click and unwrap. Now you see it converts
that into four pieces. So now let's select one
of these shifts and Q. Drag it out. Just select them shift and q. Now this one shift and Q. Now we need to stitch them. We need to go into edge mode, alt and v apply. Okay, Let's just drag it out. And looks like we
have one in here. Also we apply, okay, Now we need four
pieces of these ones. Just try to Alt V to
get the stitch done. Now, two more are remaining. So you see some ways work
for better, for others. It really tried to
experiment to see which way works for which parts. Okay, now unwrap this one. Let's go for UV Packer,
select everything pack. And how is it they are
getting packed very well because we have now
a lot of stray pieces. You see, they're
getting hacked so well. Although there's a
bit of pinching, but it's going to be alright. So now I'm going to copy the UVs from this
piece into this one. So I'm gonna take the knob that we're
going to copy the UV still and then take the
one that we're going to take the UVs from control an L. Copy uv maps. Now, if I select
this one and go in, you see the same UVs
are applied in here. Okay, now let's take this
one and go to UV toolkit. Remove all checker maps, and then select
these two and move them or hide them for now, so that later on we
will come back and try to pack all of
these together. Now you see how it takes some
approaches for unwrapping, some others and other
ways for other pieces. And you cannot say that one
method works for all of them. So you need to see
and just check to see which one works better for the piece that
you're going for. So now, this is a simple piece. Let's just start to work on it. I have this one. And
for optimization sake, we remove the top
and bottom faces. So now just take it, Let's apply checker pattern
and you see it's not actually what we want
because this is all quotes. I'm going to hit shift and q. Let's make it even. It's not working. Let's go for length. So it's not working. Let's unwrap that. And you see now it's given
us a better result already. So conformal or angle based, both of them are
doing the same thing. Now this is done so easy. Let's remove checker
patterns and hide this. Now let's go for
this piece as well. This is going to
be an easy piece. Okay? Let's take it and let's
do an unwrap conformal. Let's apply a checkered pattern. Now take it. Let me see what we can do. Shift and Q, it's going
to make it all quotes. That's if you have
some pinching, make it length average. You see there's some pinching, but we can try to reduce the pinching by
manually scaling this. So now I'm going to
scale in x, like so. Let's try to reduce
the scale in x, okay? Now you see there are more
like squares in here. Okay? Now this one is good as well. Removed checker maps
and then hide it. Now let's go work on this one. This is an easy piece as well. Let's take it. I'm going to select
everything on rap, conformal angle based. Let's see which of them has
given us the best result. Applied, a checkered pattern. And then do one more,
one more unwrap. This is the angle based
and this is comfortable. So it looks like
the conformal is going to give us
the best results. This squared, excuse me, circle in here is alright. And now this one, we can easily corrected
by hitting Shift and q. Okay? Now, let's see, even is not
working length or average, they're doing the best results. Now, this one is done as well. Remove our checker maps
and try to hide this. And these pieces are going
to be so easy as well. Just take them and we already have them in order
to maximize them, I'm going to click on Wrap. So you see it already does a perfect job illustrating
that UV shelves. Okay, I'm happy with this. H to hide them. Now let's work on this one. This is an easy piece as well. Just take it on rap. Apply a checkered pattern to see if there's
any pinching or not. So for most of the parts, it's doing a good job, but
we have some pinching. You see, there's a lot of pinching in here.
We want a straight. Cubes in there. So unwrap. Let's change it to angle based. Now you see on this one, angled base is
doing a better job. Now, I'm taking that shift
and Q to make that straight. And it did a good job. Okay. I'm happy with it. But now I'm not
actually liking the way that the seams have
been distributed. I'm going to select these
and mark this one as same because you see there's a huge change in
the angle in here. Okay, now, let's take
it and now unwrap. Now you see we got two islands. One this 1.1, this one. It looks like we can go and
try to put one seam in here. So now let's leave it be unwrap and set it to
confirm all for now. And shift q. Okay, You see now it
gives us a good result. Now, remove all of the
checker maps, pirate. Now we're gonna go for
these simple pieces. It's gonna be so
easy, just take them. Now. We have seams all
over the place. Just try to unwrap them to make them bigger so that
we can work on them. So now again, I'm doing
another unwrapped to see which one of them is
giving us the best result. So angle based and confirmed, both doing the same thing. So now I'm selecting this one, shift and Q Shift and
q and shift and q. Let's drag them out. Or a better visualization, or we can go and try to
remove the map in there. So these are good, and these ones as well. Now we're left with this one. Let's see. Okay, It's in here. So let's take a look at it. Shift and Q Shift
and Q Shift and q. Later on who will come back and try to pack them together all. For now, we're only working on these small
pieces to make them alright, so check your map. Now, while having them selected using the pre-existing
UV seams that we did. I'm gonna go select
these shifts, enqueue shift and
Q, Shift and q. These are by default
done, and it's okay. So now let's go back, try to hide them. Now the pieces that are left are this one and
the radio itself. Let's see. We only have
two pieces for the radio. So now let's take them all. Apply your tracker map. Unwrap. So it's okay. There's nothing more
that we can do about it. Let's go for this one. Let's see where we
have selected that. Okay, it's all right. There is very minimal angle in here for we can go and
try to fix that manually. So instead of going and
try to manually fix it, I'm going to select this and
Control Shift a to fix it. Control Shift a. There's
a bit of pinching, but that will get the job done. And a Control Shift E is the shortcut that we
created for this snap. And it works when
you are working on the polygons and when you're
working on edges as well. So now let's take this one on polygon mode control Shift E. Okay? Now, let's take this
one Control Shift E. And now I'm going to
work on edges Alt, select the edge Control Shift E, Control Shift E. Now
take it as a whole and Control Shift a to make the polygon
distribution a bit better. Okay, this is alright. Let's see about this one. If I hit Shift and q, that's not going to work. So no problem, because that's a lot of unknowns in there
and these are good as well. Now we're done with this. Let's go for UV toolkit and removal or all of
the checker maps. Now we're left with
this piece only. So there's a lot of work
to do on this one because that's the most complicated
piece in the radio. So I left that for the
latest one on purpose. So now let's take it on Wrap. Let's see what angle does. So in order to do that, we need to see or
check your map to see if the pinching
is alright or not. Okay, now, let's take it. You see there's an
obvious pinching in here. Let's do another unwrap. Make it conformal, okay, now the pinching is
improved, a lot better. So you can look
and it's alright. So I'm keeping this
one the way that it is because I want the
piece to flow over there. Because there's a nice curvature in here that I'm going to
keep only on one UV shell. Okay? Now, let's
see about this one. It's in here, okay. If you hit Shift and Q We have already done that. So let's see about this piece
where that lungs K unwrap. There's not actually
any pinching in here. Okay, let's keep it. And let's remove
the checker map. I hate it. When I'm working. I do not see I do not need
to see that tracker map. And this one is
goodbye now as well. If I just take it and
make an unbarred, you see now, it doesn't
have any pinching. Okay, now let's go
for these pieces. This image, one of
them is for where? This is it. It's
perfect. No problem. This one is representing. Let's see where this
one is representing. Just hit Q, excuse me. Hit tab and select the face and see where
it's belonging to. It's representing this
shape alongside with this angle in here,
which I do not want. So I'm selecting here, right? Make a seam and then
take it and unwrap. Okay, now we're left
with this piece in here, which I'm going to make
a straight on RapidProM. So just take everything
Alt and Shift Q. We need to disable
the UV sink, shift q. It makes a straight on rap. Okay, now get it out of the way. And this one, let's see
where this belongs to. Belongs in here. It's
working, alright? And these ones are a small faces that are doing
a good job. Let's take it. Then. You can hit F in here to see where this one is going. So this is it just
hit shift and q while exiting out of the UV
sync mode to make it alright. Okay, now, these ones
are doing alright. Now we need to take
this one shift and q, this one as well,
shift and Q to fix it. But in order to make
that shift and q, you need to make sure
that you have installed this UV toolkit and the quadrant rap has
been set to Shift. Thank you. Okay, this one, let's hit F to see
where's that laced. It's in here. Alright. There's something in here. Just select it. Now, you can hit F to find
it. It's in here. Just hit shift and q while
exiting out of that. So it's not doing
what we wanted. And that is because there's
an endergonic here. So just try to merge
them together. Now, if I select this face in here and
hit Shift and kill, you see now it becomes
a perfect own brands. So there's a piece that
is just thrown away. Select this phase Alt V, and now just check this one out. Let's see about this one. Because we have no seam in here. We need to introduce a scene. So let's find a way to
place the semen here. And I do not want to see the
same in this side. Okay. Just remove that and remove this one as well
by holding down Control. And it looks like there's these two points that
could be merged as well. Okay, now, just try to take the same and make sure that we
do not have any seam there. Okay, Now, Mark, See, now select this one,
right-click and unwrap. It does a perfect job. So conformal is not
doing a good job. Let's go for angle based cell. Both of them are
doing the same thing. So no matter because
this piece is not going to be seen ever, say, that is a p star is not going to really
be seen by the player. Now, let's drag that out. And this one as well
as doing a good job. This one is representing, I believe this face in here, which is doing a good thing. Let's see this one. Shift and q. Let's see where that belongs to. Just select it. And it's this face, small face in here. So it makes sense that the
UV is as small as well. So these ones are the ones that we cannot
do anything about. Okay, now, we're
left with this one. Let's see where that belongs to. Just select it in the UV
sync mode and hit F on the mesh to see where
that will take you. Okay? This one is this piece in here. It's doing a good job. Just unwrap, make it confirm all or animal-based
doesn't matter. This one as well. It's good. So now let's take it. Hit F, and now this is the
phase that surrounds it. Okay, exit out of
the UVs sync mode by hitting Tab Shift IQ to fix
it on this one as well, ship Q to fix it. Okay, now we're left with
this one. Let's see. I believe that it should
take us to here. Okay. This bottom side, it's okay. And now this one
is this top side. And it's doing a
good job as well. Now, up until now, I'm happy with the unwraps and how we straightened
everything. So now I'm going to hit Alt and H to bring everything back. And now I'm gonna do one
more pack on this to make sure that we pack
the UVs altogether. So let's apply unified
checker map on them. So remove and go for 1024
by 1024 checker map. And we can remove it in here because I do not
want to see that. So now, after applying
all of these, just save a scene
and take one backup, I made sure that you have
selected all of the pieces. Okay. Now go to UV Packer and there are some options in here which you need to consider. The first one is the padding. You need to decrease it
to something like one. If you decrease it to zero, it's going to make
the padding less and make the more optimal
use of UV space. But you're going to get a lot of UV bleeding and we
do not want that. So one is a safe
spot if you want to. Now there are some more
options that we can use. One is re-scale UV charts. This is going to re-scale them. And there's pre rotate
is going to rotate them around this
degree that we have. And you need to set the
mode to high-quality. So now let's turn these off on all of them while having all of them selected hit pack. And now you see
this pack is very, very more optimal than
what we had already. We had close to half, but now we're close to 80, 1%, which makes it way, way more optimal
to work with it. And let's see about
the textile density. All of them should
have the equal size. Okay? Now you see this one
has lesser size, but this one is so huge. So now there might be some
changes that we need to do. So let's take them
all and now apply the re-scale UV chart so that it scales all of them
based on their size. Again, now, if I hit pack again, now you see more or less we're getting the same pixel
density on all of these. Now, this option is
a lot better to use. Now, let's disable
that because I do not want to re-scale
any further, because now we have the equal
pixel density all across. And now we're getting
a good result. Now the next one is pre
rotate to say if we want to rotate the UV
charts to see, now, Let's set the rotation
to 90 degrees and see if we can increase this 40 pixels from
74 to something more. Okay, now let's use this angle. It's going to create
some diagonal ones, but it's going to be
more optimal as well. Let's go for this one. Okay, Now, let's go for the
same 90 that we had already. Now, we have disabled
the re-scale UV chart. Now I'm going to re-scale
all of them together. Now with the re-scale
UV charter disabled, this is going to
keep this a scale and increase this number a bit. So it looks like it's not. So let's take this. This is preventing us from having a good
textual density because everything in here tries to overpass this size
and it doesn't allow. So now I'm going
to take it and try to just re-scale it a bit. Now while having the
re-scaled charts disabled, I'm going to do one more. We scale. Now it's
not doing a good job, so let's bring it back
to the default place. And I'm going to take
this piece in here, just rotate that and
try to re-scale. It looks like it's
not doing a good job. So let's take it
disabled or rotation. Let's apply both
of these value to see which one is given
us good results. So re-scale all
of them together. Just try to see if we can get a better textile
density all across. And you can change
the rotation as well. Looks like this is the best
value that we can get. Then we can go no further. And that is a lot more
optimized that having that half of the UV space
used in the beginning. And there's also not much more pinching
that we are seeing. Everything is good and everything has the
same pixel density. And it's very
important to make sure that all of these
squares that you see around are the same size
basically to make sure that none of the texture
will get blurry and the neighboring
pieces get sharp. Okay? Now I'm just
searching for a way. Let's take this one
and drag it out. And just take these
and see what it does. So let's do experimentation. I'm going to take the half of this UV and try to split it. So now this is two parts. So let's take all of them again. It looks like this is the
best way that we can go for. It looks like this is still
part of the same thing. So let's take the half of it. Split and unwrap on Wrap. Let's pack. So these two definitely need
to be straightened. It looks like the
previous way was given us a more optimal results. It looks like this is the
best that we can go for. Let's do one more thing. I'm going to take all of them and apply the
rotation and the scale. Then try to do one more pack. Okay? It looks like this is the best that we can get from this one. Let's try to do other degrees. So it looks like it's not giving us a good
result, by the way. So let's use this. This is the maximum
that we can use. Now I'm keeping this. Let's go for UV
toolkit and remove our checker maps and unwrap
for this one is done. The next one we're going
to go and unwrap this one, just make sure that
everything has been straight. And then we will go
about renaming stuff. Make sure that they
have the same material. Set them just like
the high poly and those kinds of things for a good bake inside
Substance Painter. Okay. See you there.
38. Baking Meshes: Okay, now we've got
everything unwrapped and we're ready to export
these for baking. So now let's do one
test page to see one if the high volume and low poly or are
matching together. And the second one
is to point out something about the baking
and that is matching by name, which we're going
to do right now. So now I'm going
to do one thing. Let's bring the high poly. And in order to make
sure that they are both, Both baking fine, we need to make sure that all of the high poly and
low poly components are having the same material. So now, while having all
of the radio pieces, I'm going to create
a new material and let's just call it radio. Now, all of them are
having the same material. Let's go in here. This is a component of the low poly with
the Material radio. And this is the components. Again, excuse me, the previous one was from the high poly and now
this is the low poly, both of them having the radio. Now I'm going to select
the headstone as well, that this is a test page. I'm not going to use that. This is the only see what
features we're going to add. So now let's just call
this one headphone. And okay, now it makes sure that these will know each other when we are trying to bake them. So now I'm going to hide
that. Can take these two. I'm going to export them as a single FBX inside
Substance Painter. And I'm not attaching
them together because later on when
we're trying to e.g. add a material to this, I simply select it because
that is a one separate mesh and it would be easier to select them inside
Substance Painter. So I want to keep them separate. Now, export as FBX and I
just made a folder testing. Let's call this one low poly. Made sure that the limited to select that
object is activated. So Export. Now everything has
been triangulated and fine. Now I'm going to de-select everything high to low poly and bring the high poly folder. Now, having these ones selected, I'm going to export
them as high poly. And because they're having
a huge amount of polygons, it should take a bit of
time to export them, but that would be no problem. So you Polly and done. So export as selected
objects and export. And we're in painter and I'm
going to import my meshes. So file new and select. This is the low poly, Okay? And Okay. So now there is no problem in the low poly that we created. Everything is fine because we
have triangulated the mesh and we're good to go and
import the high poly. And you see the headphone and the radio have been
separated because of the material that we assign
to them in the blender. And the shading is
our right as well. And it's going to
make a perfect bake. Now, let's go in here. And under the texture
sets settings, I'm going to bring in
the bake mesh maps. And only I'm going to
bring in a normal, Let's bring the quality up, and let's select the high poly. Now, let's try to bake. I know that I'm going
to increase the size. So for now let's go for
0.3 and 0.3 and do a bake. And I'm gonna be back
when the baking is done. The baking is done. And although you see we
have a good result in here, there are some problems. And one of the problems
that we wanted to point out is this
result in here. He said, This strap
in here now is bleeding right into this radio and we do not want
that actually. Let's go see if there
are any instances. Yeah, this one you see because the cage and tries to extend, we are we have some bleeding
problems from here you see the wires here are having a
texture bleeding in here. Mesh parts are so
close to each other. That is why you went
Substance Painter is try to baking them. That's bleeding will happen. So now there's a feature in here which is called
the matching. And we're gonna
go match by name. And using this one, we are able to go back and let me hide the high poly and
bring the low poly for ease. Then we can go and try to
tell blender data, e.g. only bake these two and do not let them bleed to
the neighboring parts. So for that, we're going to
go name them both equally. E.g. if this one is a strap, we're going to name the
high Polya strap as well. The difference being
is that we add underscore low after
low poly and underscore high after the high
poly to make sure that these two
only bake and will not bleed onto
neighboring pieces to prevent those
begging problems. And that's
case-sensitive as well. If you name this one, e.g. strap with a small S, the low polygon as well. Sure, shared the same thing. Now this is what
we're going to do. Now, prepare them for baking. There are a lot of them
that are going to be a, baked only on the slope value. So we want to make
sure that e.g. this part, this in here is
going to be baked on that. So we're going to
make sure that every one of these are named equally. So that we have a baking,
flawless baking situation. And something you need
to have in mind is that sometimes it gets
trickier, but e.g. on this radio piece, the low poly is only
a single piece, but let's hide it and
bring the high poly bag. And you notice that the radial
piece for the high poly is consistent of
these three pieces. Hi Pauline is only one piece. Excuse me, the low poly
is only one piece. The high poly is composed
of three pieces. So in that situation, you need to make sure that
when you are naming that e.g. if you name it radio underscore, I just go at an underscore one. And for the next piece on this, go to the next piece, underscore three and so on. Okay, let me control
Z to bring that back. And now we're gonna
go start to rename these ones and make sure that the naming
matches everything, including the capitalization
and everything else. So let's start by this strap. Let's bring the high poly. Now. I'm going to take the low poly strap,
which is this one. And just to name a
strap onto score low. And you want to make
sure that suffix is going to be underscored
low and underscore high. Of course you can
change them, e.g. to LP or whatever you want, but you need to
do one extra step inside Substance Painter. So we're going to save
ourselves a bit of trouble and go with underscore
low and underscore why? Okay, now, let me take it. Now this is a strap on the score low and you see
the name in here. Let's hit H to hide it. And now this one,
we're going to name it strap underscore height. Again. Now let's for ease
of use, let's bring that. Now we got the low poly strap
back and let's bring it. I'm going to name it strap underscore representing
the low poly. But then later on you need to do one extra step inside substance, but it's gonna be way, way
easier than going through. All of these are naming
them low, high, low, high, but naming them to L, H takes less time. But later on when you're
going to bake things, you want to do something
that is in here, set the matching by matched
by name and low poly suffix. You need to change this one to underscore L and this
one to underscore h, whatever suffix you
need to do in Blender, then you need to bring it
back inside Substance Painter to make sure that the
baking is going to be alright for ease of use, instead of writing
low on all of them, I'm going to go for underscore, underscore age, so that
it's a bit faster. Then let's call this
one strap underscore H. Okay, now we've got underscore
and underscore H done. I'm going to take them, hit H to hide them. I'm starting with simpler pieces that we know what
they are going to be. E.g. these two pieces only
work with each other. So now I'm going to take the high poly,
which is this one. Or let's just start
with a low poly that has the triangulation. Just call it ring underscore H. Ok. Now take the low poly, paste the name instead of
h. We want to make that L. And let's call this one holder. Just take the high
poly, rename it. This is going to be older. Now, copy the name and
paste the name in here. Instead of underscore edge, I'm going to bring in underscore L H on these to hide them. Now let's go for these
buttons up here. And that is going to be
an easy fix as well. So just take the high
poly which is here. Let's call it Vc for volume controller or
whatever name you want to be. Okay, and then let's call this one VC underscore
L for low poly. Now take it and hide it. And now there are
some buttons in here. Let's try to rename
them for ease of use. So now I'm going to call
this one V1 for button one, underscore L. Now this one is going to be P2 underscore L, and this one is going to be B3 underscore l,
representing the button. So now let's take this one. This one is going to
be B1 underscore h, and then take the name
and pasted in here. B2 underscore age. And then b three underscore H. So take all of them and
hit H to hide them. Now, let's go for
this one in here. These two pieces are
representing the same thing. So now I'm going to take
this and let's call it 01, underscore L. The name
doesn't matter actually, the only thing that matters
is the underscore and underscore H that
you put in the name. Okay. And let's go back. Hit H on these. And let's go for these ones. These two or hypotonia low
poly are the same thing. So I'm going to name
this 102 underscore L because this is the low poly
and this 10200 score H. And then hide them. Now let's see which pieces are representing the same thing, but are easier to select. Okay, this one, let's
call this one vc2 for volume controller to and underscore L because
that is the low poly. And copy the name in here, just paste it and
change the L to H, and then hide them. Now we've got this volume
controller as well. The low poly is going
to be named VC three underscore L. Copy the name
and paste that in here. Now take the high poly, paste the name and
rename the L width h. Okay, now we've got this one. Let's call this one. Now Bob underscore L, which is the low poly. And then we got this
one which is going to be knob underscore h for height. Now, let's hide
to see what else. Do we need to select? I'm going to go for
radio low poly folder to see what is there. So it's the actual radio and
this lamp piece in the back. So let's bring the wireframe back so that I'm able
to select both of them. Okay, Now, this is going
to be called the lamp underscore L. And then this
one, lamp underscore H. Looking at the folders and
the structures that we did is a good indication of how
many pieces we have left. And because we have
kept the mesh exploded, It's very easy to go and try
to rename them just like so. So now let's take this lamp. L and h are done. Go back. And now
in the low poly, we're left with only
this radio piece. And this is the tricky piece
that we're talking about. So let's do one thing. I'm going to name this
radio underscore L. Okay? Now let's go for the
high poly folder, which contains all of the
pieces that are going to be baked on that piece only. So this is the high
poly, radio high poly. And this is going to be
baked on the low poly. You see, this is it. But before that,
let's do one thing. I'm going to rename
these main pieces. Let's name this one
radio underscore age. And now this is going to be
underscore, underscore age. Make sure that the
capitalisation and everything is alright. And this is going to be
underscore one because this is the first piece that
we're gonna bake on that and then hide it. And now the second
piece is this one. It's going to be radial H two because this is the same thing that we're gonna
bake on that radio. Because now instead of
baking one low poly, taking one hyperbolic,
one low poly, we're baking multiple
high-power you want on a single low poly. So instead of renaming
the name itself, we're renaming this
suffix so that later on substance knows
the order to bake these. Okay, Now let's hide
this one as well. Now, the next piece is this one. Let's name it and now this
is going to be radio three. Okay, Now hide it. And let's look at the high poly folder to see
what we're left in here. Then I'm going to rename
this to radio for. And let's take them. Renaming is done.
Let's hide them. Now. This one. Let's call this radio
underscore five and hide it. And radio underscore
H on risk score, the number that we did. Okay, now this is it. Let's take it, this
is going to be radio underscore,
underscore six. And let's take it.
Okay, the next one is going to be seven. Hide it. And then
we got this one. And that is going to be eight. Then this one is
going to be nine. Hide it. And now we should left
only some pieces. Okay, Let's hide the aids. Now this spiral, Let's
rename it to ten. Hide it. Now this piece, let's
make it 11 and hide it. Now you see we've got 11 details to be baked
on this low poly piece. That was why we went
ahead and rename them all to radio
underscore age and then separate them but Spice
suffix so that they only bake on this radio underscore
H, which is this one. The low poly for that
is radio underscore L. And now I'm gonna do one thing. Let's test it to
see what happens. So now let's hit Alt and H
to bring everything back. Okay? Now, low poly folder, I'm going to take this one
and export it as an FBX. So let's call it radio for representing the radio
low poly export. Okay, and now the
low poly folder, and bring the high
poly folder and export the radio export as FBX. And this is going to be radio age representing
the radio high poly. Now let's import the file. This is it. Then of course you want to make sure that the hypotonia or low poly that you bring both
have the same material. So we have done that previously. We went ahead in
Blender and made sure that every object
that we have here, all of them have
the same material. And we have done that previously using the material
will utilities, which is the shortcut, is Shift and q. You bring that and rename them. So now we're gonna go for bake. For the first one. I'm going to do one normal bake just with the same settings. Okay, Let's bring
the radio high poly. And let's extend the cage a bit because we know that it's
going to be extended a bit. Let's bake. Now you see, although
we gotta bake, but in here you see these are affecting their
neighboring pieces. So now I'm gonna go
and do one thing. Let's go for match. And in here I'm going to
set it matched by name. And now this is an
important step. If you set the suffix and
blender to be underscore L, you need to change that in here. And if that is underscore low, you need to set that whatever. Just renaming blender, it's
going to be like that. Okay, Now we got this. Let's bring the anti-aliasing
to a bigger number, and now let's get back
to see what it does. Okay. Now you see the
bake is done but will no longer see that baked
bleeding on other pieces. Every piece is going
to be baked on its place without affecting
the neighboring pieces. And you see whatever
we have in here, it's going to be
baked on itself, not on the neighboring pieces. So this is a
important concept to keep in mind that by
matching the pieces, you do not need to go
and explode the mesh. All you need to do is
doing a match by name. And it would be all good to go. And you see now there's
a strap is no longer affecting what we have in
here, and it's perfect. And every object
that you have is going to affect only the
pieces that we set for. You see, because this radio is only one piece and we
renamed these two, radio underscore L
and radio underscore, underscore 123 and etc. We have a perfect bake
going on in here. So now we're gonna go do the same thing on
the headphone piece. So back to Blender now, and we're going to start
working on the headphone. So we have the low poly folder. Let's bring the
high poly as well. I'm going to disabled
the radio for now. Disable the radio
low poly as well. So let's start to work
on simpler pieces. So on this one, this is going to be wire one, underscore L, The K, and then the high poly
piece is going to be simply that name,
but underscore H. So let's hide it. And now this one is going
to be where underscore, underscore L and a
high poly simply h. Now let's hide them. And now we've got
these two pieces. Let me just go select them. This cushion in here. Let's call this one
head band underscore L. You can make sure that you just enter the underscore
L correctly. Make sure the naming is alright, and then copy the name and set the name
exactly for this one. What's the difference being? So it looks like Let's
copy the name and select the high poly and
make it H. Hide it. Now we're left with this one. Let's call it 01 underscore L. And this is going to
be 01 underscore h, k, take it and hide them. And now we're left
with this connector. This is the low poly. Just name it, connect underscore L. And this is going to
be Connect underscore h. Both of them are
having the symmetry, so take it and easily hide it. Now let's go for these ones. I'm going to call
this ear phones one underscore L because this is the low
poly copy the name. And then this one is
going to be underscore H, like so, and then copy the name. I'm going to bring that here. Just select a high poly. Now. This is going to
be named ear score to underscore L. Okay? Now I'm taking these two pieces and just hide them for now. And let's see what we have in the low poly folder
that needs attention. So we got this one, These two main pieces, and we got these small buttons in here which we need
to take care of. Just select them. And I'm going to hide
them or isolate some, excuse me, and just
try to work on them. So isolate. And then I'm going to
take the low poly, this is going to
be B1 underscore L for representing
the bottom one. This one b2 underscore L. And although we have
some B1 B2 on the radio, because they have
the same material. It's not gonna be a problem. Now, this is going to be
b, three underscore L, and this one P or
underscore L. Okay, Now, take it, I'm going to
take the name from this and change that to h Only. Then all of these pieces
are going to be polygons. Three, excuse me. Then. This is going to be B, or take them and hide them. Let's go back to see
what else we got there. These two main pieces. And now we've got these
knobs to be renamed. Just take them. It's going to take
awhile to select them. And carefully make sure that you do not select anything else, just the high poly and the
corresponding locally. Okay, these are, now, let's just call this 102
underscore L. Let's go for a underscore L or a one
underscore L bidet. And then this one is going
to be A2 underscore L. And this one is going to be a three underscore
L for low poly. And this one is gonna be
renamed to A4 and hide it. So now we're gonna
go for polygons, and this one is going
to be connected to H. And this one to this one, a three underscore H. And this one was the
A4 underscore H. Okay, Take them,
write them as well. Now, I believe there are
two main pieces in here. One here, one in here. Let's go in the
high-quality, see. If we have multiple
high poly pieces need to be baked on one mesh. So we got these bolts. And then these ones newish need to be
baked on this piece. Then this is the main piece. Now we've got this piece. And there should be some
high poly elements. This in here, then
these ones in here. Now Let's call the low poly, which is here, I'm going to call it and just call this one main, one underscore L. And then this low poly is
going to be called main to underscore L. And
now whatever high poly piece that we have in here
are going to be named main one, underscore. Underscore one. Now hide it. And now I'm going to hide
the low poly as well. And then this is going to
be named underscore two. And this is going to be named
underscore three hydrides. This way it's a lot
easier to find them. Then we do not need to go over the folders to see
what we have done. Now this one is going
to be named for, okay, now let's go for this one and take
the name from it. It's going to be made to
underscore L and hide it. Now, this is going to be
made to underscore H, underscore one and hide it. And then we got this piece, which is the final piece.
I'm going to name it. So when I hit Alt and H
to bring everything back, and let's go and bring the radio folder both from the high poly
and the low poly. Okay, I can now tell
that everything is done and everything is
okay for a perfect bake. So now I'm gonna go turn off the high poly folder and take these and export them
as the low poly. This is going to be
my final low poly. Maybe we're going to go do some baking and see if there's any bad result or any
unwanted results. If it works, we're going to return back to Blender
and try to fix them.
39. Fixing Baking Issues: If there was any problem, we'll just return back
to Blender and fix them, re-import re-export
to Substance Painter to get the final break. Okay. So I'm gonna
call this one radio L, or let's just call this
one low poly because it's radio on the
headphones together. Okay, Export. Now done. Let's de-select them and try
to hide the low poly folder. Now I'm going to bring the
high party. Okay, we got it. And I'm going to export
everything in here, make sure that you
select everything and back face is turned on as well, so that every mesh
that is behind, you're going to
select that as well. So select everything and just
call this one high poly. And make sure that all of them have that material
naming as well. You want to just rename
all of the radio pieces, either the low
poly and high poly to the same material and
the headphone as well, so that we do not get
any baking errors inside Substance Painter. So again, we're in substance
painter. Let's go new. We do not need to do
anything in here. We will change that, change
them later on if you want. So let's select the low poly. And everything is perfect. We got the headphone material, and then we got
the radio as well. So now let's go in here. And I'm going to
go for a four K, de-select everything
except for the normal, and then re-import
the high poly. And I know that we're
going to extend the cage a bit and we're going
to match by name. And then underscore. And underscore. Ah,
now I'm going to hit bake and we should no
longer get any baking problems. I'm just going to pause and get back to you on
the baking is done. Okay, Now, the baking
is done and we should no longer get any baking errors. Let's just take a look at them. Okay, everything is alright. I'm just inspecting the measure around to see if there
are any problems or not. So the Cushing is baking fine. And we got a good bake on
these main pieces in here, on this one as well. So it looks like we
need to improve that. And this is baking fine. Strap, the connector, and
everything is baking good. But there's one problem
that I noticed is that we have some distortion in here. You see, let me go on the radio. And you see there are
some distortions in here. But high poly isn't
just like this. You see, it's really
nice and cleanly placed. And that is because we have lack of geometry
on the low poly. Let me hide it and try to
explain what is going on here. So let's bring the low poly and I'm going to
bring the wireframe. You see, we do not have a lot of geometry to hold to that. So on something like this, you see we have enough
geometry to hold the bake and you see in
here is fine on this one. No longer getting
any baking errors. But in here because
we do not have a lot, a lot of geometry because substance has an option
to average normal. This is going to make the
normal quality a lot better. We can check that off to see how many problems
you can get. But it's going to distort the normals around the
vertices that you have, e.g. here you see this mesh in here isn't anything like the
baking that we have. Let's hide the low poly
and bring the high poly. You say, this one is so
flat and on its place. But since we do not have a
lot of geometry in here, we need to subdivide the
measure bit to try to fix that. And I feel like on
this side as well, we should have a lot
of these errors. You see in here. We
get something like this that is actually
not what we want. So one way to fix that
would be to sub-divide the geometry temporarily
for a substance speak, and that is not going to be making it to the,
to the final one. So now just check this result. I'm gonna do one fixed on the low poly and that is
going to be temporarily fix. So let's bring the low poly. And I'm going to subdivide this. And if I go and try to
use that modifier, e.g. you see, this destroys
the geometry completely. If you set it too simple
on these curvature areas, It's tries to add some
unwanted results. This way, we're going to
do a manual fixed on that. Because we're going to do
that only on this piece. Because you see, we do not
have a lot of geometry. It's relatively big mesh and there's not much
geometry to hold for that. But in here, in this area that
we have a lot of geometry, you see it's doing a good job. It's averaging everything out, and it's doing a good job. So we need to add some
subdivisions to make. The geometry a lot better. So just take a
look at this side. We're going to do at
temporarily fixed, and then later on we will
fix the mesh itself. So if you remember, we talked about a couple of
ways to add cuts in a mesh. One of them is going in the mesh and trying to just
use the knife tool. But this is going to
take a lot of time. And because we are going to
do the result a bit faster, we need to do some manual ways. So just remember that we talked about an add-on that we installed
in previous lesson. In an intro lesson, we talked about feature
that is called a mesh gut. So we're going to create some parallel planes
just like so, and then cut them
into the geometry. Okay, Now let's bring the plane, I'm going to bring that in here. Let's try to just make
it a smaller, okay, now I'm going to place the
line in here, like so. And we're going to use this
to cut to the mushy, see, now we're going to use
this one to exactly, to cut exactly through the mesh. So let's take it, bring it here, apply the rotation
and the scale. Now I'm going to bring
an array modifier. Let's turn off the relative. We're going to use constant. So it's going to be in x. So let's say, you say along x, it's adding one cut or
one plane in every meter. We want that to be exactly
in the opposite direction, but in a lower
distance, like so. Now you see we have
added some cuts in here. Let's go at the amount
that we want this to be. Okay, now we have this. Let's do some vertical
cuts as well. These are verticals. Let's do some horizontal
cuts as well. I'm going to do the
same thing and make sure that you do not
apply the rotation. Because if you go
apply the rotation, you see now it's going
to be causing errors. Because then you need to specify that value into z
because it's going up. So let's do something,
let's copy. And I'm going to rotate that. And just bring it in here and make sure that you
apply the rotation, Okay? Now you see this. In
order to fix that, we need to just copy this value, make this 10, and
apply that in C. Okay? You said this is
going in positive Z and we're getting a good result. Okay, now you see
for every 1 cm, we are creating the plane, a perfect square plane. Okay, this is it. And now let's do some of these
in here as well. Just shift D,
duplicate it like so, and try to place them in here. Now I'm going to apply the
array modifier on these so that they become real
geometry, not fake geometry. I'm going to take them, take this tree and try to join them. So here are three to see which parts were
exactly Cutting. And I'm going to just isolate
this with these to see. Okay, you see, for every
centimeter we're getting a cut now because these are cutting exactly
through the mesh. I can go just take this
one, take the cutter, and take the mesh
that we want to cut as the active object, Right-click and mesh, good. Okay, now you'll see on everywhere that we
have that plane, it's going to do one cut. Let's disable the triangulation. And you see everywhere on that plane we had,
it's doing a cut. So now we have enough
geometry to hold for that. So let's go back and enable the triangulation and
now select everything. I'm going to re-export
them on low poly. And then let's go in here. I'm going to reviewing that instead of creating
a new project, I'm going to go to Edit
Project configuration file. I'm going to bring my
low poly and hit Okay. Now we'll need to rebate the result again to
see the changes. Now, bake, you do not
need to do anything. We just changed the low value. It should give us a
perfect results now. Okay, now you see
the bake in here, because we have a lot
of geometry in here. It's doing the perfect
bake on that radio. And no longer we're
getting those errors. So everywhere that
you are seeing some of the distortion
in the normal maps, just make sure that you go back, try to add some cuts in the mesh and try to
bring that back. Now, if we take a
look at here as well, you see no longer we're getting those errors and it's doing
a perfect normal bake. And there's something
you need to correct as well now that is
going into Blender. And now you see we have this
ugly geometry shape in here, which is not optimized. And because that
mesh cut was done, if we go into the mesh
on the edge mode, you see now every edge that we placed using that mesh
car has been selected. So just hit X. It's going
to destroy geometry. No problem actually,
just tried to control Z couple of times to go
back to the default stage. Okay. Now a film like Control Z and a couple
of more times will help, okay, Now this is it. You can hide it if you want
to return it back later on. And now we're just back with the previous stage of geometry. And we do not export this mesh for Substance
Painter right now. Later on when we try to
make the final mesh and make it for export to a game engine or whatever
program you want. They just unite them together, that it would be no problem. Okay, now that we got
this, Let's go in here. Just remove it on
the radio as well. I do not want to have
that line card in there. And now the baking is perfectly done and
I'm happy with it. The vape is good on this
side as well as this side. Now, let's go bake the
rest of the meshes. And I feel like on
this headphone, if we go a bit
further for the cage, we will get some good results. So now I'm going to just
pick on headphones. We have big headphone, which is going to bake only
on this particular material. Or bake select the
texture which is going to bake across all of the
measures that we have. So I'm gonna go for that. Let's go for 0.50, 0.5. Everything said. Now, let's bake on
headphones. Okay, let's see. It's doing a good job, but it would it wouldn't
be shown unless we just bring the anti-aliasing
up. So this is it. Now let's go for 0.3
for all of them. And I'm going to bake
all of the textures. Now we're getting
a better result. Let's see. There's
something in here you see, because we have made
the k go too far, we have some bleeding from
this area to this area. So since nobody is
going to ever see that, I'm going to keep it. Now let's try to take a look. Everything is looking fine
now right, on these ones. So now let's take the
rest of the mesh maps. And I'm gonna go for, Let's disable the normal. Let's go for world space
normal and try to bake it. Okay, this is going
to bake the normal alongside with some
directionality is e.g. now the mesh knows in where in the 3D space it is.
It knows that e.g. it's a bit off to the x or y or z are some effects that later on we will
apply on the mesh. Now let's go for
ambient occlusion, will go back for ID later on. But for now, let's go for ambient occlusion and
try to bake that. And now let's bake. Baking is done and ambient
occlusion, what it does, it's going to specify
some parts of the mesh that are darker from the others and try
to shade them a bit. If I just disabled
ambient occlusion, you will right away
see the result. So this is belonging to
headphone. Let's go for radio. You see now ambient
occlusion adds some depth to the texture
for later on texturing. Now if you hit B, you can see that this is
the ambient occlusion. Now you see that although
the baby is perfect, but we have some shadowing
from this mesh caused by or calls to the
neighboring mesh. But since it's not normal, it's not getting shown. But if you want to
fix that and only get the self occlusion of the mesh on itself
and not the others. He can go on the ambient occlusion
and self occlusion makes sure that it's set to only
buy the same mesh name. It's going to take
a look at those. And let's apply it to all because we have now
radio and headphone. Let's apply it to all and bake. You see that now
that shadowing area that we had there is gone. And now only the ambient
occlusion on every mesh is affecting itself and not
the neighboring pieces. So now let's go to
Ambient Occlusion. You see, this is the
result that we're getting. So let's go in here. You see we get no longer any
ambient occlusion in here. And let's see about here. And we no longer get ambient
occlusion on these sites. But I'm going to
keep that option on. Let's go in there and go
to Ambient Occlusion. Make sure that self occlusion is enabled and apply it to all. So now let's hit
fake because it's going to be a lot better
on some crevices areas, e.g. like the CC. Now, we have a lot of ambient
occlusion on these sites, which later on is going to be a lot better for a texturing. And you see some ambient
occlusion things which makes it a lot more
realistic world later bake. Now one thing that I
noticed is that this is a primary mesh and
there's actually a lot of focus on this
metallic parts in here, on this here and this one here. So we could go on
the UVs and try to increase the size of the shells that belong
to this piece in here. To give that a bit of more
quality to work with. So let's go in here. Let's select them all. You see them. Now, I'm going to apply a checker map
on that, like so. And you see this one, we're not having very
good textile density. So let's take them all. And I'm going to
take everything that belongs to these two mesh, okay? These ones, and now
I'm just going to re-scale them just a bit more to give them a
bit of more quality. Now, let's go for UV Packer. I'm going to disable the re-scale UV charts because I do not want to
re-scale them anymore. Now hit pack. Then again, take these two because these
are more important. Then try to pack even more. And now you see by
giving these a bit of more high-quality spacing, we're getting a lot of
peril results in there. Let's go Just try to
increase them a bit more because these two are the most important
pieces on this mesh. So let's take them and now take everything to
one more pack without reapplying the let's
take them and re-scale. Ok, now take everything. And now we have some better
high-quality UVs on this one. So let's take them. Set the rotation for 45
and now take everything, bring the padding to one pack. And now we get better results, more squares on these ones
that are more important. Now I'm going to select them and give them the headphone
material that they had. Everything is fine. But
now we need to re-export this because this one
needs to be subdivided. Again. I'm going to go just search
for the plane that we had. Okay, this is the plane. And let's just Shift D
to duplicate it and hide it in case we have
something to do with it. Okay, Now, take it and take the target mesh as the
active object, match cut. Okay, now take these Export As the low Pollyanna feel like this should be the end of it. So again, let's go try
to bake the results. I'm going to activate normal world space ambient occlusion, curvature, position
thickness heightened, but normally you do not
need opacity for this one. Now let's hit bake, and now we should get
more high-quality bake this headphone pieces. So I'm going to pause and get back to you on the
result is done. In the meantime, you can go
and try to Control Z just once to get that match
cut out of the way. Okay, Now take it and hide
it and you're good to go. Okay, the beta is done and actually I forgot to
re-import the mesh. So now in order to see what
effect it does on this part, I'm going to take a screenshot
and just take these, export them as FBX. And in here, I'm gonna go for project and select
the same unimportant. So now you see we get some
ugly bad shading in here. And we're going to fix that. The fix is going to be by
baking because we have manipulated the UV and in
order to correct that, we need to remake everything once more. And this
is the result. Before you see there's a
lot of learners in here. And after increasing the
uv space for this one, we're now getting a lot
more crisper result and the overall
quality has increased. So now there's one more
thing that we need to bake, and that is the ID map
and edema because we have the high poly separated too many chunks.
Let me bring that. This is the high poly. You see now, for this one, e.g. we have 23 meshes. And this is going
to be perfect for baking a police ID map, because later on
using that RED map, we will try to put the colors that we want on
places that we want, e.g. on this one, if we want
to separate a color, e.g. a, yellow color and the central area based
standard reference. There is not actually
a way to do that other than having to
manually try to paint it. But the id map is going to
automate that process for us. So now let's go in here. I'm gonna go disable anything
and using the ID map. And the map is going to be
from the high poly as well. So let's take it and now it's going to be
the color source. We're going to set
that to match ID, because now we have
different mesh IDs in here. This is one, this is
one, this is one. For every of these mesh IDs. It's going to give us one color. So let's take it. And now for the color, I'm going to set it to
random so that every one of these gets
a different color. So now let's hit Apply to all, because we want to apply
that on the radio as well. And it bake. Now it's going to
take a bit of time to recalculate that
and I'm going to pause and get back
when it's done. Now the ID map is done and you
see some coloring in here. Let's hit B to go to bake
mesh maps and see the ID. This is the ID and
you see based on every high poly mesh
that we had there, now we're getting one color ID, which makes it perfect for selecting for a
later usage, e.g. if I'm going to go
and apply something. So this is the
headphone as well. For every element
that we had there, we are getting a
color which makes the color selection a lot
easier for a later time. So now let's go in here and
let's say that I'm going to bring a yellow color
in the center part, just like the reference does. So let's go for Radio, bringing a fill layer. Just try to change a color
to something yellowish, e.g. something like this. And now I'm going to isolate
that based on a color. We could go isolate
based on many things. One of them is based on
low poly boards, e.g. this is an actual locally. Let's go add a black mask. And in here we have
a masking section. So we could go by vertex, which is going to
mask by vertex. We can go for polygon, trying to Polygon select. Then we can go for object. This is going for objects, real objects that
belong to the low poly, real, low poly objects that have real
representation in here. And then the next one is the UB. It's going to be based on UB. And you'll remember that
this part in Blender, we created one UV four. So you see, it's always taking that and getting that affected. Okay, now let's right-click
on this and clear mask. It's going to clear that. And another way would be to
select based on ITD map, e.g. this bolt in here, you see we do not have an actual represents a heater
in the low-quality selected. If I go for object and try
to select it, you see, it tries to select
everything in here, but we are not able
to select this bolt. So in order to fix that, we can go right-click in here. Let's just remove the mask. And you can go right-click and add based on
color selection. Now, in here we
have a color picker and ID mask is here as well. Now that I selected, you see, I'm able to assign that
to this color in here. And it's everywhere that
we have that color, It's getting represented there. Okay. Now it looks like we're getting that baking error in there. You see the distorted normals. So again, looks
like we need to go back, re-import the mesh. So we're in Blender. Let's see. I'm going to import
the low poly file to see if the mesh
that we imported, you see now this mesh
is not triangulated, is triangulated, but it doesn't have the amount of
vertices that we added. So now let's remove them and
bring the low poly folder. And this should be the
latest fix that we do. This is it, Let's bring
the plane that we had to take it and take
this one as the object, Right-click and match cut. Okay, it's done. And now let's take it to
export on the low poly done. In order to test it, I'm going to just re-import the file that
we already exported. Now you see it's
perfectly isolated. So now let's go into painter
Edit, Project configuration. And once more, we
need to import that. And now we only thing
that we need to bake is this one in here. We do not need to
bake the headphones anymore because the
headphone is alright. So go in here, and now we
need to bake the radio. Normal world space, ID, everything up until here. This should fix
all of the issues. And in the meantime, in here, we can go try to control the
couple of times to remove that cut down and hide this
one. And you're good to go. Now the breakage done
and we're not seeing anything and we're not seeing anything on
that boat as well. Because every time that
you go back to our edema, the colors are gonna be changed and you need to
reapply the colors. If you just try to do anything
on the ID map mentioned, make sure that you do not change it till the end of the project. So now let's go in
here, color selection. And you see we no
longer have that color. Just go pick color. And you see it's back. And we no longer
have that errors. Everything is fine. Let's bring the headphone and everything is
fine in here as well. Let me see if I can
select these panels. Things in here. Create a color. Let's just put an obvious color. Go for color
selection, pick color, and I'm going to pick
from this one in here. It's doing a good job. Let's go select this one
as well. Pick color. Try to pick from here. Okay, not a bad one, but
it's gonna be, alright. We can bring the tolerance
as well if you want to. Of course, it's going
to select some of the colors that are
similar to that. But later on you can go
and try to de-select them, bring the tolerance up. Okay? And let's see which one
this one has selected. You can go try to
bring that down and try to de-select the meshes. So after that, he needs to
bring in a paint layer. And on this paint layer you
can go and try to manually de-select these ones
that has been selected. And this one as well. Let's go for that one. Now you see only this
paneling has been selected with no longer
those being calculated. Okay, now baking is done. I'm going to save the scene. Now this chapter
is done as well. So we have one final chapter
left for the texturing. And it's gonna be a lot to
discover in there as well. Because everything that
we have done was to prepare a good session
for a text string. So now, See you there where
we're trying to put a lot of creativity into this
one. So see you there.
40. Explaining The Structure: Okay, everybody,
congratulations for finishing the vacant chapter. And now we're gonna
go for texturing. And everything we have
done so far was to prepare a good grounds for
the text string to be. This texturing could really improve or destroy your design. Because a lot of the
details are going to pop when we do the texturing. So we should really care and pay attention to how much details
we're adding in here. Sometimes over
detailing will break. Sometimes we need
a simple design. Sometime you need to add
some special details. So it all depends on the context and what we
want from the object. And you need to have the
specialist storytelling in mind so that you can
execute it on the design. So this is not an
introduction to Substance Painter because I assume that you have
already worked with the software and know
how well this one works. Of course, we are going
to make sure that we explain everything
as much as possible. But explaining and over-explain
things too much will really take too long and may
not be what everybody wants. So now let's go for texturing. And the first thing that I'm
going to do is setting up a normal environment so that
we can start texturing. So what do I mean? What do I mean by normal
texturing environment is that if we go into
Display settings in here, we have environment map to
render everything for us. So let's bring the
environmental opacity up. And he said This is the
environment that is injecting the light onto the
object and you see whether he wanted or not. There are a lot of
greens and yellows and blues injecting
light on the object. And even if I bring that back, you see we're getting
a lot of those colors. So this one will really destroy or representation
of the color. So we need to set
up a new studio like lighting environment so that we see real colors in here. Whatever you do on this
is then going to be mixed with some of these yellow and the result is going
to be not so accurate. I'm gonna go and in here
there's studio option in here. There are a lot of them. But the one that I'm
going to use is this one. You see now there
are a lot of whites. Maybe they're not injecting a lot of the neutral
colors on the object. They're injecting neutral
colors, excuse me, and not one of those extreme
yellow or green colors. So this is what I
encourage you to do every time that you are doing texturing inside
Substance Painter, because that default
HDRI was really shining a lot of the incorrect
colors on the scene. So in here, if you want to bring the
environmental opacity back so that you do not get lost by the colors
of the environment. He can do that. Or if you
want a CDO environment and take a look at the
environment without any blur. This is it. Or you can blur
the environment like so. Let's set that to the default value and
bring the opacity down. This is how I'm really
liking to work. One more thing that you
can do is for the shadows, you can go and try
to disable them. You see, now this shadow
tries to fake a little bit of darker colors on
your collusion parts, which really made destroy
our representation. So it's good to turn off
the shadows if you want to. And now we're ready to
start the text shrink. Now let's talk a bit about the texturing workflow that
we are going to be doing. And that is just like the
modelling that we read. We're gonna go texturing
first the big details. And by big details I
mean that the details that are visible from far away. And then we go for
a medium details, the details that you can
see from medium distance. And then we will go
for smaller details, which are actually the
details that you can see. So close up, e.g. a lot of those
smallest scratches, maybe some storytelling
elements and so on. That is the same thing that
we did for modelling as well. In the modelling again, we
started with beak shapes and try to add a smaller shapes
to make that refined. And that is really the workflow that we're
going to be going for. First we assign the
base colors, the fin, then define the
material response, and then we will add more
details until it gets finished. You said there are
a lot of details that are present in here, e.g. these buttons, these
baking details, and all of them, and a lot
of them are not present. E.g. the LED screen that we have here needs to have something. We may add some details and we might add
additional bolts and things like that using
the Alpha and trying to hand placed them
on the details. But there is a bit of
planning that we need to do. So now let's go take a
look at the references. And you see this is the main
look that we're going for. And the look that I'm going
for is something like this. The main panels of the
radio are going to be a color close to midnight, mid lag, something
in-between them, maybe with a little
bit of tenting. The middle part is
going to be yellow. So the design that
we're going for is 60 per cent for the main color, 20 per cent for 20 to 30%
for the secondary color, which is going to
be this yellow. And maybe some additional ten or 20% for the
treasury color, which is going to
be light orange. So you need to
have that in mind. Every design that we are seeing here follows the same rules. So the basic design is going
to be something like this. We're going to go
for 60 per cent of the color for the main
color that you're seeing here. And then 30% for the
secondary color, which is going to be the yellow. And then ten per cent
for the Treasury color, which are going to be
these orange ones. Same thing goes for
this one as well. You see the main
color in here is something like this bluish
color that we have here. It's not blue, but
it's a dark one. And you see we have it in here. We have it on the
cushions, on this handle. And then we got the
secondary color, which is again going to be that industrial yellow
and a tertiary color, maybe some reds and
things like that. Okay, You need to have that in mind when you're
starting to text string. And because we have the ID map, if I go in here to the ID map, you see that we
can try to assign different colors based on
ID map that we have baked. So now this is what
we're going to do now. First we're going to the
point the big shapes to find the material response and assign the primary color
for each of these objects. So now let's go start
with this middle one because I've seen something in here that I really liked it. Okay. This machinery,
let's drag it out. Or before that, let's
go and create a folder. I'm going to make
a folder in here, and let's call it yellow. And I'm going to
drag this in here. And this is a smart material
and means that it has some layers that will define
the material response. First, we have this, which is having an
industrial yellow color. It's not metallic at all. And it's very, very smooth. And you see it's
shining the light. So what if you
drag the roughness up is it becomes a
math yellow color, which we do not want. I don't want it to be
something perfectly shining. And I do not either
want that to be perfectly rough as well. This is good for the
response and you see it adds layering in here, which we're going to do now. Now I'm gonna go take this one, drag it out of the folder. Now, I'm going to remove that. I just wanted to borrow this industrial yellow
color from that. And now because I'm going to separate that only
to this middle part, we simply go to this
yellow right-click on the folder and add mask
with color selection. And in here it gives us
an option to select. Now I'm going to go
and select this one. And now you see that
yellow color is separated only on
these middle parts, which is actually a good thing. So now I'm gonna go take it, let me copy this layer and I'm going to paste it somewhere
outside of the folder. I'm gonna go create
a new folder. And let's call this one main, because this is going
to be the main color. Now based on the references, that is going to be something
between black and white, something like around here. This is the base color, the base material response. Later on we're gonna go
and refine that even more. So on this main, just make sure that
you select the main as a folder and not the layer
that we have added in here. Everything that we do on this main right-click
add colors, selection, and now
select this one. And this one. Now you see we're
getting something close to what we
have in references. Let me bring you up in here. And you say This is something close to that. We're
getting there. But then later on we
will go and try to refine that textures and
colors and all of that. So let's start from here. Try to pick up that color
now because we have some color or lighting
situation in here that is not actual lighting
situation that we want. Something like this, but let's try to make that darker a bit. Like so. Then we can go for
this industrial yellow as well and try to
bring that down a bit. Something like this. Now you see we are
defining the basic shape, the basic material responses
that belong to that. And everything from
now on is going to be layering on top of layering
to get what you want. Okay, now, let's go for this. Let's see if we can
increase the metallic. No, I do not want
this to be metallic, or at least for now. Now let's bring the roughness up a bit to make that a bit met. According to what we
have in the references. You see in here, we
have some glitches that are preventing us
from having a good result. First, let's take the
main and drag it in here. Now. Can look at it. Here you see, although we have selected the color
based on that, the mask in here
needs to be refilled. And let's take a look
at the mask from here. You see now this mask in here, this white part is wrong thing. If you go to the ID mask, Let's go to the bank
and you see there's a small bug in here which we
need to pick some annuity. So now let's go in here, and now we have the color
selection in the masking tab. I'm going to go after that
using this wizard icon. I'm going to bring in a paint than this paint when
we're painting, texture is going to have
color information to that. But since we're
now painting mask, it's only going to
be black and white. So let's go M to go in here. And now you can hit Alt and click on this mask
to reveal that. And you see now that
we're painting, it starts to paint and
increase the mask. And if I go back, you see now that we were that we
are painting white, it's revealing
from this color in here or this folder structure. Now, if you hit X, it's going to reverse that and
convert it to black. And if we're everywhere
that I tried to paint, it's going to be reversed. Okay, now let's go to paint. And now I'm going
to try to erase that because I do not want that yellow color
to be shown there. Okay. Let's go for that paint. And now on the paint, we can try to erase
from that color. And just try to click
hold down Shift. And now, while just
holding down shift, click in here to remove
that line perfectly. Now let's go see, you see
now that glitch has gone, and now this color is
only being shown there. So now let's go in
here and we have, we have one glitch
in here as well, because this is
based on ID mask. And if I go into the mask, you see we do not have the green mask that we have
in here for this part. So we need to go and
add it manually. So let's go add a paint
and on this paint, Let's try to manually
paint in here. So now this is black and it
means that it's going to remove from the mask and it will mask in Substance Painter, if it's white, it's
going to reveal, and if it's black
is going to remove. Now that you see, we have
removed from that is it's revealing from the base white color
that we have here. Okay, now let's try to
hit X to make it white. And now we try to
paint these areas. Then there's a bit of manual fixing and try to hold
down Shift to correct that. Okay. Now, let's
try to reveal that. For now. I'm happy with the results
that we're getting. Now we've got these
paneling in here, which I'm going to assign maybe for now a metallic color.
So let's go in here. Instead of bringing
a default color or using a default layer, I'm going to bring in
one of these materials. So let's bring in a
folder and I'm going to call it Panel click. Okay, now let's go find dark steel or
something like that. This still rust is
going to be a good one. Now you see that it's
taking all over the place. So now we're gonna
go right-click on the folder and add the mask. And the good thing
is that whatever you put on this folder is
going to be affected by this mask because
this mask is applied on the folder selected. And now you see there's a bit of cholesterol which
we need to go fix. Okay, try to pick up from here. And now you see if we go
try to select the mask, you see there are some
areas that are unmasked. So let's go to color selection. Try to bring the tolerance up. Okay, it looks like until
here is a good value. But now you see it takes a
lot of these areas as well. It overtakes even that
yellow color that we had. Because of that, I'm
going to take it and drag it under that folder. And because that masking
then takes place, we have no problem with that. Let's see if I can bring
that even under that folder. Okay. You say it fixes that, but we have some problems in these areas which we can go
and try to mask layer on. But for now, I'm happy with this that we have added on this. So now let's go on the mask. Just right-click, excuse me, alt click and click in
here and see if you can try to select this
mask in here as well. So let's go for mask and then colored
selection and try to pick up. This color in here, it's selected that
and now you see all of these parts have
been masked with that. You see on these white parts, we are showing that
metallic color. I'm liking that because these bolts as well are
getting the metallic color, which is actually what I want. So for now, let's
go for the color. And I'm going to make
the color a bit lighter. I don't want it to be so dark. And now we have some
blue shade in here. Let's try to drag that a bit more towards
the default color. Okay? Now, I'm feeling
like taking this one in here and selecting that for this
metallic color as well. Let's go for color selection and select that. I'm happy with it. A good color. So now
let's see what we got here that we want
to assign there. And I'm liking this
yellow color in here. And later on we might expand it and do some more
things with it. Because now that I'm
looking at the reference, you see Now we have this
yellow paneling in here, and I'm actually
liking this color. Later on we will go back and try to add more details to that. But for now, I'm just carrying about adding the main colors. Now you see right
away we can tell that this can go a good
direction because we're selecting everything
but based on our reference and everything is going
according to the planning. So now we got three
colors in here. One for the yellow, one metallic for the paneling, and one neutral color
for the main color. Now, let's go do something
for this fabric in here. I'm going to make
it laser or fabric. I don't know what happens, but now let's go in here, add a folder and just
call it the strap. Here. Let's find a liter material. Okay, This liter bag applier. Okay, this is going to be
the base for this a strap. So now I'm going to right-click
and color selection. And now let's go
select this one. Now let's see where
it has selected. Okay, we have this one, perfect. And this is going to
be the main color. Later on, we'll come back and try to add more
details to that. Now one thing about selecting these knobs in here,
these volume controllers, because the color that we
have selected using this, you see, we have
these knobs in here. One way to, this electron
is going in here. Bring in a paint. On this paint. I'm
gonna go bring the selection tool and try
to manually de-select that. Let's bring that down. Bring the color to black. And now you see we
are de-selecting those and try to
manually fix that. But for something like this, which we do not have anything because this is
from the ID mask. It can go and try to
manually paint, e.g. try to paint that
using such a method. Or later on, you can
add a folder, e.g. let's add a folder. Just for a sake of
adding a folder, Let's apply a red
color in it and apply a black mask and a black
mass with color selection, just select this one. And now you see,
because this mask is above the mask that
we have in here, you see we have white in here
and white in here as well. And because this is on top, this one is taking over
everything that is on top is going to be a priority for Substance Painter
for calculations. Okay, now you see we
have this selected these buttons and knobs. And now let's go and
try to select them. Then you seen here as well. We have this selected because we have that paneling in here done. So now let's go in
here on a paint or using the polygon tool and try to manually
deselect this. For now. Now let me see if there's anything more to be
de-selected now. Okay, now I'm going to
add one more folder. Let's drag it up and
call it buttons. And I'm going to for now at white color for now
and on the buttons, just try to add a black
mask width color selection. And I'm going to select
these buttons in here to be calculated in that. So the default color is white. Let's try to change that
to something like orange. Of course for now, later on, we will try to
refund the colors. Let's go for a light orange, something like this, and we
can go a bit lighter as well. Now let's go for
color selection alt left-click on this
mask to reveal that. Let's go four colors, color
selection and pick color. Okay? Now, pick this one as well. This one. And I'm picking the
colors that we have here. Though. This one and these three ones. And one problem that
you've seen here. Let's go for the mask. Is it because the colors are
a bit close to each other? It's trying to mask out some of the paneling
parts that we have. One way to fix that is by
manually trying to fix that. And let's see alt. Click on that one to
see where we have that. Okay, You see it's
present in here. And in some other parts, one way to fix that
would be to try to manually paint them out. And another way would be to go to color selection and bring the tolerance down
until they fade away. Like so. If you bring the tolerance
down like so, you see now, we no longer have anything other than those selections
because sometimes the id color just tries to generate some colors that are close to
each other a bit. And that might cause
some problems. Sometimes. Okay, now you see it good. And now I can add this one
even to the selection. So let's go to color selection, selected later on, of course, I'm going to make
a new color to it, but for now, it's good. Now, one thing that
we're going to add are these LED screens
that we have in here. And you remember that side on these textures to be
applied on these parts. So now I'm going to
make a room for them. We're not gonna do anything
to them, but for now, let's add a color to them so that we know what is going
to be going on there. So now let's bring
default white color. We're gonna go for a fill layer. And the difference
between the Fill Layer and default layer is that
using this default layer, you can try to manually
paint something, but using the fill layer, your procedurally adding that and you can define
anything about it. The PBR response
color, metallic, normal, ambient
occlusion heights are basically anything
that you add. Okay, now I'm going to add
a black mask on this part. And you see that I'm gonna go because I'm going to
work on a masking section. I'm going to go in
here in this wizard. And everything that you do on this is going to be
added to the mask. So let's add a paint. Now on this paint, we can go try to hit X e.g. to remove that,
Let's go for a mask. Now. Let's try to change the
color to something like e.g. a. Color that we
can differentiate. Let's just this green color. And I'm going to take this
and drag it under this folder because now it's no longer part of this
folder. So drag it out. And now you see because we have the black mask in here,
it's not getting shown. So now if I had x and try
to paint on that mask, Let's remove the paint and
clear mask as well on this. Now, I'm going to add a paint. And everywhere that I tried to paint on that mask using white, we're revealing that,
but I'm not going to manually reveal that. We're going to go for
the selection tool. And because this is a UV
chunk separated UV chunk, I can go for the UV
section in here. We either, we can
go for the vertex, Let's bring the color to white. We can go for vertex to vertex. We can go for a polygon. We can go for objects, which is going to include
everything from that object, and we can go for UV.
So let's select that. And because we have
separated that inside Blender
using different UV, you're able to
select that easily. And this one was
different UV as well. And this one in here. Okay. These are gonna be the
ones that later on we're going to apply the
LED textures to them. So we have three of them. This one, which is going to
be for the main one in here, and this alternative one which is going to
be placed in here. And maybe the circle one, which is going to
be placed in here. Okay, now, this is the basic color selection that we are going
to go for this. And now we do not
have any details, but we know that we
have a direction to go. And this is very important. When people try to start
texturing process or anything, they will just try
to go for details, but that is not going to work. Firstly, you need
to have a ground to stand on and then
go for details. Now, I'm happy with
the color on this one. But now let's go do something. I'm going to add a
fill layer in here. Let's add a fill layer. And I'm going to make this one a bit darker
color, like so. And then bring that on this one. I'm going to bring in a mask. And instead of trying to hand mask or trying to
manually mask here, I'm going to add a fill. And you see this
fill is procedural. Everything that I add
is going to be there. So let's drag. A mask. Let's go see what we
can find in here. So let's find a mask in here. And you see based on that mask everywhere that we
have black and white, it's going to mix between these orange and
this black color. Now, let's go clear that
mask or remove the mask. We're going to explain
that later on. But for now, let's try to
zoom on this piece in here. And we're going to define
the first basic response. And then after that,
we will go and try to start with the
radio as always, and then move our way
through the headphones. Okay, now I'm going to hide the radio for a bit
of performance. And now let's go to headphone. And I'm going to
bring in a folder. And let's just call
this one liter because this liter is going to host both cushions and this
headband in here. So now in here, Let's try
to go in here and find a default liter or plastic
or whatever, that sort. So drag it here. And I'm gonna go in here, try to increase the tiling
a bit. Something like this. And I'm going to right-click
on the folder mask with color selection and
try to select these. This is going to be the
base color for these ones. And these ones as well. Let's go forward the head band. Okay, this is it. And we got the
main part in here. So this is going to
be as plastic or metallic thing
with a green tone. So let's All this one main. And let's drag this
PVC plastic in here. So a good start. And I'm going to
go in here and try to select a color that is close to this shade in here. Just try to select. Now this is a very good color. I'm happy with it.
Let's bring the radio. Okay? Not bad. Of course, since this one is procedural and non-destructive, we can go and try to
change that later on. Okay, add a color
selection in here. I'm going to have this one
and this one in my selection. Again, the words in here
are going to be yellow. So let's create a folder
and call that yellow. And again, I'm gonna go for this machinery and try
to select only this. So remove it and paste it and bring that in
the yellow folder. So on the yellow, I'm going
to color select this one. And this one. We got to add a
metallic parts as well. Let's go in here. Bring that still rust. Just create a folder
and call it handling. Because we have some
paneling in here as well. So this is it. Bring the steel rust and let's try to make the
color a bit lighter. I'm going to go for a color
selection and try to select the colors. This is it. And of course we could
have gone and tried to make multiple UVs for this one so that the texture would be a lot more
high resolution. But since this is
going to be for games, I'm not going to do that. We're gonna be as
performance as possible. So let's bring the tolerance up. Like so. But since this
is taking everything, so now, because this
is taking everything, I'm going to bring
that to the bottom of the stack so that it doesn't
overtake anything else. Only these parts. Now try to take a look at it. I actually, I'm happy with a color harmony
that we have here. So now again, for this one, I'm going to go for such a look. So let's try to copy this
main and call it secondary. And I'm going to go for the
mask and color selection. Let's try to remove that. I'm going to add
this color selection and select this one only. And now this is going to be
something of that color, but maybe darker or lighter. But that is going to be
around the same color. Okay. It looks like a darker color
would be a better one. Then we've got this
plastic in here as well. Let's see if we can
add it to here. For now. It's doing a good job. But later on, as I said, we can come back and
try to fix that. But now the folder structure
and anything is done. And in the next one, we're going to try to add details
to all of them. So now let's try to
take a look at them. And you say, I'm happy with the color harmony
that we have here. Colors are close to each other. And let's go in here on
this yellow one and try to make it darker a bit to make that closer to the yellow
that you have here. And then we have these
buttons as well. Let me go into radio. And I'm going to copy
the buttons folder and bring that into headphones. So let's paste that. But since the color
selection is wrong, I'm going to remove
the color selection and pick up these ones. So right-click, add a color selection and
try to pick up these ones. Okay? And then we got to select
these ones as well. Okay. Looks like these knobs as well need to be
on that paneling. So let's select the
paneling color selection. Tried to select the color, and try to select these so that they have a color as well. Now the basic color
creation is done. And now we can see that
there's a future to this land. This is very important, both artistically
and psychologically, because now you can try to add details and make this
finalized psychologically. I say that it's good because you see that there's
a future to this. There is harmony. And you can see that the block
code has been done. And only thing that
you need to do is adding details and refine it more instead of having a
stress about what to do next. Now, we have a plan to go and we know that this is going
to answer so fast. So see you in the
next one where we try to hide the headphone and
try to work on the radio. See you there.
41. Big Radio Details: Okay, everybody, now
we've got everything in place and we're ready to
start texturing process. But one thing to keep
in mind is that if you open this display settings, there should be a color
correction in here. Yeah. Tone mapping option in here. The default is linear. If you want to change
it to something that is more likely to be seen
in a game engine. He wanted to change
it to assess. This changes the default tone mapping to something that
may be a bit darker, but that is very more likely
to have correct colors because every color
in here that we see is a representation
of the main color, the base color that we have. If we go in the channel and start to
separate the base color, you see the base
color doesn't change. But if you change the
lighting condition, the representation of that
color that you get changes. So you need to have a good
representation of that color, mostly neutral
colors so that you do not get any misconceptions. And that was why in the first
place we change the HDRI to something more neutral than having something that
has a lot of colors. And sometimes you'll
want to use some of these Edge DREs or
even import your own. Because your game might
use some of these HDRI is, and you want to check
that texture in the same HDRI that you are using in a game.
That makes sense. But since we are going to
be as neutral as possible, we're using the studio ones
that you can go and try to get something that
might be a bit brighter. Know, I'm going to change. And this one doesn't
work as well. It looks like the default one that we had was the best one. So I'm gonna go with this. It has a good representation on the roughness because e.g. this one is really diffused
than we do not want that. Okay, let's use this one. If you want to make it a bit brighter to see
the colors better, you can go for
environmental exposure and try to increase the value. Now it becomes a bit brighter
and you can see colors, but let's try zero that out to see the colors in
a more realistic manner. Another thing that you can do is to bump up some of
the quality in here, e.g. this viewport settings. You can bring the equality
of this one as well. And in here there should
be here, the quality. In here you can try to
bump up the quality to get a better view
port display of that. And that is going to
make it a lot heavier, especially if you
have a lot of layers. So for now, we're good to
go with low-quality one. And later on if you want it, we will soon we'll switch back. Now in order to get some
of that lighting back. Let's go in here. I'm going
to bump it up to one. So one is too much.
Let's go 4.5. Okay, Looks like
0.5 is a good one, so that we see some
of the colors. This is only for the
viewport and doesn't change the final result at all. Of course, it might change the final result
in a way that e.g. there might be the
very dark of a scene. And we assume that the color is, the dark color is what is causing the dark colors in here. And we go in the layer
settings and e.g. try to bump up the
saturation of the color. So the final result
would be changed. And this way, yes, it
changes the final result, but overall, it shouldn't
have any effect. 0.5 is too much. Let's go 4.25. Looks like it's a
very good value. Let's compare that with
0.25 should be a good one. Now, we're going to
start a text string. And to save a bit
of performance, I'm gonna go and disable
the headphone port now because that is getting shown and having some of
the performance. So I'm going to disable that
and only focus on the radio. Let's go for the middle
that we have here. I'm happy with the color. I'm gonna go because
this is looking a bit too much like plastic. I do not want that. I want
to make this piece in here, these darker areas
to be metallic. So that is going
to be an easy fix. We go to the fill layer that we have and bump up the metallic. And for a lot of times you want the metallic to be
either zero or one because the metallic
is going to change how the render is going
to affect us. Okay, now, looks like
this is a good result. Let's take a look at it. I'm happy with it. And let's go in here. Bump up the color a bit. Like so. Now this is metallic instead of being a plastic or something. And for this one, we can go for the
base roughness. We could make it totally shiny. So WC all of the colors
refracted or reflected back, or we can make it totally mad and no light reflected back. Okay, I'm gonna go for
something in between. And you can go use this
field layers and start to stack up layers on top of layers to make something
that you want. Or you can go and try to use these default materials
to start with e.g. let's go for this. Still rust and where
it has a dark color, it's metallic and it has already some level of
wear and tear in it. Because that is procedural. You can go and change some of the parameters in the
properties to change that. E.g. we can go change the color, color, noisiness, we
can try to change it. These are the parameters
that we can change. And now the roughness, you can make it totally mad or he can make
it the default one. Surface imperfections. We do not want that. For something like
this small radio, we do not want a lot
of imperfections. Of course, we will
add them later on, but for now, that is
going to be okay. And dirt. Then you can see we have some
parameters to change that. Okay? One thing to notice is
that because we have a lot of seams in here
everywhere that we have a scene. And you can see a seam in here. If you set that to be UV projection, it's
going to change. So let's go in here. For something like this. It's not showing that well, let's bring something
that is too obvious. So I'm going to bring
this plastic fabric. Let's bring it on
top of everything. You see everywhere that we have a scene that is UV projection. Everywhere that we have a seam, it's going to
separate the texture. And we're going to
have some ugly seems. And if you go try to
take a look at here, is that we have
some seams in here. If you want to cure that, you want to go set the projection to try
it later instead. So this triplanar, you see, if I just take a look
at it now you see now it tries to wrap
around the object. This is continuous. And there's another factor
which is that harden. It can make it one soda. You see the seams and you can
bring it down to blur the same and get a better
overall texture going on. Then again, you can go for tiling and try to
increase the tiling. Now you see the
texture is continuous. So if that is something
that you want, you can go study to try planar. If you do not want to
see any of that seems. Or if you want to see
that based on the UVs, you can go study to try planar, excuse me, UV projection. So now what I'm taking
a look at this, I'm seeing that I'm
happy with the colors. So it makes sense
if we go and try to disable this base
metal that we had. And now there's still
rust and where is the default color that we
have here for the radio? Another tip to keep in
mind is that do not work exclusively on one part and leave the other parts alone. Because that
demotivates you, e.g. if I put 2 h of time trying to refining this middle piece only and then come back and see, I've done nothing to
this yellow part in here or I've done nothing
to make these LEDs better. That really is a
demotivation factor. So try to bring them up
level by level and do not try to work on one detail and leaving
the others in place. Try to bring them all up
progressively in one level. For the time being,
I feel like this might look a bit too dark, especially if you are
watching on the video. So I'm gonna go under environmental exposure and
change it to something like one that is going to be temporarily so that we see some of the
colors a bit better. Okay, now we're gonna
go to some changes on this yellow plastic thing
that we have in the center. And the first thing that I noticed is that we
can go and try to pump up the intensity of these height elements
that you see in here. They are not actually
geometry elements, they are hide elements that we sculpted in
Blender and ZBrush. Okay, we're gonna do
some height changes. Now. I'm going to
bring in a bilayer. Of course, they can bring
in a paint layer and try to manually paint with that. But the best way is
going to be using the fill layer because
you are able to change it on the fly. So first, I'm going to
explain the first method which is using the Payne's
layer, which is this one. Okay, Now let's change it. Change the name to
something like height. And this changing of the
names is very important. Because if you are
working on a team and you're going to
hand this over to somebody else if they
open up the project and see a lot of random
Italy named layers. They don't know what to
change to get the result. But if you name
them accordingly, the other team members will have an easier time trying to
see what is going on. Okay, now, I'm going to make this a bit more strengthened. And I'm going to use
the first level, which is our first method, which is the add layer. This layer is destructive and it means that when
you paint it, it's gone. E.g. if I go and try to bump
up the metallic on this, Let's go in here.
Bring the metallic. Let me see if this is
the Metallica slider. If I try to paint
something in here, you see now this is metallic. And if I go try to
bring the metallic down and try to paint here,
this is non-metallic. But let's say that
we're going to have something that
unifies both of them. If I go unchanged the
metallic to something else, it will change both of them. So that way we're going to go and use a thin layer instead. Using the fill layer is
going to be as follows. If you are going
to paint manually, you just create a fill layer, define the channels that you
are going to work with e.g. let's say that I'm
going to work only with the color metallic roughness. So let's disable
that height for now. So for the default, it cannot paint with that. So the way to paint with it is by right-clicking and
add a black mask. Now we have the
ability to paint. Then if you right-click
or excuse me, hold down Alt and
click on this mask, you see that we have
nothing in here. And if I just click once
you see now we have one stroke based on a brush size and the
alpha that we have here. So the alpha is
this default circle and we have some settings in
here that defines the brush. Now this brush is
the same in here and we have no anything in here. But if I go try to
bring up the color, you see now the color shows up. And this is now non-destructive. And it means that every time
that I want to change it, I can go and try to change that because now I'm changing
the fill layer. And fill layer is
showing only on the areas that I have
painted on the mask. And this is the good
thing about it. And if I go e.g. I want to change
something for the height, I will activate the
height channel. Let's bring the
metallic up so that, that is a metallic
using one color. Then I can go try to
bring the height down. Like so, to add some
height channels in there. Or I can bring it up to make the height additive
instead of subtractive. Okay? This is why I prefer using the fill layers instead of
paint layers for these things. Now, I do not have
any control over these if I'm going
to change that. So for now, we know that it's
better to use a fill layer. So let's bring that
fill and I'm going to just name it height changes. Then in order to
make that better, let's disable everything
but the height. And for that he can go and
try to turn these off. Or the better way if you
want to solo that channel is by holding down Alt and clicking on the channel
that you want to keep. That would disable all of the channels except for
that one that you want it. E.g. if we want to
separate only the color, you can hold down Alt
and click on that so that all of the
channels will be disabled. And this is a good thing to have because every channel
that you have, every year that you have
an everything that you add on the stack is going to hurt
the performance. So e.g. if you are going to use color height only
for one channel, it makes sense to
go and disable e.g. metallic roughness and
normal so that you are using only these two channels
to save some performance. It's not going to have any
effect on the final result, but it's going to
make the performance when you are texturing
a bit smoother. In order to make that better, we can go to the brush. We can use some
of these brushes, or we can go for the Alpha. Let's go there, Alphas in here. And if you click on one of them, it will automatically be
applied on the brush. So for now we do
not have any brush. Right-click, add a black mask. If we just click once, we should go hold down
Alt and click in here to see that there's another tip. And I encourage you, instead
of painting on this mask, just try to add paint layers
and try to paint on them. And I'm going to explain
to you why is that? So just hit X so that you go to the black brush and try
to remove that mask. And now just when you
have selected this one, you can either right-click
on that and add a paint. It will add a paint
under that mask. And this paint is different
from the paint that we have. This paint is a paint layer, but that paint is for the mask. The reason that I tell
you to do that is because we have the ability to turn them on and
off if you want, or we can try to change
them at filters, at a lot of multipliers or
add a lot of effects them. So let's hit X again
to make that positive. Now that I paint, Let's go in here and try
to decrease the height. Now you see we have
some height in here. Add it to that. Let's say that I want to
disable that completely. I can easily go in
here, this is my paint. I can remove that totally only using
one-click, or even better, I can go to this slider in here and try to
make it positive, negative, or anything else, or even completely disabled it. Another better thing
is that if you have multiple paint on the mask, e.g. I. Can paint this one on a
separate layer, like so. And I have this one
on a separate layer. If you planted carefully, you will have ultimate control
over your paints, e.g. if I'm going to if I'm unhappy with what
I've done in here, I just simply turn that off with having only
this one in place. But if you have all of
them on the same mask, you will have a harder time
trying to work with them. So I encourage you to add your
masks on different layers. Okay, now let's see something
I'm going to change. We have a lot of Alphas
that we can add. And I'm looking for something
that represents this shape. Of course, we can go
for the same Alpha, who the same circle
alpha that we have here. It's gonna be good. But I'm looking for
something else. So I didn't find
anything useful. Let's use the same thing. Okay, hit X to make
that positive. And now I'm going
to add a paint, and I'm going to
paint on this one. Okay, Let's try to stamp once. Now you see we have
the paint added in. Let's go see. We can try to bump it up to
the extent that we want. Now let's use some
of the effects to limit the effect to
extent that we want. Now in order to see the
final result of the mask, we go in here, just Alt, left-click on this to be
able to see the result. Okay, now you see we have a circle that is fully
white in the center and gradually fades out
to darkness as it goes to the outer
edge of the circle. We have the paint layer in here. We can disable that. We can add some levels in order to change the behavior
of the circle. E.g. let's go in here. While working on this wizard, everything you add in here is going to be added to
the layers that you have. E.g. we have a fill layer. If we add this fill layer, this fill layer is going
to be added to the mask, but this fill layer is going
to be added as a fill layer. So you want to
keep that in mind. Everything you do
on this wizard, they're going to be added
to the mask stack in here, or the layers themselves. If you click on the layer, fill layer that you
have and add a fill, it will be added to that. But if you add it to the mask is going
to be added to that. Everything that you add
is going to be added respectively to the layer
that you have added. But these ones are separate. And if you add,
it's going to add a separate independent layer. Now we have this paint layer. Let's again go Alt, left-click on the mask to
be able to visualize that. Then I'm going to
add this effect. I'm going to bring a level. On this level, you see
that we have some sliders. We can try to bring the
black up to limit the white, or we can bring the white
to limit the black. And we have a contrast slider in here that controls the fall of, okay, now hit M to go to the material view to
see the final result. Now let's say that we want
to expand the whites to see more of that center
line being shown in here. Just take the whites
and expand them. And now you see it expands the
whites even more in there. And let's increase
the ball off or try to decrease it to
something like this. And now you see we have strengthened debt and
you can invert that. And let's see how it does. This is the result that we have. Now you see we have extended the whites to the
border and we'd no longer have that smooth fall off yet we have a sharper one. And if I go in here,
try to invert that you see now, it becomes reversed. Okay, now let's try
to take a look at it. I'm happy with it and
you can go in here, try to increase or
decrease the height. Let's do something like this. And now let's see that
without or with it. This is without it. This is the default baked one. Then this is the one that we added using Substance Painter. Now in order to fake a
bit of depth in here, I'm going to go add a color. And when you just take a
look at the references, you'll see that these
effects that we add are a bit of a darker color. And we know that the
dark color ruth, fake the depth a bit. Okay, Now let's go in here. Bring the color down. Okay? To fake the depth debate. And two, to convey
the message that this might be a plug or something
that we plug something into. Okay, Now in order to
make that more refined, I'm going to add roughness. And let's bring
the roughest up a bit to make that more like it. Okay, Now, it's good. Then we can go try to do the same thing on
these ones as well. If we had the same height based
on these buttons in here. And we're gonna do that now. So there's one thing
that I'm not happy with. Let's go to the mask
and to the level, try to increase that. It looks like it's better
with, without the levels. Let's remove that and
this is a good thing. You see that now you're
not happy with one thing. You can go and try
to disable that. Because we have
the logic in here everywhere that I
go put a stroke, this is going to follow
just the same thing. And this is why I'm telling you to use the fill
layers alongside with masks and these mask stack to get the
result that you want. Okay, now let's
add another level. Let's just increase
the whites a bit and try to see what it does. It looks like this
is a better stroke. Overall. I'm more happy with this one that with
the previous one, but I feel like we
have misplaced stroke and it's not exactly centered to the height bake that you have. Okay? This is the height bake. This is the one that we have. You see now it's not
exactly centered. It's no problem. We can easily go to this paint. And if I try to paint with
white, you see it's adding. And I'm going to remove that. So I hit X to make that black. Now I'm removing from
that, okay, No problem. You can hit F1 to be able to see where you are
actually painting. So let's go find that on the
texture area that we have. I just found it. It's in here. So in order to pan
around in here, you can hold down Alt and middle mouse click
to pan around. It can use your mouse
wheel to zoom in and out. And that's it for now.
So now let's go in here. And now I have a
better representation of what I'm going
to do right now. So let's hit x and
make the brush a bit bigger by holding down
Control and right-click, dragging in and out
to remove that. And now I'm going to add my stroke exactly in
the center of this. It takes a bit of tries, but I'm going to try my
best to stamp that in. So let's make that white. And try to stamp
couple of times. It looks like this is
the best that it can go. And now, because we have some geometry in
here taking place, we can go, try to stamp
it in here perfectly. So let's try to increase that. So we need to make that
a bit more increased. Fake the depth even
more on this place. Now, you see by adding this, we have more depth
in these areas. Let's add them.
Or you can try to add another paint layer
and try to paint on them. But since these are
all the same thing, I'm going to live with it. So let's try to remove that. And again hit X to
bring that back. And I'm going to have the
best stroke possible. Okay. Now if we want to
rotate on this as well, he can hold down
Alt and left-click, drag in and out to rotate. And again hold down Shift to snap it to certain
degrees that you want. This is good. And now
let's go for these ones. Just take it and try to make
the brush size a bit bigger. It's a fake more depth in here. And because we have
geometry in here, it's better to use
the texture view instead of the geometry
view to do that. And if you want, you can
try to click multiple times the ad that
or strengthen that. We do not want it. So let's
try to paint that, okay. Now you see we have
more depth in here. Let's try to check
with and without it. Okay, perfect. It looks like there's something that
we can improve in here. Okay. This is good. And let's hit F2 to
go to the 3D view to see where we are going
to extend even more. It looks like we can
go for this one, this area in here to
try to fake more depth. So let's see. I'm going to paint
with that. Now. This is adding too much depth in there that I do not want it. I just want these
to be just like so. Or we can go try to
add another paint. And now let's try
to paint with it. So we have one stroke in here, hit X, try to paint
to remove that. And just try to
put one a stroke. And if you hold down Shift, it's going to
continue a line from the place that you
have clicked on, the place that you
do the second click. Okay, Let's say that
we're happy with this. But now we can go on the strength menu in here
and try to bring that down to something like this. You can use the full effect
or try to limit that. So for now, I'm not
going to use that. Let's hit X to remove that. Now let's see what
more regarding here. Actually nothing. Okay, So let's do some really subtle
color changes on this. Because the Richard, the
diffuse color that you have, this base color, the better
the texture is going to be. So if we hit C to go to View, so we're using a mask right now. Just expand this one and
go to the base color. And you see we have
only one value in here. And the more realistic
approach is to add a lot of color
variation, e.g. just like the same thing
that we have here. So you see, we have monotone, maybe bluish thing in here, but with a lot of
variation like so. In order to make
it more realistic, I'm going to do the same
thing on this layer. There are lots of ways to
add the color variation. But for the first level, we are adding
procedurals to do that, and that makes it a lot faster. Later on if we
wanted, we will add that touches to make
that realistic. The best approach is to use both procedural ones
and hand painted ones. And you can mix the
power of two to add the best realistic
ones that you have. So the procedural ones
are the same overall. If you go and this texture tap, you're able to see a lot
of these procedurals. So I'm now going to add a
layer and let's say that one, that to be like
this white color. Now I'm going to right-click
a black mask. Right now. We're not seeing
anything because we have a black mask in here. And black mask means nothing. If we tried to paint, it will reveal this is
the hand painted method. And we can go and try to
manually try to paint e.g. we can go try to
paint something. And these areas, if we want, we can go try to add some
dirt in these areas. It's not the best way possible, but you're going to
notice what I'm meaning. So the best method is to go the first level with these
procedurals at later on, at the human touches to that, to make that more realistic. And that is the best way around. So now we have a mask in here. Just go to this wizard
and add a fill. Now you see the mask has changed to something
mid white with black. And you see now the mixture between the white color that we have and the yellow color
that is beneath it. The mask is made one. You see now this is the
grayscale mask is 0.5. If I drag it to be zero, we're only seeing the
underneath layer. And if I make it one, we're only seeing this color. Let's make it 0.5. Although this doesn't
actually matter, because we're going to
use a procedural way to do that is by clicking this gray scale and
using these textures. And a better way is to be able
to visualize them in here. They're the same thing in here. But now I'm having full control and I'm going
to see more of them. So now let's say
that we're having something like this grunge leak. Just take it and drag
it on this grayscale. Okay, now, if we want
to visualize the mask, you can go Alt,
left-click this one. And you see it's really
impossible to do something like this using
the manual painting method. You're only going to get
that using the procedurals. It's better to use
the procedurals as the first layer later on at the final touches to
make it really special. Because all of these procedurals are going to do the same thing, although it can mix and match them to get a different result, but their overall going to look like they're just
the same thing. So in order to stand out
and have a better result, having a mix of both
procedurals and trying to hand paint
is the best way to go. So now that we have that paint, we have added a fill to
that mask and we have it. Now. Let's change it to
something like color 01. Just for the naming. And we have all of the controls that we have for fill
layers in here as well. We have the projection
that we can go try to set to try planar. Let's try to increase the
tiling to something like four. Okay, Now you can hit M
to go and you see that we have now getting the
result that we want. But this is not
something that we want, especially on these ones. I want all of them to
face the same area. So there's a rotation factor. Let's try to rotate that. I believe if we go
for 90 degrees, we should get a good
value, 90 degrees. And I'm not happy with
what I'm getting in here. So let's hit Control
Z to go back. Okay, I can live with that. Now we have the
mask in here and we have all of the effects
that we can add, e.g. we can add a level
to limit that or to extend that and do whatever we want to
do is it for now. This is a good color. Of course, this is a good mask. Then I'm going to go change
the color to something else. And now there's a good
option that you can use. And that is changing the
color or changing the color. You can go to the color and try to change that to the
color that you want. Another way or a better way is still use these
blending options, e.g. now that we have white color, if we go set that to e.g. multiply, it's going to
make that darker because every color that we
have is going to be multiplied by this color
that we have in here. Then you see, if I drag it up, we're not seeing anything
because everything multiplied by one
means the same thing. But if I drag that down, because we have this
value in here, e.g. this color in here,
these values, all of these values
are going to be multiplied by this value and everything multiplied
by something lower than one means
a darker value. And by value I mean
something in 0-1. And you can go try to use
one of these and try to slide down to see which one of them is going to
work better for you. So let's divide, multiply. They're going to do good thing. Subtract is a good one as well. Then every color that we
have in here is going to be then subtract that by this
white color that we have, which is going to result in
having a darker texture. So now let's say that we're
happy with a subtract. And I'm gonna go with this, but the overall
color is too much. So we have a slider in here. We have, we can have
the channel selected. For now. We're only talking
about the base color. Just take it. And I'm going to bring
this slider down. Make that less obvious. We want some subtle
changes in here. And you see now we have
a richer diffuse color getting shown in here. And let's compare
that before and after C now we have
only one color, and after that we
have a better color. But there's one thing and
that is the roughness is the same all
across. Let's go see. Roughness just hit C
to go to the channels. And this is the roughness. And you see the roughness
is the same throughout. And that is being taken from this base level that we have. If I drag that up, we are seeing the
roughness change. So let's drag that down
to something like this. I'm going to activate
this one and this one. And then let's go for this one. And I'm going to activate the
roughness for this layer. This term that we add is
going to be so rough. Now if we go to C, You see now we have some roughness changes based
on that mask that we have. Okay, now let's try to
make it a bit rougher. Like so n is c. Now we have some light breakup in
the surface of that, mimicking how dirt
works in real life. It's not so shiny just
like it was before. And you see only
using one channel, we're able to add a lot of storytelling
elements, entities. We have gathered a
lot of dirt in here. And basically you can think of the storytelling and try to
apply it around the objects. Okay? This is it. And you can add different
channels as well. E.g. you can add the
height and you can try to subtract the height from
that or at the height. And to something like this one
that is a man-made object. I'm not going to add that
because that doesn't make sense to add a lot of
inconsistency in there. So let's remove the height. And the plan for now
is the same thing. We're going to add procedurals
on top of procedurals until we have something
that we are happy with. And sometimes you want, e.g. if you do not want to
see something like this, it can try to. So we have the
procedural in here. We can go add a paint. And whatever we do
on this paint is going to affect the
layers beneath it. If I go try to paint, you see now we are
painting with full white. Let's Alt on that
mask and go to paint. And you see now we are
painting with full white. Adding to that, this is what
causes the effect in here. Now, I can go try to remove that if I want to get
something like this. But for now, I'm not adding
any extra paints in there. So now let's go remove that. There'll be more performance. Now, this is it for this lesson. We added the heights in
here to take some depth. We added some level of dirt
in these areas and defined the material response for this metallic parts
of the radio, which is basically taking
a lot of dead space. Okay, Now this is the way
that we are going to work. We work with big details with defining the
material response. And then later on,
we'll zoom out to add smaller details, e.g. this roughness
ones, medium ones, and then a smaller ones. And lastly, we will add the final touches manually
to make it a better piece. I'm now going to pause this
and see you in the next one. Okay. See you there.
42. Radio Buttons And Panels: Okay everybody, this is where we reached in
the previous one. And the final thing
that we added was this first-level of color and roughness change to the
yellow part that we have. So now I'm noticing
something and that is, this one is to procedural. And you can guess the effect. And everybody can say that e.g. we have used the
grunge and we have used which grants to
get this effect than one way to break that is to
add multiple oranges and mix and match them
together to get a different unique result. So I'm adding another fill. And you see now this tries to wash everything because it's
taking the whole place. It's normal. And it means that everything behind
that is going to be completely ignored
if that is a mask. So now let's go see another one. And I'm saying this one is a directional piece that
is going up and down. Let's use something that is somehow in difference with that. And that is this dirt splashes. Okay, now we have added that. Let's take it. And you can
see we have added that mask. Let's left-click Alt, left-click in here to be
able to visualize that mask. And you say this is the mask. And we're not seeing any of
that grounds whatsoever. Because now the blending
mode has been set to normal. And it means that everything
that is in here is going to take an overtake
the whole place. So the first thing that we're
going to do is selecting this and setting the
mode to try planar, to remove that seem. And let's set that toiling
to be something like four. Okay? Now, let's
try to see that. And you can see that
we get this effect, but we're no longer seeing
the grunge behind it. So this is where the blending
mode is going to be handy. Just Alt, left-click in here. And now using the blending mode, if I set it to multiply his c, Now we are getting a mixture
between both of them. And I can try to bring the multiply up and down or
try to use different ones. E.g. we can use subtract
to get different effect. Then we can also try to make the subtract factor a stronger or weaker to get another effect. Now you see we get
some breakout in the surface of that grunge. You see now it's no longer
flowing from top to down without any break
up the surface. Okay, now we can
add another grunge. Let's add a fill. And you can see now this
takes the place already. We do not need to tell anything
and this one looks good. So while having
the fill selected, I'm going to add this to the gray scale
that we have here. Okay, now let's
already changed that to try to make the
tiling a bit more. E.g. two should be good. Let's go for four and change the blending mode
to see something that makes us all
of them together. I'm changing the
different blending modes. Looks like overlay is
going to be a good one. So I'm going to Alt left-click in here to see what we have done
using the masks. So let's see here, e.g. this is the first level
of detail that we added. Then we added grunge
to subtract that. And then we added this one
to limit that even more. Okay? If I tried to see you see, now these are just more like different splashes of
dirt and I do not want it. So let's bring that down only
to break up some of that. So this is how great the
mask stack is and you can use it to your own advantage to tell any story that you want. Now, enough working
with this for now, Let's add some details in here. These buttons need to have
some details on them. So again, I'm going to
paint some details in here. So let's go find them. These are the buttons. Okay. Now I'm going to add a fill layer and try to
paint different bodies. So let's make it changes. And I'm only going to
work with the color and height for now. So right-click on that, add a black mask so that we have the ability to paint
details on these buttons. And is it because we
have separated the mask, we're no longer being able
to paint on different areas, which is good advantage. Now, I'm going to think about adding some
details in here. And instead of
creating the details in Photoshop or something, we're going to use the
library that we have here. These library of alphas are
great to add the details. So first, let's go create
some alphas inside Photoshop. We're going to create
some Alphas in Photoshop. I'm going to make some text. Then bring them here and
print them on these areas. And the basic storytelling
is going to be that we divide these
buttons into play. Pause and stop. Just like any other radio
that you might think of. It we are in Photoshop. I just create a simple
document and it's important to keep the document in a ratio that
is a square, e.g. one k by one k to k
by two, k, etcetera. And it's important to keep the background as black
because you know, the black mask is going
to be ignored and we're only going to paint the white
details in here as Mask. Now in order to do that,
that is very simple. Just take the paint bucket and try to add a black
paint in here. So now we're going
to add some text. Let's try to write
something e.g. play. And then pause. Let me just bring this up. And then the next one
is going to be stopped. Okay? That depends if
you are happy with these fonts that you have or you can change them and try to go change
the font in here. Okay, I changed the
font to something else. It looks like we're
happy with this. And it's important to keep
the background as black. And this is just like the mask
inside Substance Painter. Everywhere that we have black
is going to be ignored. And everywhere that
we have white, we're able to paint with them. So now I'm going to
save this one as a PNG. That is better to save
them as PNG, Of course, you can go with PTSD and
I believe you can go, but now I'm going to
save them as PNG. So now just save
them as PNG, okay. Now this is the file that I had. And in order to use it, there are multiple
ways you can go and try to add it, add resources, or you can open
up the folder and just drag them in
on this library. And it's going to
do the same thing. So two more steps
that we need to do. Just select the resource
and the source. Now, we're going to
set it as alpha. You can use it as
texture as well. But for now, let's
set it as alpha. And we want to add it to
the project that we have. We have couple of options. One is current session, and it means that if
you close and reopen, it's not going to be
included in your library. The second one is included
in the project file. And everywhere that you save this project, it's
going to be with it. The next one is the library. It's going to add it to
your default library. And no matter what,
if you open up substance for other
projects as well, He's going to be there for now. Only two added only to the
same project. So hit imports. And now we have in here, and we're going to use what's called this tensile
or projection. So to do that, let's just
add a paint in here. If you just expand that, you see that we have now
something that is called a stencil in that if I take
this one and drag it in here, you see that now we get that
play pause and stop in here. And everywhere that we have
black is going to be ignored. And it means that everywhere
that I want to paint, I'm not able to,
but everywhere that we have white were
able to pay it. So now we have this stencil. One way to use that is
by zooming in and out, by zooming the object
in and out to fit that. And another way is
by holding down S to enter the stencil controls. And you can see that by using S middle mouse-click were able to pan that around without
actually moving the object. By S and left clicking
were able to rotate that. And by shift,
left-click and drag, we're able to snap that
to certain degrees. And by holding down as
right-click, drag in and out, we're able to make the
stencil bigger or smaller. It looks like this
is a good value. Now let's hit S. And I'm
going to use mouse will add. I'm going to try to
exactly place it in here. And you see everywhere
that we have black is going to ignore it. And everywhere that
we have white, it's going to activate it. Now we have the Play. And let's hit S to
zoom in and out. As middle mouse click to place it right in here
and try to paint. We're able to add the pause. And now I'm going
to move the object. So I just hold down Control and Alt and left-click drag
to pan around the object. And let's bring the pause in here because the
past has been hidden. So I hit middle mouse click, and this is the stop. And I'm going to
bring that in here, and this is it. So now in order to
remove the stencil, we can easily go to this
stencil and try to remove it. Okay, now you see
we have painted these using a combination of Photoshop and
Substance Painter. And that is a good
storytelling as well. Now the color, but actually
do not want it to be like so. So now let's go do something
for the base color. I'm not going to make
that like so let's try to drag it down a bit
to something like this. And actually it's a good value, but I'm going to make
it a bit lighter. Let's make it darker, but in that shade
of the same color. So now in here we have RGB. Let's go for hue
saturation and lightness, and try to saturate the color
a bit more or desaturated. I'm changing the color and let's try to use the full value, or I'm just trying
to change the color. So let's go back. And I'm going to bring
the value down on this. So now let's see, it's not actually working. So let's do something. I'm gonna go back.
Let's close that. And I'm going to use the
same texture that we had for the body of the radio and
apply that on here as well. And that is going
to be the still. We're just drag it here and now we have the same
color going on. Now I'm going to change
the color on this shade. So let's go for the
color and try to color pick this value from here. Now the colors look more metallic and to the
point that I want. And now let's go bring the saturation or
bring the value up. Now this is more like the colors are actually
looking Metallica as well, which I'm liking a
better thing than having those clastic ones
that we had before. So for now, I'm keeping this one and for
the color of this, I'm going to keep
it darker color. So let's go change the color to something darker, like so. Now, in order to make it
more lives than in place, I'm going to add height as well. So we can make the
height positive like so. Or we can make it negative
to go carve in the object. So it looks like the negative is going
to be a better one. Like so. Let's
take a look at it. And I'm happy with it. Let's see. If I can increase
the height even more without actually adding
a lot of glitches. And this is going
to be a good one. So now you see we have these. We can go try to do whatever
we want to do with this. We can try to paint
white with them. We can try to remove, we can add as many
details as you want. So for now, let's do something. This is looking
too fresh and new. I'm going to go in here. After this paint layer, I'm going to add a filter. And this filter are great
ones if you want to add extra touches to your mask as
Slack or whatever you want. So let's go in here. If I can blur. The blur is going to
blur the mask in here. And as the result,
whatever that we have masked is going to be
blurred with it as well. So now this is too
much of a blur. Let's go make it just a 0.1. Then after this one, I'm going
to add a directional blur. Let's add a filter
and blur directional. Now, let's not use that. Let's use the slope blur. So slope, and this is
going to be too chaotic If you're not just paying
too much attention. So bring the intensity down and just try to
add some inconsistency. The object. This makes it much more manmade
than what it was before. So let's try to
take a look at it. This is the previous one. We added bit of blur, a bit of inconsistency as
well to make it better. Okay, Now, I'm happy with this. Let's go add some icons
on this one as well. And instead of creating
them in Photoshop, I'm going to use the
library of substance. So let's take this one, remove it or excuse me, collapse it, add a new layer. Again, I'm going to add
only color and the height. Okay? And now let's
change the name to height changes with
02 and make this 101. Right-click, add a black mask. Then I'm going to use some
of these icons that makes sense to be included on a radio. So let's take this one. And in order to rotate that, because now this is a part of alpha, as you see like that. So just hold down Control and right-click drag to
make it bigger or smaller. And for something like this
is going to better to use the orthographic view view
because that is going to make it exactly the
orthographic view, e.g. from front view. And this one is a bit distorted with the
perspective you see now. It's not fully orthographic. But if we go change it
to orthographic and while snapping around or rotating around using
Alt and left-click, if you hold Shift, we're able to snap it to certain degrees. And now this is
exactly orthographic. So hold down control and
left-click while dragging. Looks like we can change
the rotation a bit. Let's come in here
to be more exact. So the angle, let's set it to 90 degrees to be
more exact with it. A stamp. To be able
to see the result. Let's go change the
color to something darker and the height as well. We can add a negative height. Add some more details. This one is good. Let's make it a bit darker to fake
the depth even more. This has good. Later on,
we will come back and try to refine that even
more. Right now. It's so jaggedy and
glitchy looking. We'll fix that later on. Now, let's take this
bell icon for no reason. And take it and just try to set the rotation
to be the default one. So zero that out. And then the next one, Let's use this one. So I'm happy with these
ones that we are adding. Let's take a look at them. Okay, I'm happy with them. And for the color,
Let's go and make it a bit more lighter. And let's come in
here for the mask. Again, I made it,
made a mistake. And everything that I paint
that is on this mask, not the paint masks
that we added. So no problem. Let's
go add a level. And using this level, we are able to expand them
or try to weaken them, strengthen them, Let's make
them a bit more strengthened. Okay, so now let's
see the results. Right now. They are to jaggedy. Let's see that with
and without it. Let's drag the white out a bit. Let's bring the level like so. In order to remove some
of that jaggedness, we can go add a filter and add
a small blur to blur that. But this is going
to be too much. Only adding very small blur. Now this is looking
a lot better. Let's see if I just change the roughness of the base color. This one that we added
to this fill layer, we're going to remove that. And in order to
differentiate between the buttons and the surface, Let's add some more
roughness into the buttons. Okay, now, I think
this is a lot better, although we have
something metallic, but that is going to
be not so smooth, just like the main surface. Let's go for this one. I feel like we can go and try to make the height
a bit stronger. Of course, my taste is to have the maximum contrast
on these areas. If yours is different, you can go use
whatever you want to. In order to unify
these together. I'm either going to lighten
this up or darken this up. So let's go in here. I'm going to select this layer. It looks like we could
darken this one a bit more. Make it more united with previous one. Okay,
this is better. Right now. Let's go add some height changes that these baked ones as well. So now we're gonna go
back to the main folder. Yes, this one, I'm going to add a fill layer and let's call
this one height changes. And just confirm it and make sure that your layers are
not having the same name. If later on he used
the anchor points, you might get some errors. So this height changes and
this one are the same. So I'm going to change
it to main e.g. something that
differentiates them. So now I'm going to right-click
and add a black mask. And instead of
manually painting, we're going to use procedurals. Make that happen. But the
problem is that if we go add a fill and add
a procedural, e.g. let's say that we
add a procedural. I'm going to add
something directional. So let's use this one. It's taking the whole place
and I do not want it. So we're going to limit
that only to these areas. So before that, I'm
going to specify the area that we want to limit that by adding paint layer. And on this paint layer, we are able to specify in which areas we're
going to have that. So we have the white
color in here. Let's go and change the color, change the alpha to
the default one. And let's go bring the circle alpha and use
the default circle one. Let's see the fault now. Because we have a
circle in here. If I tried to paint
with squares, we're going to have
some bad results. So let's go for Alphas. And I'm going to try
something circular. And this is the one, this is the default alpha that
is circular as well. So control, right-click
to make that a stronger and we're already should be an orthographic view. Let's try to stamp
that exactly in place. Okay, this is good. And let's go for this one. This is good as well. This is going to
be only the area that we're going to limit. This is going to
be good as well. Now, I'm going to add a
procedural and only limit that procedural in these
areas that we have masked. So let's go add a fill. And this fill, I'm going to add something that
is directional. So let's go in here. On the Texture tab. Let's go see if I
can drag something. Okay, This is a good one. This stripes is a good one. So take it and drag it in here. And you see that is taking the whole place and
we do not want it. So the first thing, let's
try to toilet a lot, e.g. like 1010 is we can go for 20. Let's go for 30. Okay, this is good. And now we're going to only
affect that to these places. And the way to do that is by changing the
blending mode, e.g. Let's explain that to
see how we're doing. Just Alt, left-click
on the mask. You see that this is the circle
of radius that we added. And it's just
mathematically explaining everything that is in here is black except for these areas. And now if I take this, uh, stripes and set
them to multiply, you see now everywhere that
we have black on this paint, which is the whole place, is going to be ignored and only the areas where we
have white or being shown. Now we are only showing
that in these areas. Okay? Now good stuff in here. Let's go first for the height. I'm going to add additive
or subtractive height. And you see how many
details it adds. Okay, let's take a look at them. Let's make these ones additive. We can add the color as well. E.g. we can change the
color to something darker, or we can totally change
the color to something like this to have a different color than the rest of the pieces. So now let's go for
something like orange. If we go in the base color, you see now, this is
what takes effect. Okay? And of course we can go change the mask to something else at the levels to make that a stronger or weaker or whatever
you want to do with it. So levels bring the
whites up like so, or bring the blacks
up to remove that. We have the ultimate
control over that. And it looks like by making
that a bit stronger, we're getting the
result that we want. Not so strong because
that is extruding over the surface and you do not want it to such an extent,
it's good value. Let's see if we can go and try
to add a metallic as well. I'm going to add the metallic
can make it metallic so that it matches with
the rest of the pieces, just like these speakers
that we have in here. So now let's look around to
see what we're going to do. And I feel like we didn't
do anything on this side. So let's take a look at it. Now let's go for a reference
to see how that is looking. So you see that we have some
of that orange in here. Some of that paneling have been marked with that orange color. And now this is what
we're going to do now. Okay. I'm just taking. This color that we had here, because I'm going to
replicate the same color on that side in order to
stay more consistent. So let's go find it.
And that is this one. Let's see that I'm going to select this layer
and bring that. I feel like it should
be in the main folder. Okay, let me bring that
here and paste it. Okay. It's what we have here. And it has a lot of
good wear and tear. And we're going to limit
that to only some places. So we have this and
let's do something. I'm going to change the
name to panel carvings. Now on this one I'm going
to add a black mask to remove that and add a page. And now wherever we paint, we are revealing
from that material. So now let's make the
brush a bit bigger by holding down Control,
right-click dragging. And if I paint in here, okay, it's a good value. So I'll just remove that. And let's go have
a better stroke. Like so. It adds a good color
variation in here. I'm happy with it. Let's go do something
about these areas as well. I'm going to paint them
in with the same value. So when you are painting
manually like this, it's a good idea to have
the lazy mouse activators. And lazy mouse will make your brushes a lot more
smoother and more in place. And let's see that, let's say that what we are seeing, okay, You see that painting with
this brush in here and say, it's just going the
way that it should. But if we add the lazy mouse, it's going to take average of them and make the
brush a lot smoother. And especially if you
are painting with mouse, it's going to remove a
lot of that handshake that you might have
during the paint. And it's going to
make that a lot more smoother and a lot better. Okay, Now for now, I'm not going to use
that. So let's use it. Who said let's use it? Or first, I'm going to paint these areas
in with this color, and then I will paint the panel lines
using another field. Okay, let's try to
paint manually. And just try to paint. Let's go with lazy mouse. And you can drag the slider
up and down to make it lazier or try to limit laziness. If you drag the
distance is c Now, it's way, way more lazier. And if you drag it down, it's just like the
activating that. Because we have a
straight line in here. I'm just going to do something, just control in here
and shift drag. And having the control left, you can paste a straight
line from there to there. And later on we will come
back and refine that. Just click in here, hold down Shift and Control to snap it to certain
degrees. Like so. You're able to paint
around the object like so. And then if you wanted to, you can come back and
try to limit that. So for now, let's go back. I'm going to paint in the lines and I'm not going
to extrude the lines at all. Okay, Let's go hit C to
see the results in here. And just try to paint this area out with a little
bit of painting. And because we are
painting on the mask, it can hold down X and try to paint
some of that mask out. Now, I'm only defining
the borders for them. Later on we will come back and try to refine
them even more. So hit X again to
go back in here, just paste a line like so. And on here as well. Now try to fill this line
with information like so. And because we have
the lazy mouth, it's going to average
perfectly to the surface. Ok, now in here, Let's take that and
remove this area. And for the last one, let's go for this one
and try to paint. The reason that we're not
painting on this area is that. Somewhere up top, we
have masked that part. If you want this to take
up the whole place, you want to drag the folder up. And let's see what
I mean by that. Now we have this folder. And if I take this and drag
it all the way to top, you see no, it's
not doing anything. So let's leave it be it's respecting the height
channels that we have. Now we have these
colors in here. Let's go try to paint
them with orange. So this is it. And now I'm going to paint, and because we are going
to paint not so carefully, I'm going to just
remove that and try to paint with this because we do not need to have
the lazy mouse activated. So if we did
something like this, do not worry. You have the x. You can hold down X and
try to remove from that. And just try to manually
paint on these areas. And for something like this, we can go and try to
randomly remove it. Okay? Try to bring the
color in these areas. That is going to be a
bit of manual work. That is going to be worth it. And it adds a lot of
color variation in there. And if you have the
Shift, select it, you can just try
to fill it in with a straight lines, like so. Now let's do one more, which is the last
one in this area. Now, let's fill it
in with information. Okay, let's see to go to
the base color and you see the areas that are getting
affected are as follows. Now, we're having some
color changes in here, and that is procedural
and non-destructive. If we wanted to
change something, we can easily go back
and try to change them. And all of these, we have some edge as well, except for this one. And let's add some edge
highlight to this one as well. So let's go in here and just add another paint because
I'm going to make that not part of these paints so that if I'm not
happy with it, I can go back and remove it. So let's go in here. And I want to bring a circle
that is empty in the center, something like this,
but the circle version, okay, I found it. It's in here, circle split and it has some kind of
shape to it as well. And just try to paint. And you see it adds
a cool panel line. And because we have some
split in the center, it's going to be good as well. Okay. Now, let's take a look. I'm wanting to change
the color from this to something that is closer
to this yellow one in here. So let's go take this one
and try to change the color. Pick the color from this yellow. This is something that you
want so you can keep it. But I feel like in order to
make that more consistent, it's good to use this color
exactly on the body piece. Okay, now, this is good. Now let's select
the shape brush, which is the default one, and start to use it. To paint these lines in here. And I'm gonna go
imaginary, this. Just double-click
to activate that. And let's go and add it on
another layer. Like so. And I'm gonna make it
so small and activate lazy mouse. Like so. Let's see if I can make these of a sharper distribution
or smooth or one. So it might take some tries. One in here and one which
connects this to here. Okay, this is good, but let's do something. I'm going to make that on a separate channel
because I'm going to activate the
height on this one. I'm going to make
this one has height. But if I do that on
the same channel, it's going to be so chaotic to have a lot of height changes in their technical
and height range. If you see, if I try
to make that happen, there will be a lot of
chaotic minus in here. So I'm going to disable
the height and Control C, Control V on the same one. Change the name. And now. I can take the paint. Because when you copy
and paste layer, all of the mask and all of the features will be
copied with it as well. So right-click and remove. You see now because we
have duplicated that, we are seeing all of them
deactivate this and this one. And now we're only left
with this piece in here. So let's bring them back. Okay, looks like we can go and try to remove
the mask from here. Just bring everything back. Now. We can go on this one and try to remove it. Removal effect. We will move effect as well. And now we have only this paint. Now, let's go in here
and remove it in here. Now we have this paint, which is a good one. Okay? Now I can go on here
and try to change the height independently
from the previous channel. Height range. Let's bring
the high position down. I'm going to make that something like carved in the surface. Like so have some
normal read as well. Now the height is in place. I found out something
that this one needs to be continuous along. Of course we're
painting with black. So let's take it and I'm going to make the piece continuous. So let's do something. I'm going to make the brush size bigger and try to
make that smaller. And use the same brush size
for both of the parts. Because we're going to make the same brush stroke from
this part to this part. It's good to use a symmetry, but there's a problem because we have
exported both of these. If this was only one object
in the center of the world, it wouldn't have any problem. But since we offset them to
left side and right side, the symmetry is not
going to work that much because if I activate
the symmetry, see now the symmetry
is not going to work. So we need to offset
the symmetry a bit to this side so that we
can work with it. So let's turn off the headphone. And there's a symmetry
option in here. And mainly it's
going to be along x. So let's, no, let's
move that in negative. Okay, now we're getting
the symmetry line, but let's center that
exactly in here. So let's bring that and try to center it
exactly on this part. And in order to be more exact, it can hold down
Shift to snap it. Okay. Let's go for negative 0.8. No, negative 0.78. It looks like something
like this is okay. Now, if I try to
paint on this area, it's going to be affected
on this side as well. Which is exactly what we want
to change the brush size, smaller and try to paint your
stroke all the way to here. And it takes some
tries to do that. Okay? Now, from here to here, just be careful
with your stroke. From here to here. There are some problems in here, which we're going to fix. Disabled a lazy mouse and try
to remove that from here. I'm happy with it, except for the sports that we can
go and try to delete. I'm going to make it
from here to here. Okay? And so much
it doesn't work, it needs to be offset it a bit. So let's remove the symmetry. And I'm going to just try to remove what we
have painted in here. Like so it takes a bit of time. We did it, and now let's go
and paint the same stroke. On this side. Of course, we should paint with white. Now, let's do one more. Okay, This lesson is too long. I'm going to remove that and
remove this one as well. And in the next lesson, we
will try to make this one. Okay, See you there.
43. Radio Text Elements: Okay everybody. Now this is where we left
off in previous lesson and we're now ready to go and do
some panel lines in here. And right now we're
using the symmetry. So let's see if I can
draw a panel line. He said, now we're
starting from here, but this one in here
is a bit offset it. So we need to push this
one's a bit to the right so that we push this line of
symmetry to that side. So let's see what we get. Now we're pointing negative 0.0, excuse me, negative 0.79. And now I'm going to make
it 78 to push that a bit that side, but
this is too far. So now we need to bring
this one a bit closer and just remember that your
values might be different. Or even you might
have centered around the center of the world so that you do not have
any of these problems. So I'm happy that something like this happened and we're
going to hear that. So we found out that
negative 79 is too much. Negative 78 is too much as well. So now let's go for something
in between both of them, which is going to
be negative 0.78. Okay, it looks like we have reached a good ground in here. Now. We still need to
push this one a bit. So now let's go for
something in-between. I'm going to make the number even smaller
to see what we get. Okay, Now, this is
the perfect value. And sometimes you really need
to add some finer details. So this number to get
the perfect symmetry. Okay, Now, I'm not actually
liking this line in here. Let's do something else. And based on the references, let me what we have here, there's a line that connects this top piece to
the cylindrical, spherical t's in here. So let's just drag
a line from here, control shift drag to
make a straight line, and then connect
from here to here. Now everything is good except
for the fact that in here, in this piece we have
this cut in here, which is going to
make that ruined. So let's do on the side
that we do not ruin the line. Let's zoom out. The value is alright,
but in here, because we have a cut, we
need to take that in mind. So now let's take a
line from the center and drag it up exactly
two here and two here. Okay, This is very good
and I'm happy with it. So let's do some
connections between these lines and these lines. And I'm thinking that these
are straight cuts are better than those curved ones
that we did before. And let me see if
I can make a cut from here all the way to here. No, I'm not actually
liking the degree, so let's try on another degree. Okay? It looks like a good value. But no. Now this is good. And let's go move
on to other pieces to start to change something. Let's go do something for
these lines that we added. So they belong to
the main folder. And they are here. Let's see the mask. This is the mask. Now I'm going to go
mask out this part in here that we have. I'm going to mask it
out though that will reveal that that
mask to be seen. So let's try to make a
cut from here to here. Because this mask is using
this same data that we have. You see, it's now using the same thing that we
have the logic there. Now, of course we should
disable the symmetry. Yeah, we should
disable the symmetry, but didn't have that in mind. So let's just try to
manually remove those. Okay, now, there should
be a cut from here. If this one bothers you, you can go in the texture view and try to paint from there. So we are in texture view. And now because we
have painted that, I can easily paint a mask in, if we have some problems, you can go and try
to remove them. Okay. And that is going to
be a very easy fix. Just hold down Shift so that you cut this straight lines n. That is going to be a lot
easier for you to work with. There's a problem in here. Just hit X to make
it black mask. And just try to paint that
out using manual methods. Like so. Now we'll
take a look at it. And it looks like
this one is having a really great amount
of toiling that we do not want. You see? So let's go in here
on that stripes. Now we have 30 toiling
That's decrease that to 20. Looks like this is a very, a lot better Of a result. And of course we have
the rotation as well. We can make it horizontal by
going 45 degrees, like so. Or we can make it diagonal by
going to the default value. Because this is diagonal
by default, we need, we need to enter
a diagonal value to make that a
straight, just like so. We can make it vertical as well. Let's go for 1,935 to
make that vertical. And looks like the vertical ones in here are the best values. This is good. Now that I'm taking a look at, I'm not actually liking
these colors in here. I want these wants to be black, just like this one that we have. So let's do something. I should unmask these from the buttons folder and then mask them out in
the main folder. Or first let's go unmask
them from the buttons. So let's see. This is
the buttons folder, and now this is it. So we need to unmask this. Now, if we go and try
to apply a black mask, you see it gets removed
everywhere that we have used it. It makes sense if
you want to remove the mask and add couple
of exceptions to it. But now we're going to remove
some exceptions from it. This way, it makes
sense to go at a white mask instead of
adding a black mask. So white mask, you
see is all white. And now we're going
to subtract something from it instead of
adding from it. So now, now go at a paint. And now this paint
you can try to remove or we can go try
to use this cut, use this polygon field
objects in here. So let's go for object mode, make it black, and
try to remove that. And if we go back, you see now these have been removed
from the selection. Now I can add another
fill layer for this. Let's go see. If I have
a plastic that is dark. This one is a good one,
but not actually what I want because it has a lot of
panels and I do not want it. Okay. This one is good. Let's add it on top. Okay, this is good,
but it is solvable. So now let's do something. I'm going to make it try planar, then add a lot of toiling, e.g. ten. Now let's make it 20. Something like this. It's a lot better than having
that orange color on this. Okay, It's taking hold place. Now, we're going to add a black mask on this
because we're going to remove it and only have
it on these two instances. So we're going to
do the other way. This way, we're going
to add a black mask, and now we're going to make it white and only select these. And we're good to go. And these are back
on that selection. And you see the mask on these
parts are totally reversed. We have all whites in here, except for some blacks in here. And now we have
all blacks in here except for some whites
to separate those. Okay? Now we have these, but looks like there's
too much grain in here. Let's go see if I can. Now, it's a lot better. I do not want those
grains to be too much. And later on we will add
details on these buttons. But for now, it's a good
idea to separate them so that they do not have the same color as
these ones in here. Now, I'm going to take a
look at the references. I'm going to add some details
what or some texts in here. And when I'm taking a look at
the reference, I see that. I see this menu info and jump. And I'm going to specify that
for these three buttons. And then we have one input
in here and one in here that I'm going to name it input intensity or input
volume or whatever. And let's just add some
storytelling to these buttons. Okay? Because these are curved. This time, we're going to create texts inside ZBrush,
excuse me, Photoshop. And we're going to
make those text curve so that we can curve them
around these objects. Okay. Another document
inside Photoshop. And let's go change the color to black to ignore all of the background except for
the pieces that we right. Now, we're going to make
a path for the text. So we're gonna go for this path tool and
let's bring this one. And you see it's doing a circle. But in order to make
that a perfect circle, you need to hold
down Shift with it. Okay? Now we're going to use this path to guide the texts
to where we want it to go. Okay, let's bring
one text in here. Just select the texts
and just click on here. You see now wherever I'm
trying to bring the texts, you see this icon
around the text, but if you bring it
around the path, you see the icon changes. So just click right the
texts that you want. So I just wrote something and looks like we need
to change the color. Now. We could rotate
the text around that. And let's make it just like so, so that it's a half circle. This is the first one. Information. I just change the
font to something like so. You can search to find
your favorite font. But this is something
that I'm dealing with. Now. In order to
replicate the same thing, you need to select
the text and now Control C and Control
V to bring it again. And now I'm going to
write other menus. E.g. let's hit T again. And let's bring that out
and select everything. Name it menu items. I'm just going to make it
just look like a half circle. So Menu and items,
it's very good. And let's just place it in here and we can make it smaller. It doesn't matter because
it's a black and white data. We do not need to have
a lot of resolution, only something to work with. Okay? Now I'm going to Control
C, Control V again. And let's just write jump. The next part, jump next. That is more like a half circle. Or let's do something
like this, okay? Now it's more like
a half circle. Now we need to add two
more of those items. Let's just make
this one a smaller and hold down Shift so
that you keep the ratio, prevent the half
circle from changing. Okay, now we have input
and input volume, okay, control C, control V, and then just hit T so that
you're able to write or click on it and input. It's good. Bring it somewhere in here. Control C, control V. Again. Now I'm going to name
this one input volume. Okay? These are good. And they're going to be
used for these ones. We have three in here and 4.5. So again, I'm going
to save that as a PNG and just drag it in
here so that we can use it. So make it alpha
and on the same. Okay, Now we're ready
to start the text. Let's see where we are. We need to write this on the
yellow part of the object. So this is the yellow part. And now after this one, I'm going to add one thing. Let's name it text. And then just right-click,
add a black mask. And now we're going to paste
that in on the stencil tool. Just bring that and bring
it in the stencil tool. Just like always, bring that in place until you're
happy with it. Now, let's see where we
are painting that text. I'm not going to paint on
the mask, mask directly. I'm going to add a paint so
that we can control that, turn it on and off, or do whatever changes
that we want to it. So this is going
to be menu items. Hit S and middle mouse click, and then try to rotate by
holding down my mouse. And then S and middle mouse
click to bring that in here. And mouse zoom out to
make it a bit bigger. Like so. Let's make it a
bit more distance to it. So definitely we need to add
more resolution to that. So let's zoom out a
bit on the object itself as to zoom it out. And now try to paint the text. This blurriness that you see is because of the low amount
of resolution that we have. The object itself. So now let's go change the
color to something darker. Menu and items. Let's make that a bit darker. Actually, I'm not
seeing anything so we can go and try to do something that's good for a distance view because we
have low resolution in here. Let's see what we
could do about it. We have the menu Aniston. So in here, Let's go again. I'll try to remove the text and bring
that again. Go in. And I'm going to make the
text a little bit bigger, like so, make it white. And in here we need
to delete that. So let's try to
take a look at it. This is now having
more resolution. Now, let's go do
something for these ones. Let's bring another one. Hit S and middle mouse click and make this one
information while holding down S. Just try to rotate using the left-click drag and
hold down shift, like so. Then now hold S, middle click to
bring that in place. Again, us to zoom in and out. And maybe a bit of rotation
will do on this one. So now it acts to make it white so that we're
able to paint on it. And inflammation. Let's take a look. Nobody's ever going
to zoom that so far. So now let's write the
jumped next to here. Just zoom on the object and
try to paste this text. Now, let's try to zoom
a bit from far away. Try to take a look from here. Looks like we can do some
changes on this text. This one will do if
it's curved and round. And let's go make these ones on curved and make
them straight text. So for now, let's remove
the stencil and hit X so that we're able
to remove these out. I'm happy with this one. We could bring some
straight text. So we're in here. Let's take the information deleted and then jump to
next as well, delete. And we're going to use a
regular text for those parts. So just hit information in here. Or we could make the text
a bit shorter because that one is a small
object, info. And then control C, control V. Make this one. Jump. Okay, we got it. Let's do something. I'm gonna rewrite on the same
file that we have. So this is it and just select the alpha that you
have and save it. There's another thing
that you need to do in here, right-click and reload. Now see the text has changed without needing to
enter another file. Now, drag this one in. It looks like we
need to drag that out and start to change it. Okay, info that is going
to be pasted in here. Let's make that whites info. Let's make it a bit
smaller. Like so. Just try to remove that. Just remove the stencil and try to paint, remove the mask. And then we apply the tensile so that you're able
to work with it. So Info, then jump. Now let's take a look at it. And it's a good one. Although we are using a 2k
a texture on all of this, it's going to look very good. Although we have optimized
a lot of things on that. So now let's go bring that. We're going to apply
the input in here. Just try to rotate. You can either rotate the object itself or rotate the stencil. Like so. Input. Then this one is going
to be input volume. So let's bring this
one in the center. Hold down S, middle click, drag, and right-click
to zoom in and out. And just zoom out a bit. So make a bit of room for that. So let's go the other way. Looks like this
way we're able to. So let's do something. I'm going to remove this input and then write that
input volume in here. So S, right-click, drag down to bring that as
middle click to bring that. And now we need to
move the object. Okay, just place it. And now this is a lot
better input volume. Now the input itself is going
to be placed right in here. No problem with it. Okay, now, let's
take a look at them. And you see we have added these small details and
even add more details. I'm going to add some details to the texts themselves as well. So now this time we need to
go to the buttons folder. These are and let's add a layer. And let's call this
one top buttons, text, or alpha, or
whatever you want. Now, I'm going to
add a black mask. Now let's go find
something in here that looks interesting
to be located in here. So now we have applied that
to the remover or eraser. We do not want it. So
let's go back in here. Remove the stencil. Now just click on that. Although there's not
a lot of resolution, but it's doing something
great in there. Okay, That will do
because these are details that are getting
visited from far away. And let's bring this
applied to the jump. No, this isn't good. Let's bring this one instead. And just scroll through these to see which one you can use. So now let's apply this area. Okay, It's good. Now let's go change the color
to something else. Of course, let's first
add a bit of height. Like so. You do not want
to make it that much. But you see how a lot
of details these ad. Now this one, let's make
it a color that looks like this one. Node. And let's not actually do that. Let's pick up from this
orange that we have. So if you want to
pick from that, just hit C to go in the base color and tried to sample a real color from here. Because if you go
in the material and pick a color
from here that is going to be very different to the actual values that it has
easy now this is the color. And if you pick the
color that we took from there is more likely
just like the previous one, just like the real one, because the color
that you sample from the viewport with
the lighting is going to be affected
by the lighting. Okay, now, let's take a
look at it. It's very good. And it's following the same color pattern that
we have there. Okay, now, let's apply
something in here. Just look through these to see which one of them
you're going to use. Looks like this
one is a good one. Let's go take it. Okay. Now this looks more like a
volume or something like that. If you think that way. Okay, I'll just quickly
look at the references. And I found out that for making this one more
like a volume controller, it would be a good
idea if you go and try to color these inset areas. Now let's take a look
at the reference to see what I'm talking about. You see The make
it more obvious. If we give these
different color, it would be better
idea actually. So that is going to be so easy. We're already in the mask. Let's add paint. And now I'm only going to paint the same orange color in these
inset areas. Just like so. We're able to paint these areas in because we have already
masked a lot of the parts. There's not actually any problem around bleeding the
color into other pieces. Just take something
and hold down shift. And if you want. Control with it to make
sure that it snaps perfectly up and down or to
the degree that you want. Because this is using the same color scheme
that we're using. The use the black, yellow, and orange
to color this one. It's going to be very good
or composition of the piece. Okay? Now, let's take a look at it. And you see now this
looks a lot more like a volume controller.
Let's do something. If I go in this yellow
folder in here, and let's see the height change
folder, okay, these ones. Let's extend that again. I'm going to add another paint. Let's do some more radical
paint on this one. Because I want to see more
depth to be fake in here. So let's take a look at it. It looks like we're painting on this area which
we do not want. So let's see. We could go hit F1 to go
to this area, exactly. Android to paint on
this area instead. Let's make it a bit more. Okay, it looks like
we need to go to this paint and try
to paint from there. Okay, now let's try to
make that a bit bigger and try to stamp a
bigger one instead. Now, it looks to have
a lot more depth. We can go in here and try
to extend these areas. Let's just try to
stamp one piece. In terms of height. It's actually a
very good height. One for this 1.1
final for this one. Now it looks like this
one needs to be a bit smaller. Like so. Now we can hit F2
to go to 3D view and start to visualize the
result that we have done here. Okay, Let's take a look around
to see what we can add. It looks like we
can go and try to add some text in here, e.g. this is a knob and that
is controlling something. It's good idea to
add some text in here and some texts in this
area for this one as well. I'm going to take a
look at the references and you see that
there are some texts in here that we can use. Of course, you can use
any text that you want. It's gonna be so easy. And then we're gonna go
into Photoshop and try to make some of these
texts inside Photoshop. Okay, We're still here. Now let's write a program
check and minus tracking plus. And that is going to be so easy. That is very self-explanatory. So let's just select this text. And I'm not going to
change the original file, I'm just going to paste
some of them in here. So minus tracking, plus
this is one of them. Let's drag it in here. And we do not need a lot of
resolution because that is a black and white text and it's going to
be used as a mask. So not a lot of
resolution needed, although you can bump up
the resolution if you want, you can increase the
scale if you want to. But I do not think
that it's needed. So let's name this one. Program. Check. Okay, now I'm going to save
this one again as a PNG on the same file so that
I can import that inside Substance Painter
with only one click. So here we go. I'm going to re-exported
on the same file. Now that is going
to be an easy fix. Let's go find it. I believe that it should
be in Alpha folder. Okay, it's here,
right-click and reload. And now you see it
has been changed. So let's go to the main folder
which host these elements. This is it. Now I'm going
to add a new layer, fill layer and just
call it random text. Right-click, add a black
mask so that we can use the pencil tool to
print the text in here. So again, I'm going
to add a paint. Let's go to Properties
in here and drag this tensile as
a stencil in here. And you already know
that we can hold down S while rotating this
with left-click drag. While holding down Alt and middle mouse click,
I'm able to pan. And while holding down S
and right mouse click, I'm able to zoom in
and out, like so. Drag that down. Just a bit of planning. And now I can print the
text in here so easily. There are some glitches in here. Let's remove that. They can easily hit X to go into negative mode and
try to remove that. Okay, this is it. Of course, it looks like
the text is upside down, so let's Control Z couple
of times to go back. And then I'm going
to bring that back. It looks like if we go this way, it would
be a lot better. Let's just rotate that. We could either rotate
the object or rotate the stencils or it looks like
here by rotating distance. So we're able to take
the result that we want. And you can zoom in
and out. Like so. You need to hit X to be able to print that text in tracking. And this piece in here
needs to be deleted. So let's delete your
stencil and it looks like the alpha needs
to be that shape. This is the shape. And let's go remove this piece in here. Okay? So not liking this one
actually. So Control Z. Let's just remove it and
add this tensile again. And I'm going to do
the reversed again. So hold down S. Just try
to bring that in here. A bit of zoom out, maybe on the object or on
the pencil, doesn't matter. Okay, Now, it's good.
Let's print that. This piece in here
needs to be deleted. So let's delete. First, remove this tensile
and try to delete that. Okay, this is good now, no, I'm not liking that again. So now in Photoshop I'm going
to delete this one as well as this because these
are on our borders. I want them to be
something like n side. You see I want to cover
this area instead. So let's just write
some simple text. I want that to be
the same thing. So minus tracking, then plus add a distance and I want the scale to
be a bit smaller. Now, just click in here to
activate the transformations. And now let's use this
free translation. And now there's a bend
option that we could use. This one either. Let's go this way instead. Let's make it negative 90, like so and change the mode. I believe arc should
be the way to go. So arc but negative. So negative 90. No, that is too much. You can use this
slider to change it. Okay, It's good for now. Let's try to test it and
Control C and Control V. Again, add program, check. Now this should be good as well. So let's again rewrite
that on the same file. And then in here, just right-click and re-import. So now let's remove that, remove everything that
we have printed so far. And again, drag this one into this tensile and
then try to rotate. Now, I believe this is going to follow the curvature correctly. Now this is a better result. And I'm going to keep this one. Let's take a look at it. Tracking. And now in here we need to print
out program check. Okay, so easy. Now let's go change the material
response for that. Let's see how the
color is going to be, how the roughness, metallic
height if we want to. So first let's go for color. And this really obvious, yellow isn't what we need. Let's go for something
that is lesser of that tone and more like the background piece.
And this is good. So now let's bring the
metallic if we want the text to be metallic or not. Okay, it looks like the metallic is going to be good for text. See now it's blending a lot better with the
background pieces. Let's disable that
for now and height. If we try to carve that n, that is going to
be a lot better. Okay? It looks like now it has a
normal response as well. It's changing the
normal of the piece. And let's change the
blending mode for the base color
instead of normal. Let's set that to
multiply again. Now it's making that darker. Let's take a look at it. Now. In order to bring
some of that color back, we need to make the
color brighter. Now, this is not good. Let's go see about
overlay. Okay? Overlay is better and it's blending with the
background colors as well. You can hit C to go in here and see that it's
not only a white color, it's getting the
background color and trying to lighten
that based on the mask. It's not only a simple
monotone color. And the material response
is good as well. Okay, Now it's enough
for this lesson. In the next one will go
and add more details and gradually move on about
finishing this piece. Okay, See you there.
45. Radio Texture Finalized: Okay, everybody. Now, we're reaching actually to the final stages of
texturing this radio. Now we're ready to add those
mesh maps and those are smart masks and generators were really take this
one to a next level. For now, for what we
have been doing so far, we have been adding general
details in here only to specify the
material responds, to see how they look and to
define primary response. And after this one, we're going to take the geometry
in place, e.g. something that
happens in nature. A lot of the times the edge gets exposed to the weather
condition to add some weathering effect
on the edges or dust collect in these
areas that you see, e.g. in these transition areas
that dust will collect, make that refer or in
these occluded areas, a lot of dirt, dust
and grime collects. Or on surveys we will have
some dust and these are going to be used to take this
mesh to a new level. And we're going to
use a smart masks with maybe some
generators to do that. Let's explain what it does. So now let's say that
we're going to add some dust in the
areas that we have. The most ambient occlusion, e.g. in these areas that you see, we have a lot of
ambient occlusion. How I'm saying that
we have a lot of ambient occlusion and that is based on a bait mesh
maps that we have. So if you go and
see the mesh maps, you see this is normal
that we have baked. If you hit B again, this is the world space normal. This is id, and this is ambient occlusion and these
darker areas are places, then naturally the
dust will collect because they are
beneath the surface. There is a separation between the surface in here
and the surface. And this is where the
dust and grime collects, and this is what we're
going to do now. We're going to use this mesh
maps by utilizing these are smart masks to collect dust and grime an edge where
to where we want. This is curvature. This is perfect for
separating the edges. And normally, generally you see that the edges have been
highlighted in here. We're going to use this
one to highlight some of the edges to make the
composition a stronger. We have a position and thickness as well as height
and bends normals there. So now we have a fill layer, and now let's say that
we're going to collect or collect some dirt in
this cavity areas. So now let's add a
cavity reversed. And you see already it tries
to highlight these edges. Now, this is too strong. You see now the effect
is very, very strong. But we do not want to make
that like this first, let's go for color. And instead of normal e.g. we can go for overlay so that it blends with
the layers beneath it. Now let's check that before
and after in these areas. So with this color,
we're not able to see that very
much using Overlay. Now you see we get some discoloration in
here and we can go e.g. at a roughness and bring
the roughness up as well. And it's in these areas now, we have some dust collecting. Looks like there have been
some storytelling there. Let me check that before and after to see what happens, e.g. Let's see this area e.g. you see now it tries to collect the dust
in these crevices, areas which will
naturally occur, then this is what
we're going to do now. And I'm sure that this
is going to look like day and night before and
after adding these maps. So I'm going to create a
separate folder for them and call them mesh masks. And I'm going to set this layer blending mode to pass through. And you see that now it has a screenshot of all of the
layers beneath it combined. And when you take a
look at the thumbnail, now let's go to texture view. And you see now this
is the same thing. If we go to this view, you see now this is
basically the same thing but reversed,
something like this. Now what it does is basically
takes a screenshot of all of these and everything
that we do on this layer, on this folder is going
to be then applied to all of the folders,
no matter what. So now we have done
that on the base color. Let's go for metallic. Set this one to pass through on the roughness that to
pass through or normal. Let's set it to the same
thing or heights. Okay? It's good for base color and mainly roughness will do. So. Now, let's go back. Now the only thing that
I'm going to add for now is a sharpened effect to
make everything sharper. So I'm going to
add a paint layer. And this paint layer
as well is going to be set to pass
through on the color. So right-click, add a filter, and this filter, I'm
going to add a sharpen. And you see now because
this is passed through, it's going to affect all
of the layers beneath it. And the sharpen will really
sharpen everything up. Primary color. Now let's drag the slider down only to make
that a bit sharper. Okay, now you see
everything is more lively and looks like
having more details. This is before, this
is after you see. It really tries to add
a lot of details there, but this is too much. Let's go and add just on lipid. A lot of Sharpen, we'll
produce a lot of noise. So now let's call this layer. Now we're ready to move on
and add the smart masks in. So just add a fill layer. And now we're going to apply
the smart masks on it. Okay, now let's apply
a cavity or testing. And you see it tries to
highlight the cavity areas, the areas where we have
ambient occlusion in place with a little bit
of surface breakup. Now, the thing that
you need to do to manipulate this one of them is going into the mask
editor in here. And we have a lot of
parameters in here, e.g. we have the patterns
to see how much or how strong or how weak we
want this one to be two, the effect to be overall
if we want a lot of contrast or if we want to
minimize the contrast. If we want to add
a texture to this, and the texture is
going to be e.g. we can make it try planar. We can add details to it. We can bring in the ambient
occlusion in place or not. If you want to have ambient
occlusion, yes or no. If you want to have curvature. And we have talked about where ambient occlusion
and curvature R. And this is basically, this is how you control
the placement of dust. So now let's go to
global balance. Bring it up like so. And bring the contrast down. If you add a lot of contrast, you will get some
pixelated effects. So bring the contrast down, but not so much so that
it extends too much. Now, let's go for
color. Only have color. Set it to multiply
because the dust will always try to
darken the effect, darken the color
before and after. And now let's add a roughness. And normally the cavity areas where the dust collect
is going to be so rough, It's not going to have a lot of light shining back
to us to do that. A lot of Microsoft phase
details that we have here. So if I make it a smooth, it's not gonna be so natural DC. Let's go to
roughness, Tennessee. This is the cavity area. It's normally going to be rougher than the most of
the neighboring pieces. Okay, let's add a bit
of more roughness. You see, now we have some dirt collecting in such areas
with some darkening effect. And sliders are in here as well. We can have the color to be there or bring it
up using this slider. We can go to roughness and e.g. by bringing the roughness down. Like so, you can see
that we are totally disabling the roughness
or bringing that up. But you need to go to the respective channel
and try to change it. Okay, now let's
add another layer. Let's go for color only. And let's use another one. And just take a
look at the mask. Now, this is too much, this is definitely too much. We have a mask builder in here. Let's go bring the level down. Okay, something like this, and go to material view. And definitely I do not want this one to be lightened one. So let's go in here to color and bring that
to make it darker. Before and after you
see it takes place. And let's bring the metallic and make the metallic
and non-metallic. Let's go bring the metallic
for this one as well, because we do not want
that to be metallic. Go up in here. And let's try to
make that darker. Then again, bring the roughness and we want that to be rough. And you can test out
different one of these to see which
one works better. So let's add another layer. And this time try
to use this one. No, this is too much. This isn't good as well. This is some overall dirt
that we do not want. This is highlighting some of those sharp cavities that
we have already covered. But let's see if we can go and try to set the
color to multiply. Let's bring that down. Let's see if we can change it to a different color and try
to bring the color down. We do not want that
to be so strong. Only some bits to add
some dirt in here. So the metallic is going
to be not present. And let's make it
make that roof. And a normal heights. And MS, if we do not want them deactivate them to
save some performance. Okay, let's go see if we could add some edge
damage in here as well. So let's add a fill layer
and go to one of these edge. Now, this is too strong. This is definitely too strong. We need to go to the mask editor and bring the global
balance down just a bit. And now we need to go to color and set that to
something like overlay. Now we have some edge
breakup as well. Let's see. We say, you see on these edge areas that we have on
this sharp edges, it tries to inject a different color to highlight
some of these edges. And this is one of the important generators that you can use. And you can go try to
manually paint out some of these areas so that it's
not taking the whole place. E.g. these areas, we do not need to have a lot
of the masking. It really isn't
working that well. But before that,
let's go and try to make the material
response color is okay. Then let's make
that a bit rougher. Like so. Just try to take
a look at it from here. Let's go bring the color
down. It's too much. Or let's go change
the color in here. Then we can go and bring
the global balance down because this is
too much. Just a bit. And bring the contrast down. Let's add a bit of
lesser roughness value to highlight some
of these edges. We want some edge
highlights to be present. And take a look. All of the sides. And there might be some need to manually painting
some of these details. So let's go in. And after this one, I'm
going to add a page. And using this paint, a few paint full white. You're painting
with full opacity. And if you go black, you're removing from that, then I'm not going to
use this boring alpha. Let's go to these brushes. Then use some brushes that has
some kind of orange to it. E.g. Something like this one. Or let's see if we have a third. Let's use this one instead. Now you see it has some
kind of a pattern to it. Let's try to mask out
some of these parts. Okay, if we go to mask as well, you can see that now we're
removing some of those parts. Let's go to the paint. And you see now we are removing some of
that mask manually. Let's just try to mask some of these
parts out because we do not want that to
be so strong in here. This is manually
painting some details or removing some details if you want to make the texture
look a lot better. But this is going to be
a bit time-consuming, but the result is
going to be worth it. Because I do not want to over detail a lot of these areas. Now. I do not want this to be
affected by changes that we add. So let's go take it, take the lamp and
bring it up top of the grunge folder so that you do not get any grime on that. And now I'm going to add some specific details that
is center part in here. And I do not want to
affect the whole place. So let's go in the materials
and drag material. Or for now, let's go
in the main folder. It's in here. Let's for now at paint layer to
see what happens. Now. This is metallic and
I'm going to add some scratches to that
metallic parts that we have. And I want them to only be
affecting the surface area, not really close to the edges. So let's add a sand. Okay. Now this is in good. Let's
go for something else. Let's use this occlusion. Now. This isn't good as well. Looks like the sand is the
best of them or the surface. No. Let's use the sand. And then I'm going to make the color really darker. I
do not want that. Now, in order to
unify that better, we need to change the color. Let's set it to overlay, to blend better with
the elements in here. Now, I'm going to
go into mask editor and increase the global balance. Okay, now the color
is too much actually. Let's go and bring
the amount down. So when you set it to overlay, you can use the slider to bring that down
or bring that up. This is good for a
starter piece and it's really adding a lot of surface
damage to the surface. So let's go and bring
the global balance down. I do not want that
to be so much, okay, something
like this would do. Now let's add a fill and I'm going to add a procedural
to blend with this. Let's go to textures. Let's go for something like Scratch or whatever
you call, it. Looks like this grungy
scratches is a good one. So now the scale is too
much so we need to solve. Let's set the mode to try planar and increase the
tiling, e.g. to body. Okay, Now this is too much. But now I'm going to set
the mode to multiply so that whenever we have
dirt around here, that is going to be
taken into effect. Now, this is multiply, but we need to
bring this strength down because that is taking too much of that information
away. This is it. Now. This is before, this is after. So let's bring that
up even more and try to bring the tiling down so that we see more of those scratches. So let's go for 20. Okay? Now you see we have
added a lot of scratches the surface and
add some surface break-up, especially around
these cavity areas. On this one. Let's go back in here. Then everything gets applied
and displays as well. Okay, let's zoom out to
see what else we can do. This yellow area could use a
lot of more surface breakup. So let's go in here, add a fill layer, and I'm gonna go select
the Smart mask to add some dirt in here,
some random dirt. So let's see how about this one. Okay, this is good. Let's check before and after. I'm happy with it, but
this is way, way too much. And first you need to
go set the color to multiply and bring
this slider down, because that is too much. So. Bring this slider
down because I want only some surveys
breakups not too much before and after
really settled. Then disable the MSC
height and normal and bring the roughness
up a bit because these areas are so rough. So now let's see something out. This one. I really do not like the colors that we
have injected in here. So let's go to
those masks to see which one of them is
responsible for that. And we're going to
paint that out. I feel like that is more
natural without it. So go to paint, add another paint
and make it black. Let's use a lot of opacity. And I'm going to paint out
some of these areas from here. This looks a lot more natural to me without having those
details in there. Now, let's do something
to see if we could add some white details to
the yellow part as well. So let's go to the
yellow folder. And here I'm only going to use the height channel.
And in the height. Let's go add a black mask
in here, add a fill. Now we can use some of the
black and white spots in here. You see now this is the mask. It's going to add a lot of
fine grain to the geometry. So let's drag that down. Now. This is too much and it looks an industrial machine
or something. So let's go to UV projection
study to try planar. And we need to bump up
the tiling so much. Okay? Let's go for
something like this. But we can go and try to
decrease the tile into a very, very low number to a point
that it's not visible at all. Okay, Let's check
before and after a want very, very
subtle changes. Okay? Let's see, before and after. Not so much of a change. So let's go a bit more. Okay. Now, looks like
it's a good idea, but let's go in the height and bring the slider down to
limit that even more. I want some very, very small and tiny height
changes. Let's do something. Let's go in here to
see which one of them is changing the roughness
in these areas. I want to limit database. So this is it, this is the
mask. Let's go in here. After this one, I'm
going to add a paint and manually try to remove some of that paint because that was really
destroying the filling, a naturalness of this one. Okay, Now that I'm
taking a look at this, I'm really happy with the final result that we
have taken with this. Of course, you can
go and try to add more details to this
if you want to. But I feel like it's not that necessary to
add so much detail. And let's take this folder
and check that before and after to see what
changes we have made to the composition
of the piece. So let's disable that. This is before, this
is after you see. It's really adding a
lot of surface breakup, a lot of cool details in here. Now this piece has
finally been finished. I'm going to stop
this lesson now. And in the next one, we're gonna go to the headphone piece. Okay, this is going to be
the same process all over. And then when we
finished the headphones, we will come back to the
radio to see if there's something that we need to
change with some fresh eyes. Let's this one to
rest for awhile. And now we're gonna go to
work on this headphone. And we're going to use the same techniques to
achieve a better result. Okay, See you on the next one.
46. Headphones Primary Details: Okay, everybody. Now we can call
this one finished. Of course for now, later on, we will return back with some fresh eyes to decide
what we're going to do now. So we're going to give
this one a little bit of rest and focus on
the headphone piece. One thing that I did, I went this generator, this mask that we had. Let's find it. This is it. I just went ahead
and because this is overlay or wanted to
exaggerate database more, the color was something
like this abroad, color up to something
like this to be more visible of what
is going on there. This was the only change that I did before
recording this one. So now I'm going to collapse this and move on
to the headphone piece. Okay, now the workflow
is going to be the same. We're going to add
a layer on top of layer until we're
happy with it. Of course, never, ever. There's an Stop. How much detail we can add to a piece while we're
texturing that. So this is a tutorial and we have a limited amount of time. So we need to put a
stop on somewhere, but there's no limitation on how far you can go and adding
a special details. Now that workflow is
going to be the same, we're going to add
layers on top of layers, and we will go progressively
on all of them. E.g. we add ten per cent
of detail on this one. Move on other piece at
ten per center and never, ever finished one piece
and go to another. Because as I said, this is already demotivation. And always try to progress
them one-by-one together. Okay, now let's start.
The first thing. I'm going to do, what we did on the previous one
on these buttons. I'm going to drag the steel rust
material and change the color to something like orange, which we have already. Now, let's click in here
and there's a code, just control C to copy that. And then while having
this fill layer selected, select the steel rust and that will automatically
be placed on that. Okay, Now I'm going to select the color and paste
the same color in here. So we have that color but with some metallic details and a
little bit of rust and dirt. Okay, This is for starters, and I'm going to start with
the most important piece, which are these
here for earphones. Let's just take a look
at the references. And these are the colors
that we are going for. The main color is
this one something bit bluish with black, some orange, and
maybe some yellow, which we have already set up. So now let's start to work and let's find the main
folder which is here. Okay? Now we're gonna
start with this one, and I'm thinking about making this one is
still rust as well. To see what it does, It's
perfectly a good one. So now let's do something. I'm going to take
the color code in here and now replace the
steel was with that, and then apply the
color-coding here. Now I feel like this is a lot better than what
we had previously. The previous one was really something like plastic and I
didn't like that too much. We had this one, so with a
little bit of color change. So let's change the color. So we had something like
this and I didn't like it. Okay, let's stick to the new plan and we're
gonna go with this one. And because this is a
bit similar to what we have here already, let's see. We can go and try to bump up the saturation
of the color a bit, or bump up the value, because now this is too dark. Let's bump it up a bit. Now I feel like it's a lot better and exactly moving
according to the plan. So now let's go deal with
the base material in here. Let's add a bit of color
noisiness because it adds the illusion that this one
has some level of details. But be careful if you add too much noisiness
later on at a sharpen, it will create more
noise in these areas. I'm bringing the
imperfection now, colored noise, I'm bringing that down so that later on we
will add a sharpened. So let's do that first. Let's call this one mesh maps. Okay? Now let's set the
folder to pass through. And I'm going to create a layer. This is going to be a paint
layer, new fill layer. Just call it sharp and make this one
pass through as well, so that it takes a
screenshot from layers. Below. And then
right-click, add a filter. And we're going to
go for sharpen. Now because we have added
a lot of noise there. We are seeing some
noise in here. So I'm going to bring that down to have only some
levels of noise in here. This sharp and we're really
produce sharp results, which I'm actually happy with. So now let's go to the layer that we had,
which is this one. And just remember that this
is not a finalized layer. We will add a lot
of details to that. So let's bring the
color noisiness down. This already
produces some amount of noise when
adding the sharpen. So let's bring the noise up. But not that much imperfection. I do not want it at all. Let's bring them down. Dirt intensity Let's bring
that up because we want small level of dirt in
there and I do not want that to be contrast
the third scale, Let's tie that a bit. Later on. We will tie that using the default feature
in here, projection. Rust intensity. This was what was
causing those issues. Okay. You see now, when
I bring the rusty see here that I do not want. Okay, let's, for
now, go in here. We have the UV projection. Let's try, try planar, like so. And we're going to set the
toiling to be something like four so that it has more
resolution to work with. Okay, now let's start
layering details on top of the existing details to
make this one finalized, it might take some lessons, but in the end we're gonna
get a very good result. So now let's create a new layer. And you can go try to rename
the layers if you want. But in order to
save a bit of time, I'm going to skip the
renaming process. It takes a bit of
time, but I really encourage you to have
the renaming already. So just right-click,
add a black mask, and I'm going to add a fill. Let's go to textures. And I'm going to
bring some noise to add some overall noise
to the piece in here. So let's take this one and
drag it in the grayscale. Okay, we have a good
result in here. Let's go set it to try planar. And for the tiling, we're going to bring that up so that we get a high
resolution results. Now, let's go do
something for the color, for material response in
general, we have the color. Let's set it to overlay. This overlay is very helpful. It's blending the
colors and using the colors below to
produce a new result. Now, let's take it and
I'm going to bring that up to add some discoloration
on the surface. We can hit C as well to go into the base color view and
see what you're doing. Something like this is okay. Now let's add the metallic. And actually we do not want
that to be metallic at all because the
dirt is a metallic. So now let's go for roughness
and again hitting C. And this is the
roughness that we have. So let's bring the
roughness up a bit. Add some surveys
details in here. Now I feel like the color
response is too strong. So while having the base color, I'm gonna go in here, and let's go into
the base color. Let's do that. While
having the base color. I'm going to drag this
down to the point that we have a very
subtle color response. And let's go for the
roughness as well and bring that down so that
it's not too rough. Now because we're going to add some details or actually
remove some details from here. I'm gonna go in here after this grunge that we have added, I'm going to add a paint. This paint is going to include some negative
is sculpting. Let's go to brush settings, and I'm going to just take
a random noise ZBrush. So let's take this
one and just try to randomly removed
from these details. And you're actually
removing from the mask. I do not want these to
be so much detailed out. Let's pick something else or we can hold down control and
drag the mouse left and right to control the opacity and control right-click left and right to control the strength
and scale of the brush. Now, let's add some overall. And now I'm working on
this earphone as well. And let's try to randomly
remove some of that noise. Now that I'm taking a look
at this empty space in here, I'm going to add that
radial naming brand that we had on the radio. So let's take a look at it. And you saw that we made this ultimate radio
with this logo, the name of the brand. So I'm going to do the same
thing for that piece as well. So let's do that right away. I'm going to go into radio. And this one should
be in the main folder because we are seeing
that on this radio. So Let's go to main folder
and just this one is, okay, I'm going to Control C radio and paste that in the headphone folder to have
the same material response. I'm going to only pick the material and later on
we will produce the text. Okay, let's go in here in the main folder and just
paste that in here. So we're not seeing
anything because we need to decide on the mask. So we have no mask. Let's go delete that mask and now we are ready
to add a new one. So add a paint. Now you see when I'm painting, we're getting that material
response alongside with high differentiation
that we had so far. Now, let's go and remove the alpha to make
the default one. And now I'm gonna go
in here and pick up the alpha that we
had. This is it. And now we are in
orthographic view. Let's rotate that by 90 degrees. Exactly. Okay, now we're 91,
Let's make it 90. Okay. Now let's resize the brush. You can hold down control
and mouse will open down to re-scale the
size of the brush. Now, this is not
doing what we wanted. And that is because I
feel like the jitter is on gender is the randomness
that we have on the brush. Sometimes when you
select a brush, that gender gets activated. So you need to bring
the jitter down. Angle Jitter as well, position jitter as well. Now if I apply, you see now we get
the same thing but without the changes. Okay? Now let's do something. I'm going to remove the alpha and bring this one as a stencil. And we have the ultimate
radio logo in here. So hold down Alt and
middle mouse click. Bring that in here and
just try to paste this in. Now remove the stencil, and now we have the
logo painted in there. Of course later on, we
might add some texts, some random text in here
to add some context. And why do we have
that activated? Let's go and print the
logo on somewhere else. Let's go print the text in here. So let's see where
the folder is. This is the secondary folder. Now I'm going to
take this control C, bring that to secondary folder. Now, I'm going to
take this paint, remove it and add paint. Select this one, make it a bit smaller and apply.
Okay, Perfect. Now, try this one. In this tensile. No, not here. Understand, so I'm going to re-scale to see what we get. Okay, just zoom in to make
a bit of space for it. Ultimate radio logo. One in here. Let's go do one in here as well. Bring this stamp and bring this tensile and print the text. Okay, done later on, if we need it, that we
will bring that back. And actually I'm happy with it. That's a small detail
that we add it there. Okay, now, let's go
add more details to the main piece. Now we're here. This is the text that we added. I do not want the text to be affected by the
dirt that we add. So now that we're
talking about the text, Let's go create
some random texts and bring that and printed here. Okay. Now I made a random text and you already know
how to make texts. So I didn't bother you with
the recreation of a new one. Okay, let's add it to this one. And now I'm going
to bring that in the stencil to start
to paint with it. Okay. Now let's add or let's
make it a smaller. Now, let's zoom in
a bit or zoom out. And let's try to paint. This one already,
creates a good effect. It looks like there's texts printed in here, and
I'm happy with it. Let's go for Alpha. And now I'm going
to try to paint. Let's remove it. Okay. Now you see there's some texts
printed in there. And it was actually
a good idea to add some small elements there. Okay. I just wanted to look, doesn't matter what is written there. Okay. Let's move on to other pieces and start adding more detail. But I'm going to start
with this yellow piece. So let's go find the folder. This is it. And let's add a fill layer. Right-click, add a black mask. And then we're gonna bring
in a film to bring in a procedural to add
some variation. So let's, let's choose this one. Okay? Now we need a lot
of swelling e.g. let's set it to four. And I'm going to
set the color to multiply because I want
to make that darker bit. Okay, Now color, Let's
bring that down. Something like this. Now added a bit of
details on those, like dirt has been
collected there. And now let's add the roughness. And I want to make that refer
a bit because the dirt is normally rougher than the
rest of the surfaces. Now we have some elements in here that we can go and
try to add more depth in. So again, let's go
to the radio folder. I'm going to find that and bring it here and start
to paint with it. So this is the radio folder. It's in here. So it's in the main folder. So let's find it. This is it. Okay, I'm going to take it and go to the headphone folder and
try to paste it there. So it's gonna be in
the main folder. This is the main and pasted. Now, paint is going to be
removed and now add a paint, but I'm going to bring
that beneath the levels so that the paint is
already taken effect. Okay, now let's try to make
the brush size like so. Okay, It's good. Let's see that without it looks like we need to change
the level in here. So let's bring the
whites down, okay, to add only a level of
depth, not that much. Now we need to go
around and start to apply the paint everywhere. It's gonna take a while, but the results later on
is going to be worth it. Maybe some more of these. Okay, and I believe that we're finished with it
with this earphone. All of them are done. Now let's move on to this piece. Let's make the brush
size is smaller. And just the stamp in this manual details
will really try to help identify the
realistic of the object. Adding procedurals is okay, but when you add the
hand painted details, it's going to really
be a lot better. And I believe that
we're done with it. Now. This one is okay. Let's see
about it. I'm happy with it. He can go change the
color if you want. Okay. And now let's move on to the cushion pieces and
add some details in here. So let's go find the folder. It should be in here.
It's the liter folder. Now we have this plastic
as the main color. And now we're gonna go add some procedurals to add
some details to this. Of course, later on when
we add the mesh maps and add in these crevices
areas and occlusion areas. This one will really
get finalized. But for now we need to
stick to the procedurals, add a layer, black mask and then a fill so that we
can bring in a procedural. Let's see about it. Try planar. And I'm going to make
it something like four. Okay, it's good. I'm actually happy with it. Now, I'm going to go set
this one to overlay. And the reason that is
that we can go take it and add a bit of discoloration
in the surface. We see now. That is
very, very minimal, but yet adding interests
to the object. Instead, this is what
is happening with that. This is without it.
This is with it. Okay? Small bits of changes
but effective. And bring the
roughness up a bit. And you can go for the
height as well if you want. But this is going to
make it really chaotic. You need to really care about
adding those Hide Details. This is something like
this is too much. So let's bring that up. And only a small bits of height. Okay, now let's go for
another procedural. Add a layer. And we're going to
add a black mask. And the fill. I'm going to take
this as Example. I Control C and every
time a Control V, I'm going to paste that in so that we have a preset
and we're gonna be a lot faster with adding
the layers so that we do not need to add the
layer mask fill layer. Every time we have that copied
and every time he want, we will return back to it and paste and try to work with it. Okay? Now, some small details. Let's go make that triplanar
with tiling of five. Okay? Now I'm gonna do
one thing and that is adding some more color. This. Now let's go see if I can
change the color to something else that we would like to see. Let's change the color. Believed that a bluish
color is a good one, and red is going to
be good as well. Let's go with this. Not actually read but
something to consider. Now let's add an overlay and bring it up until we see some of that
color in the mix. Okay. Now let's go bring that down. Because that was
too much exactly. So you can hit C to go in the base color view and see
what you are doing exactly. Okay. Now, I'm happy with it. Let's take a look at
this one as well. And it's okay. You know what? Let's
right away try to add the curvature details to the cushion base
because without them, this will really not look that good because we need to
take all of these crevices, pieces, calculations so that
this one gets finalized. Let's add a fill layer. And I'm going to add the cavity. You see now this is
something that takes the mesh in calculations. Takes the mesh maps. Okay, let's go in here and I'm going to reduce that down a bit. Global balance down,
something like this. Let's go in here and try to change the
color to something. Okay. I feel like this one
is a good color. Let's bring the
roughness up as well. Add some surface variations. And let's take a look
at this one as well. It's good. So now
let's add a new one. This time. Let's go for
some surface variations. This is very good. I'm happy with it
the way that it is. Now we need to go and
set that to overlay. And in order to bring that, some of that back, we need to go like this
and bring full white. So that'd be seeing
more of that in action. Okay, Let's see that this
is with it, without it. This is now too much. Let's bring that down and bring the roughness up a bit and
take a look at the roughness. And this is what
is going on there. Very good. I'm happy with it. Hey, now take a look at this. When I'm taking a look
at the references, I see that there's some pattern going on in here
on this top piece, especially this one
I really like it. And this one, you see that
what is going on there? Let's do that. So now I'm going to
add a fill layer, and let's go for procedurals. Here, the textures we have a
lot of good parents to use, and they can be found in here. And let's check to see
what do you need to add. The first thing is
that I do not want the earphones to be calculated. So right-click,
add a black mask, and then I'm going
to add a paint. Let's go to polygon fill and make it white and
only select this one. Object mode. Select this cell that we do not get the earphones
in calculations. Now whatever we do is going
to be affected by this. So now let's add a
fill on this fill. Let's add this one. E.g. now it's taking
the whole place. We do not want it. So let's
set it to multiply so that it appears only on places that we have
masked already. Okay, Now let's
bring that soil up. And it's exactly
something that we have seen on the reference
is very like it. Now I'm actually
happy with it. Okay? But one thing, let's bring some divisions and
bring the tile down. Something like this. Now
let's go in here and try to choose a color that matches the scheme
that we are going for. So it looks like an
orange color would do. Hit C to go to the real colors, not the colors that are getting affected by the
lighting conditions. And try to pick up
a color from here. And I'm happy with it. And now let's do some changes. Are really wanted to make
these lines a bit thinner. So let's go in here. I want to limit the white. So we already know that
by adding a level and by bringing up blacks were
able to limit that. Then actually I'm very
happy with this result. Let's go see if we can add a
bit of height to it as well. Let's make it positive. So make it look
like a pattern or something carved in this place. Okay, now this is
too much. Let's go. For a very neutral Lord. Now that we have in place, we can try to this color
some of that to convey the message that this
one has been used a lot and a bit of
discoloration has happened. So let's add a paint and I'm going to go
for manual paints. And you see that
when I paint white, I'm taking and when
I paint with black, I'm removing from that. So now let's go
pick noisy brush. Let's go for
something like this. And try to randomly
sculpt on some places. Okay, now let's go
for the side and randomly sculpt on some places. Now, you see, now we have painted with full black
that you see in here. If I go in here and try
to bring this down, this will bring
some of that back. And this is non-destructive. I can toggle this one off
to bring everything back. I can use the full opacity. I can even go and try to
remove a lot from it. Then I can bring
the opacity down to bring some of that back. Okay, not that much. Something like this. Now, let's try two paint
on some of those areas. Not that much. And you can bring the low
of the brush as well. You can hold down control. Just take a look at this. Hold down Control. Left mouse. When you drag right,
it becomes workflow. And if we drag down, it weakens the flow. Okay? Now you see if I start to drag, that is not as strong
as it could be. Okay. And I'm feeling like We're getting good
results in here. Now, let's go do
something about this one, about this plastic piece
that we have up top. Let's see where that belongs to. It's in here, it's
in secondary folder. So let's add a fill layer, add a black mask. And I want that to happen
only on this piece in here. So object mode and
select this one only. I'm going to do the
same thing like this one and add some
details on top of this. So again, I'm going
to add the fill. And this fill, we're going to bring in some of
these panelists. I'm going for something
like one of these panels. So let's add them and
try to see what they do. Let's make it try planar. And it's going to have
maybe ten styling. Let's set that to uv. Uv is a lot better. Now, I'm going to set
that to multiply, to have it only on this piece. Now, let's go take care
of the material response. I'm going to take the
color from this one. Now you see it's
exactly in place. Let's go add some height. Like so. Like there's a little bit
of height going on in here. And let's do something. I'm going to go increase
the tiling even more. Let's go for 20. Okay? Now, this is a lot better. But I'm not liking the effect that we're getting
this piece in here. I do not want this
to get included. So now let's again go in here at a paint and I'm going
to exclude this one, the site from
getting calculated. So let's go to polygon tool. And because this one
is on a UV chunk, we can go for UV, make it black, and try to separate from that. And you can see that by
removing that UV chunk because of the UV logic
that we created in Blender. This is part of the same UV. Now we're able to go and try to have it only on this side. A bit of hyperbole
sculpting for free. Let's go in here and see if we can try to bump up
the color a bit more. First, let's go
forward or roughness. Let's make that refer a bit. Let's see for metallic. Let's make it metallic. Let's go for this
plastic as well. Make that metallic to see
what is going on in here. Now, let's make that plastic
instead of metallic. Okay, let's drag the metallic
down for this one as well. Let's go for another color. Let's go bring in the value
of the bit and take a look. I'm happy with what
we're getting now. Just take a look at
what we have done so far. And we're okay. Now we're going to print
some text in here, just like what we have
been doing so far. Let's go bring them and
looks like we can use what we have already
there, which is this one. So let's first start
with this one. We need to go into the
main folder because this one belongs
to the earphone, which is in the main folder. Okay, Let's find it, and it's in here. Okay, this is it. Now
let's add a fill layer. Right-click, add a black mask. And I'm going to bring in paint so that we
can paint on it. And let's bring the
output to the default one and try to plug this one. In Syria massive. And just zoom out. Okay, now, let's try
to print text in here. Let's zoom in a bit. K, play. Now, let's rescale the text. I don't want that to
be like so. Play. Pause and make sure
they're on the same line. And this is gonna be stop. Let's add one from here. That is the info or
jump or whatever. Let's print the info in here. We printed
unnecessarily text and it can simply hit X and
try to remove that. Okay, now, this is how far we have reached
in this lesson, in the next one who will go and try to add more details to that. Okay. See you there.
47. Exporting To UE5: Okay everybody. Now we're only adding
the details in here. So let's do something. I'm going to go into
buttons folder and try to paint some icons on
top of these buttons. So this is the buttons
folder and this is z. So let's add a paint layer, add a black mask, excuse me, Fill layer, Not a paint layer. Add paint. And now I'm going to
use these as icons. And size jitter, Angle Jitter, and position general
needs to be disabled. And let's see about
the rotation. Let's bring the flow up. The rotation needs
to be disabled. Let's make that 90 degrees
and try to paint k. And this one for pause. This one for stop. And maybe this one for info. I'm just thinking. Okay, Now
that that's a real response. I want the color to be dark. Like so. I want them to have some
height channel as well. It looks like there's
something going on there. And now you see they
are full white. And it means that the transition between black and
white is nonexistent. So now, this is because we are seeing some of these
jaggedness in here. So after this paint, I'm going to go add a filter. And this filter, we're
going to add a double. Okay, this is it, but
the Bible needs to go outside and look
how the Bible does, is it creates a transition, but now the transition
is going inward, so we need to make
that go the other way. Like this. Now it reaches to the full extent and
now it moves on. Like so. But now
let's try to bring that back and a bit of
smoothing. Like so. Now you see there's a
good transition in there. And just take a
look at what it was before adding the bevel
and what it was after. So before, after, it really adds a lot of cool
details to there. Okay, now let's add some
text on these places, which should go to
the main folder. Let's find it. We are in here. I'm going to paste that
on the same layer. So let's see if we can add
a bit of height to here. And let's go and copy
the bevel in here. Okay, control C to copy that. And I'm going to bring
that in here and paste it. Let's find it. It's in here. And we need to paste the effect in here.
But it's too much. So smoothing, we do
not want that much. Now it looks like it's not
doing anything for this one. So we're gonna go with this. So now I'm going to
add a new paint. This point, let's use the texts that we
have here already. We do not need to
print new text. Just, let's go with this one. Okay? Let's paste
this one in here. Inputs volume. Make the brush size bigger. And input value. Because it has a
good resolution. It's supporting one. So let's make this one menus and items like so. And this one is
going to be input. So let's resize and bring that up. Inputs. Very good. Let's bring it striking in here. So now let's go to remove
and try to remove some of these extra details that we've painted in here.
Okay, very good. Now let's do something.
I'm gonna go. And take the mesh
maps from this radio. Okay, let's go to the
mesh maps folder. I'm going to copy that. Let's bring that
into the headphone. And I'm going to remove
this and paste the new one. Now you see all of
those dirt grime and whatever that we have painted there has been applied in here. So let's take a look at
it before and after. This is before, this is after. You see now, this is
really day and night. Then this one already
includes the sharp sharpen that we had. And I'm not wasting a lot of
time adding those details. Let's go take a look
at the surface. And is every surface attribution that we have added there
is present in here. And this was to
save a bit of time because all of the logic
that we used is the same. Let's bring the radio and try to take a look at
them side-by-side. And I feel like this has been finished or at least for now. So let's hide the radio for now. It looks like there's a lot of empty space on these earphones. So let's go to the main folder, which is responsible for that ad or Payne's
layer excuse me, fill layer. Mask and paint? No, not a paint. This
time we're going to use a fill to use a procedural maybe to
create some panelists, just like what we
created in here. So let's paste this
one in. Like so. And I'm going to add
a lot of tiling. Let's add body. It's very good. But we need to go and
set it to overlay. Like so. Take a look at
it. It's too bright. And let's bring the metallic up. Or let's do something. Instead of using that in here, I'm going to copy mask. There should be a copy
layers or copy mask. This is it. And go
to the main layer, which is this one
control C, control V. Make this one a bit
darker. Like so. And now I'm going to paste mask. Just create a black
mask and right-click. There should be.
No, there isn't. So add a fill. This, make the tiling
something like 40. And let's see about it. We can add a level
to bring the white down or to bring the
leg up. The limit that. Now I'm not actually liking this panel and let's
go for something else. This wave, we can
delete it, add a fill. Let's bring that in here. The level is going
to be removed. Let's go pick something
from these panels. Let's use this one
instead. Tiling of 40. Now this isn't good. So let's bring this one in. And actually this
one is good one. Let's take a look. Let's bring the body to 30. It's adding a lot of cool
details that are visible from close up. Let's take a look. And it's in here where we
have printed the text. We do not want that to happen. So after this one, I'm adding a paint. Let's try to remove from here because I want the
text to be visible. Let's go for paint instead. Okay, like so. Now we can try to remove this part. Okay? And it's good. Okay, everybody,
congratulations for finishing. Takes string modelling,
hyperbolic creation, everything about this tutorial. Now if you want to
export the textures and test stat inside,
maybe unreal or Blender or whatever
program that you have. You can go in here. The shortcut for that is Control Shift and E. Just assign a folder for it, which you can select in here. And the file type. It's always good to
use PNG or target. Target is heavier,
but PNG is a smaller. So let's go for P and
G. Let's go for toga. And size of the texture
because we're going to use that in games or whatever. You can go for two k. But if you want to have the
maximum quality, of course, that might not
be used in a game at all. You can go for, for k or two k if you want
to use that in a game. And from the temples, one of the good ones
that you can use is the Unreal Engine pact, which is this one. This is it. And it's going
to pack for unreal engine. Of course, the normal map that
ships with it is Direct X. So you need to
have that in mind. Some of the programs
support art x, some of them OpenGL. Now, let's hit Export. And these are the final result
in textures that regard. This is the base color normal, and this is the mask texture that includes the
ambient occlusion, roughness, and metallic all in the same channel in RG and B. And this is the radio, and this is the
emissive of the radio. Normal and the channel packed. And you can import them in any game engine no matter
what and try to use them. Now back at lender. And this is the low poly file. And we have triangulated that. I'm going to do one thing. Let's go Shift D to duplicate and create a
folder and call it final. Okay, let's go find them. And they're all in here. Let's go hide any
folder except for that that we're seeing. Now this is where we're going to combine the pieces together. Then I want the pivot to be exactly in the
center of this one, in the center here. So I go in here, just select the pivot to here. And I'm going to go apply
all of the modifiers, the triangulation
modifiers, which they are. I'm going to let's apply
all of them. Okay. There's something in here
as well that we could do. There's something in here. Let's find it. I'm just selecting
them to see if one of them as any modifiers. So now the pivot of this one, I want it to be in the center. So first, let's apply
the modifiers on them. This is very important. I do not want to have the modifiers just Control
a on the modifier. You have selected that applied. Okay, Now these ones,
Let's select them. And we can go take them and try to apply the modifier on them. Whenever something
had has this wrench, that means that it
has a modifier. You can easily identify them and just save them
or apply the modifiers. This one has the range.
This one as well. Let's see, we have applied
all of the modifiers. Now I'm going to
select all of them, this one as the active object. And then I'm going to
hit Control and J so that all of them are now
part of the same piece. Now you want to hit Control all tangy to bring that in
the center of the world. Now you want to go in here
and make sure that all of the rotation and
scale dimension, anything has been applied. So rotation, scale and location. But when you change the
location of the pivot, returns back to the
center of the world. Just have that in mind. Always do double locations reset when you have that in
the center of the world. So let's drag this one out. Now, I'm going to
select everything and this one as the active
object Control J. And I'm going to bring
the pivot to the center. Something like this. Or let's do something. Select these pieces in here
and control or excuse me, Alton S, to bring the
pivot in the center in here and bring that in
the center of the world. Everything has been applied, soap on now to make
sure apply them. Go to see if you have any face
orientations to be wrong. No, everything is good. Now it's time to rename them. So this is going to be static
mesh hundred score radio. And this is going to be
static mesh underscore. Headphones. Okay, now let's see
about the material. This has the headphone material and this has the radio material. Bring that in the
center of the world. We're going to export
them individually as FBX so that we can use them. So export as FBX in here, you want to make sure
that you have selected the objects only
and hit export FBX. Of course we need to
correct the naming. So Export and make this Static
Mesh underscore radial. And this one is going to be static mesh underscore
headphones. Now, let's open up
Unreal Engine in here. And this is a very simple scene. And I'm going to
import them here. So let's create a new folder. I'll just call it radio, just for renaming
and hit Import. And we're going to head over
to the folder where all of these are present. Then in here you want to
make sure that if you want to make it non-ideal mesh, you want to check night. But for these, because
these are low poly, we're not going to
import them as night. So import all. Let's check to see if there's any problem
happening there. Now everything is okay. So this one as well.
Let's go back. And now we have two
materials imported. One headphone, one radio. Of course. If you want to make more complicated
shader master material or anything you can do. But that is not the
purpose of this course. So let's open up
the radio material. Of course, this is not what I do on the projects that I do. I create master materials
and everything. But for now, that is only
for visualizing purposes. So now let's go for
the radio pieces. This is radio emissive, normal. And the pack channels
channel pipe texture. For the channel type texture that's open that up, these two. And if you are going to
use them in Unreal Engine, you want to make sure that you set the compression setting to mask like so. And for the normals, if you open the normals as direct eggs,
you're ready to go. But if you're normal has
been imported using OpenGL, there's something
that you need to do going to all
advanced details. And there's a flip
green channel in here that you want to
check. This is it. Flip green channel. If you have important OpenGL, You want to flip the
green channel here. But since these are Direct X, There's no problem with it. These are the thing
that you need to do. So let's take this, plug it into the base color. This is going to be
plugged in a massive. This is going to be
plugged in the normal. And the first channel of this
one is ambient occlusion. The second one is roughness. And the third one
is the metallic. Okay. Hit Save and close and
open up the headphone. Okay. These are no, not this one. We do not have a massive
channel for the headphone. So let's plug in base color. This one is going to be the
normal ambient occlusion, roughness and metallic Save. So now if you take the Static Mesh and
drag it in the scene, you're going to see that
whatever we have done in Substance Painter is
present in here. Okay. This is a relatively small mesh. So we need to care
where we're zooming. But it's the everything
that we have done there has been present in here. And we're getting
the same result from substance to Unreal Engine. And it means that
color correction and everything that we
have done is okay. Okay, now we can go
and try to use this one or any project
if you want to. So let's go re-scale
them to five. Like self to see some of
the details from close up and see everything
that we have added in substance painter
is present in here. And all of those
details are here. So now this one is finished, and now we know how to
import these inside a game engine and how
to further use them. Of course, I'm going to share
the final low poly file with the texture in
the project files. You can go and try to
test them for yourself. Okay, this is it. And I feel like it's
time to say goodbye.
48. Thank you: Okay everybody, and this is the final video in this course. We have covered a lot
of topics and this one, how to create boolean pieces, how to optimize them
for a game engine. How to create low poly, poly, poly sculpt out to unwrap properly and to
save some UV space, how to texture out to
import in a game engine. And I feel like that this is an end to what we
have done so far. Of course, the techniques are there and you can continue to invest in the techniques and use whatever you have
learned in a project. Okay. It was a good time and I
really enjoyed the process of making this
tutorial and goodbye.