Transcripts
1. Introduction: Have you ever wondered? And artificial
intelligence enhance my artistry and they'd give
life to my 3D creations. Well, we have something that will answer all of your queries. Welcome to the AAE and 3D art. Unleashing creative potential
for digital artists. And extensive
online journey that brings together the
fascinating world of an AI and 3D
digital industry. This course specifically
curated for digital artists. Your pathway to comprehend and master the power of
AI technologies, including chat GBT and ai image generators or augmenting
your 3D art creations. So here's what the
course has to offer. Sartorius will begin
with the IGBT, will learn how to
make use out of it as your personal
tech support. This module enables you to troubleshoot your
software issues, discover new features, and hone your skills in 3D
tools like Blender. It also introduces you
to the concept of AI for generating novel ideas and locating inspirational artists. Igbt, as you're writing a brass Power AI can enhance our descriptive writing
for your artworks, enrich your vocabulary and
improve your text fluidity. Learn to use AI for search
engine optimization to bolster your online visibility by optimizing keywords
and hashtags. Igbt as an art
research assistant, get assistance exploring
conceptual ideas for your art environment and experiment with variety of ourselves for the
textual descriptions. You'll learn how AI can suggest contextually
accurate names, props, and materials to enrich
your art creation process. Afterwards, we're
going to be moving onto ai image renderer. Dive into ai image generators
such as mid journey, understand their
alternatives, and learn to create detailed concept
art for references. Gain command over
color palettes, camera angles and aspect ratios, ensuring a comprehensive
understanding of your artworks
visual perspective. Generating texture detail. Learn how our AI system can
enhance freedom environments with vivid colors and intricate stained
glass decorations. The textures designed
specifically for Blender will transform your fried equations individually captivating
masterpieces. Seamless texture. Not only will you
learn to convert AI generated image
into textures, which you will also match
the transforming them into usable PBR materials with varying roughness values
and normal mapping density. Lastly, we will plunge into
exploring the dream AI beginning with Blender
scene setup with AI. Discover how to
bring the power of dream AI to your
blender workflow. Adding intricate details to
your rendered images and transforming your 3D objects individually captivating assets. Ai, texture generator,
color projection. Learn how to project texture
is directly onto 3D objects, enhancing their
overall visual appeal. Understand how to
enhance specific details to add more depth to
your 3D environment. Seamless sexual
creation and BBR setup. Learn how to create
seamless textures in Blender using dream AI, incorporating them
as PBR nodes with a diverse array of
grunge textures. This will provide you
with a versatile library of high-quality materials. Understanding how
to upscale textures to preserve sharpness
and detail. Also mastered the art of
crafting extra details for stylus prompts and creating small prop cutouts to
enrich your scene. In this extensive
course of 37 lessons, 7 h worth of content, you will embark on a
journey of blending artificial intelligence
with 3D art, culminating in the
ability to enhance stunning AI, enhance
digital masterpieces. For both budding artists
and seasoned professionals. This course will empower
you with the knowledge and skills to effectively
leverage AI tools, authoring a cutting
edge creative process. So what are you waiting for? Joint are ai and freely art a course for
digital artists today?
2. Using ChatGPT AI as Tech Support: Welcome everyone to
air and pretty art, a course for digital artists
in which we're going to start off with making
use of chat GBT, a text-based type of pain AI, which is really useful
for digital artists. So to start off, why is it actually good to
make use out of the AI? Well, for starters, it is
really good in helping you out in regards to when
you encountered certain issues within
your 3D modeling path. Or let's say you're working with certain software that you don't know how to solve an issue with. With using IGBT, you can simply ask for a question
and it'll help you out. So for example,
we are working on a low poly type of
a, an environment. We can ask how the
topology is like if it was in regards to
the overall vertices. So low poly in Nevada grown men, what's considered only count, were to just type
it in right away, give you an answer. As you can see over here, it's going to give you a type of information for you to adjust. And if you want to, for example, make it a bit shorter, we can just type
in, memorize it. And it's going to give
us a much shorter type of an answer which is
perhaps easier to digest. The upside of using this instead of just going
through the forms, for example, is that
you're going to get a straight up an answer. It's going to be a
support for you 2047 type of assistance that's going to help you along the
way on your journey. The other way we
can make use out of is if we were to make
use out of it as an actual type of a tech support in which
we have a problem. For example, in Blender, if we're not able
to move our object, like so, we can just type it in. And it's going to give
you a certain type of solutions which
you can go through and try out and see
if it works out. The upside of doing
this instead of a search engine
is that you don't need to go through
multiple links for multiple websites to find
what you're looking for. It's just going to give
you a bunch of ways to try to help you out and
solve your problem. And it's actually
quite flexible when it comes to this
type of a setup. You're able to even
expand the points. So for example, I'm trying
to use a second point. Prolonged. Quite understand. So I can just type in
expand second point. So it's going to give me that a bit of an extra
information for it. So there is that it can
be as specific as you want and it's going to help
you out as much as you can. So if we were to
go to a blender, lets say and have a specific
issue, for example, we are not sure why mouse would be giving us a bit
of an issue in regards to when
we're trying to just move a certain vertices, we can type it in and give a specific type of an
information to charge a bit T. And based on that information, it's going to help you get
the right type of an answer. The downside of using it as this type of a tech
support is that it's not actually up-to-date
when it comes to software. So for example, if I were to ask specific software base type on an issue that only
this version has, it might not be able to find that solution if the
version is too new for it. The current one that
I'm using right now, if we were to scroll
all the way up, it's saying that the default
model is Chad GBT free 0.5, which is really good and really fast when it comes
to certain things. But the downside of
it is that, again, it's not really good when
it comes to new things. And yeah, In regards to the overall setup
with the one thing that I will say is that you can make use of a newer version. If I were to go to
a new virtual IGBT, right now I have
a chat gbd plus, which is like a paid version. Everyone is able to make
use out of IGBT 3.5 GB. T4 is more of an experimental. It's the newer version which has a more intricate type of AI. The downside of using
the newer chat GBT is that it is a bit slower when it comes to
giving you solutions. And there is also, if we were to write it down in regards to
asking something else. So for example, lender
breezes during launch, something of the sort is
going to give you an answer. And sometimes I
tried to not notice, but there are some bit
of hallucinations. Hallucinations with in regards to the hallucinations I'm
talking about in regards to this text type of
a setup is that it doesn't actually stop generating It doesn't actually always
give you the right answer. Sometimes it tries to come up with a solution
by grabbing a bunch of formation using
its neural network. And it doesn't always give
an option that makes sense. So what I mean by that is, let's say right now, I'm asking about freezing
to relaunch its giving me a type of optimal
setup or a computer. And in this case it gave
the right type of look. But for example, sometimes
it could give, in this case, in this less than ten
years old computer, it could give less than
100 years old computer, which wouldn't make
much of a sense. So in that regard, it's not always accurate with
the information provides. But in most cases it's
going to be quite alright. So, okay, there is
that in regards to the technical support and
now going back to what I meant with in regards to the overall lack of information
to the newer software and where it's lacking
with the chat GBD for there is actually an
option called browse. With the browse
option is actually quite useful as it's
able to pick up the internet search
engine information and it could give you a
better type of a result. For example, if I were
to go to IGBT free 0.5, I can type in
Blender, a free 0.5, which is the newest
version of Blender right now that I have 3.5, 0.1. You can see here at the
bottom right hand corner, blend a free 0.5. I can type in what's new here. I'm just going to
go ahead and copy a message over like so. And if I were to type
that in, as you can see, it doesn't have that information because as it says over here, my knowledge is been
cut off by 2021. So there is that. But with the brows
functionality for search plug-in with the search
plugin and we can just type in the same an option. And as you can see, it'll
start browsing through the website when it's not
able to pick that up. And it's going to give you a really good type of solution. So right now, it is taking
quite a bit of a time. Overall. It's going through the links, clicking on them, gathering
all the information. And then once it's going
to be done with it at all, it's going to give us
a reasonable solution. So let's just go ahead and
wait it out a little bit. And in regards to
the AI, overall, AI, what's nice about
them is that the more it runs through
the processes to more users are making
use out of them is that the better
information is going to get, the better the processing
speed is going to get as well. So before with IGBT 3.5, it wasn't quite as fast
as it is right now. And it's got really fast. It gives you straightaway
the right kind of results with Changi be D4 and
wish to web browsing, especially right now, it's quite a bit
slow at the moment. We can even click and
see what it's doing and what kind of websites
it's going through. And right now it's
only going for a weekend blender, though. Google search that as well. But again, with CBT is
just going to condense the entire information
and it's going to be so much better overall. And after a bit of time, it's going to give you
a result like this. So again, instead of
just browsing it, I went ahead and made
use out of the chat GBT. In this case, what
I can also do is I can ask you to
specify it for free, the artists, so
specify for 3D artist. And it's going to be much nicer in regards to condensing
the overall information. So it's going to make
sure it sets that up. Although right now it
seems like he's rewriting everything in regards to
what you already wrote down. And that's not what I want. So I'm just going to go
ahead and ask it once more, What's new with that? And to be free DIY, artists, specific, only a go. You've got to be
careful with the word. So before I specified it
with the freely artists and it just rewrote the
entire thing and why it's useful for 3D artists. So again, it'll take some
time to load everything up. And as you can see over here, it's going to write down what's new food aversion in
regards to the 3D artwork. So how you're able to make use out of it will be up to you. And yeah, that's pretty much it. In regards to the technical
support for the charge EBT, you are able to
solve your issues. We are able to summarize
what's new with the blender, and we're going to continue
on moving with the IGBT, how better you can make use out of it as a digital artists. But we're going to continue on with this in the next lesson. So thank you so
much for watching and I'll be seeing in a band
3. Bashing Conceptual Ideas Using AI: Welcome back everyone
to ai and 3D art, a course for digital artists. In the last lesson, we
talked a little bit about IGBT and how
we can make use out of it in order to
set ourselves up with some technical support
and how to get certain information out
of it to keep yourself up to date with the
newer software updates. So now we're going to go
ahead and talk about on how to make use out of it
as an actual artist. Although charged with t
is a text-based software, you can in the way technically
make a tech start. So for example, text
art of stick man, you can make use out of that. And it's going to give you a certain type of an
art style to that. Of course, this is not
really useful for us as if we want to make
use out of digital art, more of a 3D work, for example, will need to make use out of this AI in a bit of
a different way. So how can we actually
make use out of it to help us with the
overall process? Well, for starters, setting ourselves up at the very start. As an artist, you need
a certain mood board. You need a bit of
research to figure out what kind of a setup
you need throughout your design to
make sure that the overall environment
or character or just a prop as
enough depth within it and you're able to understand the
information behind it. So first things first, we're able to get ourselves some conceptual ideas
for the environment. And it's able to
help us bash idea. So for example, I can get ideas or Viking bean 3D
environment. Like so. It's going to give us a sort of a title and a description. And it's really nice
and easy for that. Of course, because
this is a text, it's still leaves plenty
of room for our minds to figure out what type of
an environment we need. But as a base, it's really good for just getting some
interesting ideas overall. So for example,
biking longhouse, Viking, ship yard and such. It's really nice
and simple ideas. We can also bash ideas. For example, we can do Viking and Cyberpunk
or 3D environment. Or, or not periphery
the environment, sorry for free the
character style. Let's go ahead and do that. And it's just going
to give us a bunch of different character ideas
which are going to be great starting point for us to dive into with our
research and whatnot. So it's just able to in a
way hallucinate for her us as AI tends to do and just kinda bash ideas
together really quick, really easily, and in a way
that would still make sense. So it might not make
sense for certain ones. So I'm looking through them and maybe cyber
biking shaman, it's an interesting concept. Sure, we can make it work, but it might not be quite as desired result for a
sci-fi type of setting. So, yeah, bashing ideas, really simple, really easy. And we can, even for example, if we like one idea, let's say like, I like
writing street samurai. Let's go ahead and
make use out of that. And I can just write in, give me variations of this. And I can just paste this in. And it's going to give me all of these of a variations from this. So it's going to make
use of what we gave it. And it's going to expand on that same type of
a theme though. Yeah, by just doing this, we're able to get a
bunch of ideas like so. Alternatively, what
we can do is we can find ourselves
some conceptual ideas. So what do I mean by that? Well, we can go ahead
and for example, give then John Ross
for dystopian sci-fi. And it's going to
give us just that. So this way we're
able to explore are a type of genres without actually knowing
what we're searching for. If we were to just search
it simply on the Internet, we might not be able to find
the right type of genre. In this case, we're just simply asking within that direction, within a sci-fi
dystopian kind of a look what kind of
genres there are and were able to get some really nice type
of a setup out of this. And it's super nice and simple
to make use the chat GBT for version will give
you a similar results. So we can make use out of
every 3.5 or version four. And yeah, that's pretty much it when it comes
to conceptual ideas. So if we were to just select
the shielded Sentinel, this one looks kind of
an interesting idea. We can just put this in. And I can ask for concept ideas. Or a, to scroll down. Let's say genetic
engineering dystopia, it sounds kind of
interesting or a genre of this character. So what I did right now was
simply asked for a concept, ideas for a specific character within a generic
engineering dystopia within this type of genre. So by mixing and matching
these kind of things, we're able to direct our AI
to where we want it to go. And by making your Saturday I
as a sort of a work engine, we're able to just get ourselves some real nice ideas
and then we'll be able to just work on the visual aspects of
things as digital artists. So, yeah, that's pretty
much it when it comes to conceptual ideas
and conceptualizing them within the text of IGBT. That's going to be
it for this lesson. And next one we're
going to explore how we can make use out of this IGBT to get more inspiration from other
artists, for example. So, yeah, that's going to
be it for this lesson. Thanks so much for watching. And I'll be seeing you in a bit.
4. Researching Artists and Artwork Using ChatGPT AI: Hello and welcome back
around to ai and 3D art, a course for digital artists. In our last lesson, we
learn how to make use out of charge EBT AEI,
a text-based AI, will help us to
get some concepts, ideas within our scenes or within just a
general mood boards. So now we are going to explore, continue exploring
on getting ideas and how we can make
use out of which IGBT. In order to simply help us out with setting up moodboards, are just getting some
extra inspiration. The easiest way
for us to do that is through getting the artists. If I were to type in something
like sci-fi artists, like so we're just going to get a bunch of sci-fi art
is just like that. Now let's say we want to get
more of an interesting idea. We can also specify
that, for example, I kind of like HP
Lovecraft type of work. So for one to bind an
art based on that, I can do that. I can type in HP Lovecraft
inspired artists. And it's going to give me a bunch of lists in
regards to that. And I can make use
of these names who get a punch of artwork that's
going to be unrelated. What I'm looking for, our next thing that
we can also do is we can grab one of the names
and we can paste it in. And we can just type in
similar artwork, Excel. And just by doing that,
we're able to get ourselves a similar type of artists that's going to help
us in the long term. So by just going through
these names, were able to, for example, find a bunch
of artists on the internet, get inspired by the
artwork and just kind of conceptualize our overall ideas for what we want to
set ourselves up with. The other thing that we
can do is also searched for artists based
on the timeline. So for example,
if I want to find 1920 '20s artists
American Style, and go ahead and
make use out of this and find some artists which
should be popping up. Sometimes it just
decided not to work. In some cases, it just freezes up or something it was
running right now. But if it is doing
something unexpected, just click on this
bottom button over here to regenerate the response. And you can see it's going to give us a proper
response to this time. And it's going to work
much, much better. And not only it's going to
give us a type of an artist, it's also going to give us
a description about it. If you noticed before. For example, this one over here, it wasn't quite as
long of a summary. We can ask, for example, to give a longer summary. Or if I want to ask more about a specific artist gives a
summary of work, for example. We can do so and we
can just get ourselves a specific type of artwork
from this type of an artist, we can find what's it's
been most famous for, and what type of pieces artist produces basically
using charge EBT like that. Getting an artist
getting high above a timeline and getting style mixing into
the style as well. It's really useful and
beneficial are also encourage you to be
a little bit more specific in regards to
what you're looking for. So for example, I was
before I was asking for 90, 20 artists American style. I can even add a
bit of an extra. So I can add in low
saturation, like so. And I can also type in something
like low angle art work. So in this case is going to give us a different
type of a list. So it's hopefully going to give us the right type of a look. We can see what it's asking. What's this talking about? We can see the description
about it as well. And it's the first one, for example, it's saying, well, not always in low saturation, summer resorts adopted
subdued color palette and strong emphasis on form. So this is a very nice type of a steady solution for when we want to eat different types of perspective of different
artists and whatnot. And we can be really specific. And we can even,
for example, 1910, we can even give
like, for example, a fish eye lens art work. Artists like that. And it's just going
to give us a bunch of different types of data. All in all, it is a very nice program
to make use out of y. And we're trying to get
ourselves mood boards when we went to resource
specific angles. And when we want to just look
up specific art work off the artists themselves
and all in all. Again, it's up to you to how you make use out
of this program. You really need to be
making sure you know what you're looking for in
a way that you are going, progressing with
artwork yourself. Though, the AI is really useful with the
artwork production. But at the end of
the day, again, it's just a tool that the
artist needs to make use. And yeah, that's pretty much
it when it comes to that. In the next lesson,
we're going to continue on talking about how we can help ourselves during the
environment setup or the artwork setup itself, during the process itself. And not just the mood board
setup or the research. We're going to continue on
with that in the next lesson. Thanks so much for watching and I'll be seeing you in a bit.
5. Using Text AI for 3D Modelling as Digital Artist: Hello, Welcome back
everyone to freely art a course for digital artists. In the last lesson,
we left ourselves off by creating some variation. Or our artists research on how to speed up the process
overall in regards to that. And now we're going
to continue on by looking into charge EBT
this time, however, we're going to look a little bit more how we can
make use out of it during the process of
an artwork itself. So with that being
said and done, I got a quick scene over here. Nice base set up. And I'm just going
to go ahead and talk a little bit about this is a nice scene, but in some cases, for example, there might be some
missing details. So what am I going
to do about it? Let's say I have this type of a setup that's
a little bit missing. So I was planning
to have a house as making of a boats or
something of the sort. And I don't quite know
what it's called. So I can just simply go into the chat GBT
and asked for it. And I can just type in, what's our kids are
old or fill in boats. And it's just going to
give me that type of a x, but I don't either name, so I can just type
in, give me a name. Ips and Cox. Egyptian themed. Oh, it's talking about
boats in this case, I'm just going to simply ask for an Egyptian themed building. Building name or building boats. I'll specify that
small boats as well. We don't want any more boats
or anything of the sort. And it's going to give
us a name for it. So it's going to be
quite nice for a, for example, for sine. So that's quite nice. One other thing that I
wanted to talk about is during this environment, let's say there is a missing detail with
it. A boat itself. I got to myself, this type of a boat,
but inside of it, it looks quite a bit empty, so I'm not quite sure how I
can fill that in with the four that I can actually make use out of the IGBT to
give me some ideas. I can ask for that
with prompts for free. The thing, I'm making sure I'm
specifying its Egyptian fame. So it's not going to
give me certain props. That's a little bit off in
regards that overall setup. It's given me a lot of Egyptian themed
symbols and whatnot. All of them are not what exactly what I'm looking
for because it's assuming that I just want
purely Egyptian theme. So I'm just going to
actually copy this, paste it back in, and I'm just going to
type in that boat is within and chips in river. Just for context. And so there you go. It's going to give me a budge, much better type of a setup. So for example, reed mats, water jars, adult and, or's. And now the wildlife. So for example, we
can have some of a vegetation within the bone
itself just laying around, collected or something
of that sort. And just like that,
we're able to just quickly gather all
of these ideas for our artwork and get ourselves some real nice apple setup and just think it through on y, wherever we're going to
make use out of that. And that's pretty much
it in regards to that. Similarly to that, we can also, for example, describe
the scene itself. We can go onto the
architecture and for example, type in our lecture or Egyptian, harbor. Me small ideas. So just as an extra, I can get some of that as well. When you are working
with IGBT though, we just need to make
sure BR specific but not overly complex with what we're naming, what
we're writing. So we're just looking
for the key words. The AI is just looking for the keywords
at the end of the day. So I just typed in that. It's more looking
for architecture. We're looking for Egyptian
harbor, the ten ideas. And it's based on
a hot, so that's, that's all it's looking for and that's all it's
going to give us. And I'm hoping that I should mention in regards
to the IGBT itself, is that every time we
regenerate a response, it's going to come
up with new items, is going to come up
with a different list. Sometimes it will have
duplicates though. So watch out for that. And in this case, I can't seem to see the
duplicates over here. But yeah, just gotta be very careful with in regards to that. But as you can see over here, there is a completely new list that we can make use out of. And it's going to
help us in regards to developing our environment. Another thing that we
can make use out of this four is, as you can see, this is not lectured at
just a simple mesh that up. So if I want to, for example, think on what kind of material
it's being made out of. In regards to this cloth, for example, in
regards to the sale, I can make use out of this,
helped me out with that. So what is I'm
actually just going to go all the way to the top
where I was asking about, um, well, where is it? There you go. I'm just going to copy and paste the same type
of attacks just to speed up my workflow little
bit and give me ideas. Or a boat. I'm just going to delete
this part over here. Or a law material. Egyptian themed
world. There you go. It's going to give me
all of these like so. And linen apparatus. Outbreak. Milk is going to give us a
lot of material to work with, which we can research real quick and then add it onto your scene. So we don't even need to just
simulate overall visuals. And we can actually
look into what's been used in Egyptian
type of a theme. This case, we're going to
be able to help ourselves out with getting more
accurate type of a setup. And what's the one most oh, I can just ask that and
it's going to say linen. So although gave us a
bunch of different ideas, maybe some of them wouldn't
have been used for boats. And ask which one it would be most likely
to be useful abode. I pour a sale and
it gave me linen. So it also gave some a bit of an extra information and why it's historically
accurate and whatnot. And yeah, it's really
nice, really simple. And it helps us to or rather continue
on with the workflow, with the overall artist flow
within our environment. And it doesn't hinder us. And we're just able
to focus purely on the visual aspects
of our artwork. And yeah, that's pretty much hit in regards to
how we can make use out of the chair GBT in regards to the overall workflow. When we are actually
setting ourselves up with environments and scenes
as digital artists. And yeah, in the next lesson, we're going to continue on, finish with the IGBT by
talking a little bit on how we can make use out of it after we're done with the
environment themselves. That's going to be
it for this lesson. Thank you so much for watching and I'll be seeing you in a bit.
6. GPT Assistant Within Blender: Welcome back everyone
to ai and pretty art, a course for digital artists. In the last lesson, we talked about how we can make use out of the chat GBT to help us proud actual process of the artwork. And now we're going
to talk a little bit what happens afterwards? Let's say you've got
yourself a nice scene setup. You finished up all the work. You got everything rendered out, and you are pretty much
done with the images. You might have taken
some videos as well. You want to present
your work to the world. What do you do? Well,
here's the thing. To set everything up. You're not only needed
to have images, neural only needed
to have the renders. You also need to make
sure you have the title, the description,
and it's got to be visible to a user right now. In this day and age, there are so many artists, there are so many
pieces of work. And it's always going
to be a somewhat of a competition if you want your work to be
seen by the world. So what do we do in
regards to that? Well, for starters,
with the charge, if T were able to
create ourselves a type of a keyword assistance. So let's say a user
is searching for something related to the
theme of your artwork. But we're not quite sure
what a user is searching. We're not quite sure how
they're going to search it up. We just got to make sure
that if it's in regards to the specific art style is
going to be able to be seen. So in regards to this
type of a setup, this is a walk restaurant, which I would like
to, for example, set ourselves up with a nice Within a nice
portfolio piece. I got to make sure that people
view it and half of times, if they search for
something related to that, I'm just going to type it in 3D. Art, work in a bar, romance of work, restaurant. I'm just describing what it is, a type of piece that I
have for the context. We need to put a dot
and then I'm going to ask for what I want. So for this case, I could
ask for give me a title or this portfolio is and it would
give me a title like so. So it's going to give me one. If I want to get
more, I could get, give me ten variations, like so. And it's going to give me ten
variations to choose from. So that's quite nice. Thing is about this is that we also need to make
sure that again, it is in some way, whenever I use a
researching for it, is going to give
a specific theme, is going to give the
right type of results. So our piece is going to be
seen by the right audience. But I'm just going to
type in the same thing, Excel and I'm just going
to add at the very end. Sorry, let me just delete
the thing at the very front. Like so, at the very end, I'm going to make it right. Make it search engine
optimized, like so. By doing that, we're able to get ourselves a nice a
type of a title. In this case, it seemed like
there was a bit of an issue. Let me just go
ahead and restart. You go by just clicking on
regenerate responses gives me. And I said type of setup again, if we don't like this, we can ask for extra like
we did previously. It might be quite
alright. Oh sorry. I just realized
the mistake I did. I wasn't I was looking
at the titles right now and I just
realized it wasn't giving me the right
type of result. The reason being for this
case is that this title, it doesn't say walk restaurant. It says work restaurants. So I made a slight mistake
in regards to that. Let me just go ahead and
fix that mock restaurant. Now I'm going to
ask it for that. And there you go. It's quite nice. But I'm not sure if it's
something I quite like. And let's say we got ourselves a nice title
after optimizing it, we can also, for example, just copy the title itself. We can also include, we can write down make sure to include into this idle. I'll make sure I split that
up with a line so we can hold Shift and click Enter to
get ourselves a new line. So it's going to make sure
that we split this up like so. And there you go. Is going to give us a
better type of a title. Notice how puts the
stylized or the front of the title is because before we asked about search engine
optimization and because of it, it tries to make sure it's
optimized on a lot of cases. Stylize it being used quite a lot when it's
being searched up. And virtual, I suppose
that's being also used. The person that's looking
for this type of a I felt this type of an
artwork is going to be able to find your work
much, much easier. And therefore
you're going to get more views for
likes and whatnot. Now, the other thing that
we're going to be talking about is after title. Of course, we'll
need a description. When publishing artwork. Or an artists like myself, it's sometimes a little
hard to write neatly. I focus on the visuals and I'm not really good as a rider. Plus English is my
second language, so my vocabulary might not be quite as high up
as other people. Though, having challenges with t Actually levels out
this playing field. In regards to the
description writing, I can ask for a child GBT
to write me a description. I can just paste this in. I can add a bit more detail. So for example, this
environment includes four or k. You're not actually sorry, material that up
and I just write everything in what I I can't
describe the environment. I saturation, rising sun. What else can I write them? On a table and table since
we've got some food, Excel, we have some menu
declarations and whatnot. Menu of corporations
and whatnot. Modeled in Blender, textured
and Substance Painter. I just basically
give every formation that I can think off
from the top of my head. And after I'm done, I just type in at the very top. So I just have a couple of
lines using Shift and Enter. And then I'm going to write, write a description from
this high volt, like so. And at the bottom, I'm
also going to hear is extra in about work. And also, let's not forget that we need to specify
that it's for free. The artwork or fried D. This time is going to be
environmental artwork and environ mental art work. So once we're done, we're going to click Enter. And now I just need to make sure I regenerate the response. It's giving me
error as it seems. And let me try doing that again. And loading up. There you go. Alright, so there you go, it's going to give us a bunch of different types of
descriptions sorted. And one more thing
that I would say is in certain cases on websites. Also, like when you set
yourself up with keywords, you can even put keywords
in the description itself. Or alternatively, you can make sure you add
keywords just asked for additional keyboards and add them onto designated areas. So images go ahead and
ask for some keywords. So if 20 keywords. And in this case there
are keywords when it's only word-based,
individual single words. And there's also a
type of keywords that are going to
be long string, basically a word combination
type of keywords. So if we want to have
a longer keywords, going to ask for
20 keywords like so you can see is going to
give me this tab or result. And then I can ask, give
plenty long string keywords. It's going to give us actually a bit
longer than I expected. I'm on keywords. You can ask for that as well. There you go. That's
what I'm looking for. So it's like three to
five type of word words. It's going to be very nice in comparison to here where it's
just like one or two words, each, dependent on our website, depending on where you're
uploading your work, you might need to do this kind of keywords and it's going to give you a better
visibility when people are searching
for that kind of work. Also, when making descriptions
that are not just makes sure to the type of
theme you're going for, the eye of a setup, you've been working on. The more type of information
you're going to give the AI, the morphing is there going
to be able to work with. And the more, the better the outcome
it'll get out of this. So, yeah, that's pretty much it when it comes
to the chat gb t. In short, we talked
about how we can get ourselves technical support
out of a tree job which IGBT, by asking questions in order to problem-solve ourselves with some technical aspects
of the program. We then talked about how to set ourselves up with mood
board or help us get concept ideas using both the
artists and genres together. We also made sure to Go over the basics
of how we can make use out of the idea
beside ourselves. Or we have some prompts and
some assets for when we're working on a specific
area of an environment. The only thing that I want
mentioned throughout this is how to make use
out of the Python, not going to delve
too much into detail. But for example, charge of t is actually capable of
doing some coding as well. We can make use out of it
in a 3D modeling program. Which if we were, for example, to go onto blender, go to scripting tab
on the top like so we can see that
there is a tab over here which we
can make use out of. And we can make use out
of it quite simply. So for example, rate and
random cubes in Blender, iPhone code, we can
just ask for that. And it's just going to give us this exactly type of a setup. We can just grab
all of these and we can just place this entire
code into R before. And it knew for texts. Then within here I can just
paste in the code, hit Enter. It will have a look on
the left-hand side. It gives me a cube. I'm just going to
make sure that we do have a queue with
in this section, I'm going to go ahead and
run the code like so. And you can see it
gave me a bunch of different type of cube
is within the environment. So yeah, you can make use
out of the pie phone and set yourself up with
different meshes and help you generate some, for example, assets
within the scene, which is pretty useful. But if you are going
for this kind of setup, I would recommend you to, instead of just using the
default type of charge EBT, make use of something
called Blender ET. This is a very nice type
of a blender add-on. But I will tell you
that isn't free. And you require special tokens, which if you were to set
yourself up with the chat GBT, you're able to go ahead and do that installation is over here. So if you were to scroll
down, you can see it. And yeah, you just have to
make sure you download it yourself up with the add-on
and follow along the system. So you can just download
it from over here. I click on occurred
clicking Download zip, and you will be getting yourself somebody called
Chad GBT for assistant. And this allows you
to, for example, change GPT model from
Djibouti for the GBD 3.5. I'm not going to go too
much into detail for this, but yeah, to make use out of it, you do need to make
sure you go into your add-ons to
enable it or GPT. I'm just going to
search for that. You need to make sure you
have yourself some API key, which if you were
to search for chat, DVT API, you're going to be able to find
it. Just like that. You can go ahead and go onto it. And you can simply go into your manager or view API keys
set yourself up with one. And again, this is a
paid functionality, so I'm not going to tell you too much on
how to set it up, but just reading
a new secret key, making sure that the
billing information to set up and whatnot. And you'll be able to get
yourself a real nice type of an Assistant which
will allow you to do what I just showed you. And it's basically
what it's going to do is it's going
to use the Python directly onto the
blender itself to give you some nice
setups for the settings. So you can, for example,
select all of this. You could go on to the scripting and you could
type in the thing from the IGBT itself or by going onto the modelling and
using the blender system, you could ask, for example,
for all of these assets to be smaller by a value
of 0.5, for example. So 50% smaller in general. So that's going to be
it for this lesson. Thanks so much for watching and I'll be seeing you in a bit.
7. AI Image Rendering Introduction: Hello and welcome back
everyone to ai and pretty art, a course for digital artists. In the last lesson, we
left ourselves off by finishing each IGBT,
a text-based ai. And now we're going to continue
moving on to the next ai, in this case, is going
to be imaged generator, sort of AI where you
are able to put in your own prompt but
in your own texts, and it'll give you an
art piece based on that. In this case, I'm going
to be using my journey, which you can sign
up for joining Beta. And you can just sign in and pay for the
subscription itself. It used to be a with a
simple trial as well, but now they only
do Freebase type of a setup when they have
a special promotions. The alternative to this
myth journey can be also used as Open AI. It is a pretty good type
of an image generator. There also is a version
called freeway, also pretty good type
of an image generator. And finally, it's going
to be stable diffusion, which we are going to
be touching within the blender section
of the course. For now though, let's go back on to the mid journey
and talk about this. And by default, you'll
need to sign in and set ourselves up with
subscription and whatnot. And you'll basically
get yourself into the website itself. You're going to
see, for starters, a Community Showcase
which you are able to get a bunch of images
and some prompts. We're going to come back
to that in a bit though. But yeah, by default,
on a website, you're not going to
be able to generate the images by itself
because you actually need a discord application for you to make use out
of the mid journey. So I already got
myself setup for that. So discord over here. And there are a couple of solutions in regards to
remove journey setups. If you pay on a bit of
an extra subscription, you're going to get
herself a private message or any bot which
will allow you to create your own unique ideas within something
called stealth mode. If you are using a
lower subscription, you will be having an
alternative to that. A simple mid journey
bought a server, which will allow you to go
into one of the servers. So we can select the
General, for example. And you can start generating your own ideas over
here next to our users, which is pretty good as well, considering that you can also check other people's
work as well. So that's pretty nice. But the sake of
this course though, I'm going to go ahead and go
back to the mid journey bot, which will basically make sure that my chat
doesn't get spammed out. And as a quick tip, I will let you know
that I usually have the mid journey is server
and the BOD both meters. So you can right-click
within a discord. You can mute the server and this should be a button over
here that says MID Server. And I recommend you doing that. If you're creating some prompts and you're seeing what
people's work as well. Because otherwise you'll be flooded with messages
coming from a Discord. Yeah, moving on, the base of this entire journey is all you gotta do is just go into
the message and type in. Imagine like so. Click space, it'll go, it's going to detect
the command right away. And then within a
prompt you can type in whatever you just hire. The most basic of the
stuff resemble if we can type in a Viking Village Excel, we can look it up and it's
going to wait for it to start. And after it's done generating, it's going to give you a nice
result or not nice result, but for different
variations of a result. It gives you basically
an option to pick from whichever render you
prefer to make use arrow. And once you get
the desired result, you can basically select one
of them and upscale them, which I'm going to show you
how to do that in a bit. So for now, let's go
ahead and wait it out. There is hidden in
brackets. As you can see. You see a bit of a
progress over here, which is going steadily up is by default is going to give you
a blurry type of result. But as it keeps progressing with the AI type of a rendering, it's going to give you a
better and better resolution. So as you can see, we also have the other option
that says fast self. So self means that it's
basically I'm using the direct messages to the bot
itself and not the server. Then fast means that it
is a priority queue. So what I mean by that
is if I were to type in settings within the
bar and click Enter, we've got a bunch of other
settings to make use. So the only one I wanted to
talk about is the fast mode. If we were to take this off, it'll give you a relaxed mode which won't take up
any of your credits. So remember when I was talking about the
subscription-based, it actually just basically gives you a certain
credit score. The higher the subscription
you're paying, the more of a score
you're going to get. And to make use out
of the fast mode, you'll need to make
use of those credits. So, yeah, by taking this off, you're going to go onto
something called relaxed mode. Which if I were to now
type in the same message, which by the way,
another quick tip, if you were to click Control Z, you can go back to the
previous messages. So I'm just going to
click Control Z and go back onto my hiking
violent a village. Click Enter again.
Now it's going to start doing the same. I pour a setup, but as you'll see, it's going to be
much, much longer. I'm going to leave it for now
and go back onto talking. They go, it says relaxed mode. You'll be able to
see in real time how long it actually takes
whilst I'm talking about this Viking Village by just simply typing in and
prompt and Viking Village, It's going to give you four different results
of a Viking Village. If you're going to write exactly
the same type of prompt, it's not going to give
you the same exact type of result because every
time it generates, it generates the
whole image from scratch using the
prompts you have. It basically has a sort of a database of all the
different images and whatnot, an art work within itself, which then it's able
to link up and kinda create its own unique
original piece. So in this case we have
these kind of iterations. And let's say I like the
bottom left one over here. If you notice underneath
the entire setup, we have couple of options. We have U1, U2, U3, and U4. I'm just going to scroll
down to see how this is doing and it's
actually done already. So I'm quite
surprised with that. Usually relaxed mode would
take quite a bit longer. I guess this is not a rush
hour during this time of day, so it might have
been a bit faster. It's basically non
priority type of queue, everything that is
within a fast mode, it's going to end up
getting rendered first. And this is going to be put
in a certain cube wherein on which whenever there is an extra resources
within its servers, despair is going to make use and Dennis going to
start generating. So in this case, it
actually was quite fast. So yeah, going back to this, I'm going to continue
on talking in regards to what do we
have with the options. We have U1, U2, U3, U4, and this refresh button. So let's talk about
the EU buttons. They basically will allow
you to upscale your images. If I like the number
three, for example, I'm going to click on
free, the bottom left. That is the way the order is. So this is the first one, the second one, third one, and a fourth one. So by clicking on U3 is going
to initiate the command. Make sure to never
click it twice. It just click it
once because it'll end up generating it again. And as you can see over
here, it's already done. It generated me
with a nice image. So right now this is
going to be a much, much better resolution if I were to open this up in a browser. This, and I think
this was the one. You can see that this is
the image I'm getting, which has an Irish art style.
I can zoom in a little bit. I can see the type of
quality I'm getting. And this is the image on the bottom left-hand
corner that I had before. It's going to be a little
bit slightly more blurry because it's part of
four images as well. So there is that, so yeah, that's pretty much it in
regards to how to use it. The Refresh button,
it's basically going to give you the same
type of command. By clicking on
this, you're going to refresh the prompt again, which is going to
give you new set of four images for
the Viking Village. That, That's pretty cool. If you want to have
more variations of one not of the same prompt, you can make use or that button. The final thing I want to
talk about is going to be the V1, V2, V3, V4, just like we talked
about the first line, the first row, it's
going to be similar. So we're assuming
each second image for image and forth image. In this particular
case, however, it's going to be that
it's going to create variations based on the
similarity of this image. So if I were to click V3, I'm going to be able to get the variation of
that same image. So that's going to
try to keep the same. Rsl, tried to keep
the same composition, another whatnot, and make some
slight changes within it. It's not easy if you want something really specific
in regards to the artwork. But it is pretty good
for when you want like a generalized type of
an image of something. And we, for example,
you don't like a specific type of a
part within an image. Maybe like a person was not facing the
right way or something. Or you just don't like the
way the people are laid out. By clicking on this variation
is going to give you, as you see over here, the same type of variations. But it's just going to vary some things within
a composition or not. For example, over here
you can see there's a flag within a boat. These boats are facing
different ways lightly, and houses have slightly
different roofs and whatnot and just basic
simple type of swaps. Changes in variation, which
is pretty nice altogether. And before we end this video, I want to talk a little bit in regards to the
subscription itself. It's not a sort of a credit
system where you are able to render images and it just uses up like a token per render. In a way, it's calculating how long it takes to render
each part of the objects. So in fast mode, if we were to start
rendering images like so, we're able to take a
certain amount of time to render and that time is being calculated
into the system. And it's going to make use out of your
subscription basically. When upscaling, however,
I'm just letting you know that upscaling
process, it's super fast. So whatever you have multiple
versions, for example, you can click on couple of them and you don't need
to really worry about I'm being taking too
long and you can see it's just almost instantaneously,
almost instantaneous. It's going to give you the
images straight away like so. So, yeah, you should not use the program too much
in regards to generating it, but upscaling, you can use it as many times as you want and it's not going to be too
costly of a process. And so we pretty much covered our mid journey type of
a an image generator. And on other websites, on other programs, it
would more or less work the same where
you input prompt. You have certain settings, you can make certain bits
of variation like so. And you'll be able
to get yourself a certain artwork or certain
piece that you desire. But obviously it's not
going to be perfect and you might need
to do a couple of extra touches of
editing or something to get perfect type of
result that you desire. But now though,
we're pretty much covered that the program itself. So we're going to move on onto how we can
actually make use of this program within
our digital art workflow. And we're going to move on
with that in the next lesson. So thank you so
much for watching. And I'll be seeing in a bit
8. Concept Piece Creation And Alteration Using AI: Hello, Welcome back everyone
to ai and pretty art, a course for digital artists. In the last lesson, we'll
ask ourselves off by making a quick overview of what an AI generator
for images can do. A mid journey. That's the name of it. And yeah, just went over all of its settings are all
of his general settings. That is, now we're going to dive a little bit
deeper into it. So right away, the first thing that we
can do to make use out of my journey is to make use out of it as a
sort of a concept piece, as a starting point
for our setup. For example, if one day and environment we can
make use out of it to get ourselves dumping
as a starting point. So yeah, the way we can
do it, for example, we can just type in imagined and we can type in street alley, for example. Let's
put it this way. So the first things, the first thing that is
going to do is just going to generate as basic ideas
for the street alley. But of course, Let's
say we want to be more specialized, more
specific setup. So what we can do is
we can give it more of an better idea basically for the overall setup of
what we're looking for. So if I were to click Control
Z and go back to my prompt, I'm just going to make sure I
click on the prompt itself. So it's going to make sure
it's recognized command. I'm going to go back
on to restrict Ali. I'm going to put a comma and then additional information
that I want to put. So for example, in this case, I'm actually just
going to wait this out until this is done. And I just realized I left
this off on relaxed mode, so I'm just going to go
ahead and just delete this. Use my settings command like so. And make sure I set
it up too fast just to make sure that my other
commands that go a bit faster. And this is the type of a
street alley we're getting. So it's very colorful, very
nice starting point that we're getting that we can
use as a reference point. But it might not be quite as nice smile not be quite the right type of a
setup that we're looking for. So what I'm gonna
do is I'm going to click Control Z and go back onto the image prompt. I'm actually going to this time hit Tab instead of just clicking on command itself to make sure that it gives me the
texts that I had before. And now after the comma, what I can put is I
can put extra details. For example, a neon
night time like so. And just adding neon
and then nighttime, it's going to give me a complete different
type of a look. So now it's going to be more consistent to what
I'm looking for. For example, if I'm
looking for more of a futuristic neon type of a vibe or like a Cyberpunk
type of setting, for example, or
something of the sort. I'll be able to get
it out of this. And yeah, by just specializing
in what you want, you can get some nice results. So for example, you can also ask for a specific type of
a century, for example. So 1800s type of street alley. This can also be
type of a setup. So you can get yourselves
and nicer type of setting out of this that
specializes in 1800s. So basically, you use commands to specialize and what kind of generated
image you want. And that's going to give
you some nice results. One thing I will say is
that makes sure to not over x plane or over complicate
this entire setup. It might just give you the wrong kind of
results that might not give you the
right type of setup. And also, when I'm looking for like a starting point
as a freelance artist, I often want to get a more, even more realistic or
more stylized type of look depending on the environment
from doing so, for example, if I were to go back to
the neon type of setting, your nighttime, I
want, for example, if we wanted to go for
more realism upward, put in four for K, which usually gets
high definition. It's not going to give you
a high-risk high resolution or more pixels. But it will make sure that
there's a little bit of an extra detail within your setup for where
to put it in for k, that's going to give me that. I can also put it
in ultra realism. That seems like a nice command. Listen, I putting with a dash. So it's going to be making sure that it's getting this as one. And just by putting these in, I can click Enter. And you can see this is the type of neon style I was
getting before. If I were to just open this up, show you the work quite nice, but there were somewhat painted
and they weren't exactly, it might be a nice side point. It looked like more
of a concept artist. So I went ahead and asked for more of a realism using
for k and ultra realism. Other thing that we can do is we can also go for more
stylized type of look. We can, for example, if a word to type in
stylized, stylized So it's going to give
me a nice result. But obviously because
if Amar use it as a starting point within
a 3D software or wanted to make sure that
it has nice proportion. So also put in 3D. So stylized three D seems
to give a nice type of a setup or different
types of variation. And it will give you a real nice type of
a starting point. The other things that we
can control is going to be in regards to the color
schemes, for example. I'm going to go back onto this. I'm going to keep it as that. And we can type in some extra. So for example,
green color scheme. So we can control basically the overall color palette
of the generated images. Like so. Or we can, for example, type in highly saturated, were to type that in as well. Highly saturated. It's going to give us
a higher saturation or and also to low saturation, in which case it might
not actually work out. And the reason being is
that we also have neon. Neon lighting often is known for high color
contrast and whatnot. And it might collide
with the low saturation. So often, it's not going to
give you the right result. And the way you need
to think of this is that the more examples
that has on Internet, because the way that this AI was made is just
scooped up a lot of different images and God like different tags and whatnot and kind of mash them in together. So if there wasn't
right amount of images, it's very specific or
very out of the common. It might not give you
the right results. If I were to search for
something very odd or very niche that has like a small portion of images
that the air was trained on. It might not give you
the right results. So in this case, because I use low saturation, which I'm going to wait on this. I'm going to check if it
actually looks quite alright. But anyways, going back to
what we were doing before, or k ultra realism, let's go ahead and see
how this turned out. So as you can see over here, it gave us a much, much more detail
within the settings. And I'm not upscaling
this at the moment. I'm just seeing how
it looks and yeah, it looks quite nice as nice reflections and whatnot in comparison to the previous ones. Obviously, it's not going to be the same type of a comparison, but we can see the
overall style. So now we're going to
see the stylist 3D. Let's see how this
would look like. And these ones have like a
little bit more of a figure shapes around in
regards to the detail. And I'm not sure what's
going on with this. This seems to be connecting
two images together. So it might be that this stylized 3D wasn't
quite working well enough. You can see that it's not picking up the right
type of detail. In which case, it might be
because they just didn't have enough examples for establish 3D scene that had
just Neon settings. So that might be the
case, but even so, you can see like some nicer
breaking points on the concrete for example,
in comparison. So up to you how you
make use out of it. And sometimes you need
to tweak some wording. So for example, I might need
to remove the neon itself and yet a nicer type
of a stylized theme. But for example, going back
to what we were doing before, highly saturated,
this is going to be much higher saturation. You can see that the colors
are overly saturated. It's a nice color scheme
to make use out of, especially in our settings. So it would be pretty
cool to make use of that. Then there is a
green color scheme like so it's already looking quite nice if you want it to be more of a green saturation. In regards to our environment
as a starting point. For example, if we
want to make use as a type of concept piece as a
reference point, basically. Finally, low
saturation, saturated. We are not going to get
the right result because just realized that I
don't need the saturated. So let me just go ahead
and fix this up again. Low saturation. I'm going to try that out. I'm also going to
remove Neil this time. Let's see how this
would look like. Just because we
removed the neon, it might give us a much better
result because we still had a stylized spree, the one. But let me just go ahead
and wait for a little bit. And there we go. We've got a couple of
alternatives rendered. So this one is the neon one that's stylized
free D low saturation. Go ahead and have a look
how this looks like. And you can see it has, It's still constant
RT type of a look. It's not really good at
handling the neon hypo, alleyways when it comes
to finalize artwork, obviously every iteration, every version of the myth journey,
it gets better and better. But it might not have had enough images in
regards to that. For example, if we
were to look at the street LA, nighttime, that's also stylize pre
D and low saturation, but without the neon color. We can see that it looks much, much more interesting in
regards to how salads there is. It still is low resolution. If we were to upscale
it, we would, we would see that it
actually looks quite nice. We might scale the
second one, for example. Again, it's quite a passport or process when it
comes up scaling it. But then it adds a bit of an
extra detail and so forth. And yeah, that's pretty much it. And when it comes to the
concept art creation, we can make use out of this and we're running out of time. So I will continue on with this type of a topic
in the next lesson. So thank you so
much for watching. And I'll be seeing in a bit
9. Midjorney AI Generating Angle and Composition Variations: Hello and welcome back
everyone to ai and 3D art, a course for digital artists. And last lesson we
talked about how we can set ourselves up with
some concept pieces, how it can manipulate
the art style and specialize in which direction we want to be nice to go for. Now we're going to
continue on with the overall idea and talk
a little bit more in regards to how we can have a little bit more control over the overall composition,
style and whatnot. So let's go ahead
and get started. First things first
I want to talk about is going to be a bit of an extra type of description,
descriptive writing. If we were to forward
to click Control Z, I still have the same
previous type of setup. I will take off
the low saturation and I want it to
be low saturated. And I will actually add
something like neon. Sampling could
guess I quite like the overall style, to be honest. And yeah, we'll take
off the stylized 3D. I think that's going to
give us a nice step. Look. Go ahead and add this prompt. And while we're at it right
away, while we're waiting, I'm going to talk about the
additional description. So first things first, what we can do in
order to make it look in a specific way
in the wave that we want or in the way
that's usable within our program that we
want to recreate. For example, if we were to use it in Blender,
for example, I wanted to maybe want
to use a different angle so we can actually
specify the type of angles that we want
within the mid journey. And by simply writing
one of the cameras angles that I usually use
within the cinematography. So we have low angle, high angle aerial
shots, mid shot. We can have those options
to make use out of it. And it's going to give us a
much nicer type of results. So like I talked
before, low angle. If I were to type it in, low angle, like so, it's going to give us
nicer type of a result. So right now, before it was just a straight kind of alleyways as you
can see over here. If we were to type this in, her as a low angle is going to give us a different
type of results. Or alternatively
over to type in, aerial out like so. It's going to give me
different type of setup. You can see over here, I
typed it in with a gap and didn't use located before. In this particular
case, it's not going to be as relevant. But sometimes it does seem to give a bit of a different
type of an outcome. So do recommend you playing around with
that a little bit. If you're not getting
there, same type, the type of results that
you're looking for. Angles is a great way of setting a different
type of shots. We can also specify
not only the angles. So for example, I
angle at this point, I angle is a pretty good one. But I like using that
when I'm setting up certain content pieces and whatnot within the
3D environments. Since I get a different type of an angle that I can see the top and I can see
the bottom or whatnot. Anyways, high
angles, pretty nice. But let's say we want to
tell the camera how far, how close away we
want the piece to be. We can also talk in
regards to that. In regards to the closeness. There are names for a
specific type of shots. So we can either
have close-up shots, we can even have mid shots, and we can have something
called a full shot as well. So in this case,
I'd prefer to have a full shot or actually there are a lot
of angles like that. So maybe I'll go for the
extreme of close-up. It might not be quite as nice if we want to go
for entire environment, but if we want to just focus or skill set onto
one particular part, this might be a
little bit better. So let's go ahead and
wait. And while we wait, let's go ahead and go back to what we were
looking for before. So straight alley,
nighttime neon, without that extra
tab on description, we can see that we get
those kind of thoughts. It does vary in
regards to the angles, for example, the bottom-right, you can see it has more of a variation to
the angle itself, but all in all it's
more or less the same. Then we have ourselves
a low angle. You can see the
camera gets a bit closer to the ground and it's a more prominent and more visible when it comes to
that within the shots. It's not quite exactly visible for this
particular example, but usually you get
more variation. When it comes to aerial shot. You can see that we get way
different type of a feeling, way different type of a
look when it comes to that. And it's looking quite
nice already over here, so that's quite nice. Then in regards to the closeup, even though we use high angle, it doesn't seem to have much of an effect
because it might not have gotten 2 min examples. But if we were to try using
a different type of a scene, we might be able to get
a better type of a look, but anyways, close up, we can see that it closes in
on this, an actual closing. Let me try showing
a different example to explain a little bit
better in regards to this So what I'm going to do, sorry, I'm just going to
go ahead and delete this and I'm going to type in, imagine we've had, type it in, by the way, the full
word, I can just type in. I am, It's going to
be the first prompt. I'm just going to hit
Tab and I'm going to get myself the entire
command already set up for me that I
could type it in so that speeds up a little bit
overall process and waste. Going back to this,
what we can do now is we can simply type in, for example, orange on a table, very simple, very
basic type of a setup. I'm then going to also add, I'm going to hit Tab to make sure it goes to the
command that I'm going to also get a closer, not only close-up,
extreme close-up. I'm just going to happen close. So we can see the difference. And you can see already
by processing everything, this orange is a
bit further off. This is a bit closer in and
that's extreme close-up. It's going to be super close-up
in regards to objects. So if you're working on some specific details N1
to get some referenced, nice reference points of certain objects
within your scene. You can make use of this to get some nicer detail
and just to get nicer reference
points from this. And just like that,
we're able to get some real nice type of setup, obviously, because
it's an orange, it's a very common
type of a thing. And it should give us some
nice results overall, you can see that if I were to
go open it up in a browser, we can see that it
actually looks quite nice, quite a lot of detail within it and whatnot and yet
it's basic prop. So in certain cases where the probe itself
is very uncommon, it might be a bit harder to
get those results though. And because it's any height, you might get some
type of issues. For example, with this one, you can see that leaf is
actually floating on the sides. So you can either choose
the alternative one or you can try to maybe use variations. So before if I were
to press this, we'd be able to get ourselves more variations out of this. And yeah, just like that, we're able to compose
and get nicer shots. The final thing I want
to talk about his day in regards to the
commands themselves, know not only can rewrite
it in the prompts. So for example,
extreme close-up. I want to actually go back to
the neon type of a setting. I'm just going to click
on Control Z times until I get my previous prompt. Or actually, instead
of doing that, what I will do is I
will go all the way to the top until I get to
the one that I like. For example, like this
one, nighttime neon style. Well, maybe not this
time, not this one. Saturated. Now, I'm sorry about that. I just wanted to look into them. It just
a little bit more. And yeah, I'll just go ahead
and use the original one. Therefore, K ultra realism, I like that one by default. Anyway. So you can see the oranges over here that you've got much, much closer in regards to
day go extreme close-up, you're going to be
super close-up. Entire orange is going to
be filling in the frame. So going back to this, once I have it copied, I'll need to basically
go ahead and use, I imagine hit tab,
then click Control V. And just sorry about that. Just didn't copy entire
section limits code back all the way up to the
four carriers them. If you at some point tried to go between your own stuff or
if you're using a server, by the way, using
the default one, you might be struggling
with this entire sections. So what you need to do in that
regard is you just need to open up your inbox
and it should pop up with your mentions when
you are within the server. So by default, when you type
inventions, you should, when they're done rendering, you should get them over
here so you don't need to wait for your own one or
search for them and whatnot. You should be able to scroll
through your own ones and you should be able
to find them easily. And that's just something I
wanted to mention before. Getting some comments
in regards to the stealth mode not working in the same way to the server. So what I want to
do right now is just a quick show of will
actually take the aerial shot. This one I quite like.
Anyways, I'm going to go ahead and select this
hit Control C to copy. Go all the way down. Now, use the imagined
it Tab Control V. And there we go. We've got to sell this. And I'm going to go
ahead and hit Enter. We're actually not enter. Sorry, I didn't want to show you the extra commands
I was talking about. So mid journey has
some command prompts. If you were to go to
docs.majority.com, there is a command
list and you can see a bunch of them which are
going to be parameter list. There you go. They're called
actually parameters. There is a way to increase the quality which will
increase the rendering time. There is way to keep the seed, which I will talk about how to get more consistent type
of a look in a bit. There is a way to get a bit
of a different style tile. We're going to come
back to this in a bit. The one that I'm looking
for specifically though, is aspect ratio. There you go. That's the one AR. So that's the best
recommendation that I'm going to
give this lesson probably that because
the reason being is this is a huge lifesaver when we went to get a nice composition. So in this case, most
of the images by default has one-to-one ratio, so a complete square, but by using a bar, we can specify the
type of ratio. So the YouTube thumbnails, which videos and whatnot, they usually have a
ratio of 16 by nine is the maximum you can get
in ratio is two by one, which is going to be
completely white, but you can't go
further than that. So keep that in mind
when working with this. And I'm going to go ahead
and use 16 by nine. It's going to give us
a nice composition. We can make use out of these, the ones that
we have over here. But you can see
if we were to try to set it up as a
widescreen composition. It might not give us just
as nice type of a layout. But right now because we're
using the AR 16 by nine, it's going to give us a much, much nicer type of a look. Let's go ahead and
wait for that. And all in all, it's going to perhaps work
in a better kind of a setup. And keep in mind, because it's also
considering the composition as well is going to
help us out with that. So if we were to use this as a reference point
and would work much, much better if we were to set ourselves up
with wide shots. And yeah, let me just go
ahead and wait it out. There we go. You can see the type of aerial
shots we're getting now. We're getting so much nicer for the widescreen
type of its sharp, and we'll upscale one of them to show you
how they look like. So maybe one over here, I'll go ahead and upscale
it so it would break down the image just a
little bit like so. And you can see the type
of look that is getting. We get a nice kind of a composition on the
right-hand side. It blurs in the certain stuff. It helps us with the overall the way the objects
breakdown is alleyway, Just overall, it's a nice shot for widescreen type of setup. So yeah, that's pretty much
it when it comes to that. In the next lesson, we're going to continue
on talking about this. Or we can get a similar more
of a similar shot instead of just using the variations at the bottom for the
commands over here. We're going to talk a little
bit in regards to that. So we're going to continue on with my journey in
the next lesson. Thank you so much for watching and I'll be seeing you in a bit.
10. AI & Custom Image Generation: Hello and welcome back
everyone to ai and pretty art, a course for digital artists. In the last lesson, we
talked a little bit about the composition on an
ankles and just in general, how we can make our
concepts starting points for a reference type
of a setup a bit better. Now we're going to continue
moving on in regards to that. We're going to talk a little bit in regards to the variations. And then we're
going to learn how we can make use out of
it within blenders. So let's go ahead and do that. So, yeah, this is the
image I would like to use, but at same time, it doesn't
look just quiet, right. So what we can do well, like we talked about previously, if I were to just go ahead and locate maturity parameters, there is an option for seed. It would allow you to get a similar type of design
XML type of look. So even right now, if I were to have this and I wanted to have
more variations, I can click make variations, but it's in general going to just switch out
a couple of things. It's not going to give the right amount of
variation that I want. So the alternative for
that would be to make use of the team. And it's quite a nice
type of a setup, but I don't usually I
use it quite as often. It is a useful thing
to know though. So let me just go ahead and show you how we can
make use out of it. If we were to find the right type of an image that we want to make use out of, we can go ahead and simply add a reaction and
then search for envelope. The envelope. If we were to just react to
the image with an envelope, we're going to basically get
the right type of an ID and seed the seed we
can make use out of it with this command, like you see over here. You basically at the very
end, if you put it in, we'll be able to get similar type of generation that has been used
within the same ai. And it's nice feature. I don't quite like it as much as the alternative for what
I'm going to show you. And that is to basically
make use out of the entire image is and allow it to just generate
it from that image. So what I mean by that is if we were to go onto the image, open it in a browser, we can go ahead and
copy the entire link, as you can see over here. So with the generated image, we can copy the entire link
and then we can just go ahead and re-imagine this entire shot. But this time after and
before the commands that is, I'm going to just put
it in the entire link to make sure there is
a space over here. So the commands are going
to be right after this. I'm going to click enter. And what it's going to do
is it's basically going to process this entire
image with the keywords. Keywords are actually needed for the image to be
processed properly. So we can be, they can be changed, but
the still are needed. We can just simply
put in an image and expect this entire
process to work. So by putting this image is going to process
the entire thing. And then it's going
to allow you to get the desired
results basically, which is a real nice type of
a functionality alternative. What we can do if
we want to make use of our own
image, for example, we can simply add
it onto a discord, whether it's a server
or a messenger, a direct message doesn't matter. We just simply added into
the server or whatnot. Then we go after it's
uploaded, open it in browser. And there you go, you're going
to have yourself a link. If you want to make use out of the ones from the
website or internet, you would simply have to
open it up or you would have to wear to
just click on this, you would have to right-click
and copy image link. The only thing that
you need to make sure is that at the end it says dot PNG or JPEG, basically the image format. And then afterwards,
once you're done, you'd be able to
make use out of it. So in this case, if I were to try to make use
of the same type of prompt, but change up the image. So it's going to try
to make use out of this type of a football
with the image, with all the keyword set up. It might give you
some bizarre results, but experimentation like that, it's sometimes nice
to make use out of, and I do recommend you doing
that every once in a while. It will give you some
interesting setup. I will wait until they're finished and I will
show you the results. There we go. It actually created ourselves, is sort of a nice
hitting with Bowl. And it tries to
incorporate some of them. Look pretty cool,
not going to lie. They are definitely more
of an abstract piece. But yeah, by just having
certain keywords, mashing and ideas with
the images themselves, you are able to get
so much variation, so much of an interesting
type of results. You can definitely
make use startup. Yeah, that's pretty much
it when it comes to that. So in the next lesson, we're going to pick
ourselves type of an image, and then I'm going to make
use out of it in order to show you how we can make use out of these two
basically help us with the production within freely environment
using blender. That is, yeah, that's going
to be it for this lesson. Thank you so much for watching and I'll be seeing you in a bit.
11. Blender Basics: Hello and welcome back
around to a high-end 3D art, a course for digital artists. In the last lesson, we
talked a little bit hidden regards to how
we can make use of the custom images and set it up to help us get nicer
type of environments and pieces that we're going
to continue on with it and just get
ourselves a nicer image. I really liked the
first one actually, I'm going to go ahead
and use it in order to set ourselves up
with a nicer variation. Well, we gotta sell
us a nicer piece. I'm going to open it up in
a browser, save it out. And we're going to
learn how we can make use out of it within
blender software. So let's go ahead and do that. Going to go ahead
and open ourselves up with a blended software. We will make use out
the blended program for freely modelling
a little bit just to get a hang of it first, I would like to play a
quick introduction video to the program just to help you familiarize with
the program itself. If you're confident
in the scalars, would recommend you to then
skip it over and continue on. With the second lesson, I will have interactable
keys from this point on. You make sure that you're
able to follow along a bit better in regards
to the lessons. Yeah, I'll see you in a bit. Hello everyone and welcome to the Basics of Blender
part of the course. I recommend grabbing
a pen and paper or a Word document enjoined down
these keyboard shortcuts. He'll be going through
the very basics of Blender and the keyboard
shortcuts you will need. We've all that said,
let's get started. On the left-hand side, you'll see I have
key casting on. This will show you the keys
I'm pressing in real time. And this will be on pretty much, if not all, of the
entire Cole's. The next thing I'd like to show you is any new keys we use. There'll be a small animation, the opiate down at the
bottom right-hand corner. This will only appear
the first time we use that particular new key. And I think it really
helps keep the floor of the lessons to a decent rate, both for beginners and those
more familiar with Blender, because they only appear once. They won't pleura up the screen. And there's always screen
casting to rely on. Also down the bottom
right-hand side, you'll see a detail animation of anything that
needs more contexts. This is useful if you're new
to 3D model in particular, because there's a lot of jargon and technical terms that need a decent explanation or more contexts of why we
are doing something. I recommend. Then if you
need more information, jumping onto the blended
website and checking out their detailed explanations or pretty much anything
blend unrelated. So now when we mentioned
blend the viewport, this is actually a viewport. You can see all of this gray area here is
actually the viewport. Now, if we go to the UV
Editing ball up here, you'll see the overlap downside. It's now in two screens. And if I say the UV
Editing viewport, all that means is just
this grayed box over here. So now let's go back to
modeling and let's go a little bit further into how to move
around in actual blender. So the first thing I will discuss is the
middle mouse button. Actually, if you hold it down, you can rotate anywhere
within the blend of viewport. And then if you
want a Zoom is just scrolling and scrolling back. Now you can also press Control
Shift on the middle mouse, hold it down and then just push it forward or push it back. And you can scroll in
very, very slowly. Now it's a pond or you
need to do is you need to hold Shift button on
the middle mouse. And then you can
pan from left to right and to zoom to the object, which is very handy. Let's say you're really far out and you really need
to zoom through it. All you need to do
is press the adults on the actual number of
pod and that will zoom. You're writing to the objects.
You want to Zoom too. So for instance, if I'm zoomed out and I want to
zoom to my life, for instance, it's
very easy then to come across the
scene collection. Click on your light
crest adult on the number pad and that
will zoom you write it. Now the next thing
we need to discuss is just deleting objects. To click on an object
is just left-click. And then we can press as you
can press the Delete key, and that will just
delete out of the way. So I've just lead to
more light there. And now I'm going
to come across to my camera and actually delete that out of
the way as well. The next thing I
want to discuss is if we click on this cube
and we press shift D, what you'll notice if
you move the mouse now, it's actually going to make a
duplication of my actual Q. If I don't actually
click anything on my mouse and I just click
the right-click bond, it will drop that back in place. Now you can't see
there's actually two cubes EU at the moment. Well, there actually is. So
we need to bring in a gizmo. And the gizmo is
basically something that we can move
things left and right, up and down, things like that. So if I press Shift Spacebar, calm down and you'll see
we've got one that says Move. And now we actually
have our gizmo. And if I pull this to
the right-hand side, you can see now we can pull this away and now we're able
to move this around. You can also freely
move this as well. If you press the G key, you'll notice if you go to
Select and now you can move it basically anywhere
around the viewport. You can drop it back with a right-click or you can put
it wherever you want it. So g, and then you click, left-click and it will put
it wherever I wanted it. Now also why the adult bond, the Zoom to bone is important is if a person adult
bone now you will see that if I just zoom out and hold the middle
mouse and rotate around, you'll see that I
actually rotate around the origin of this actual q. Now, if I click on the other queue and
oppress the adult bone You can see now I'm actually rotating around the
origin of this Q. Now the next thing
we want to discuss is object mode and edit mode. At the moment we
are in object mode, we can't really do a lot with this cube except move it round. Now if I press the top button, we will then go into edit mode. And in edit mode,
we can actually do a lot more things
with this cube. So up on the top
left-hand side here, you will see that we've
got three different icons. One of them, this one here
is versus the next one across these edges and
the next one across. Now, if we're on vertices and we come over to this
vertice for instance, I then, if I press Shift Spacebar to bring
in my gizmo again, I then can move this around. Now if I come in to edge select, I can grab the whole edge and
move this around like so. Finally ever come
into face select, I can now grab a whole face
and move it around like so. Now the other thing
is if we come to, are there to select, I can select the vistas. You can also select
another vertex or another object or
something else like that, just by holding the Shift
button and actually clicking on the other vertices
are the other objects. Or if we come to face, like for instance, we can
grab this face, shift, select the second place, and this is how we can
select multiple objects. Now, the next thing we need
to discuss is the axis. So we can see we have a
red axis and a green axis. Now, just to show you what
this actually relates to, if we come up on the top
right-hand side here where you've got these
two interlocking balls and you click this
little down arrow, you will see that we
can turn on the z-axis. Now we're just going to
turn this on just to show you what I mean.
So it turn that on. Now you'll see another
axis appears here. Now, the green axis is
representation of the y. So if I want to scale
this out on the y, all I would have to
press S and why. And now you can see, I can
scale it out along the axis. Now everyone to
scale out on the x, so that's the red axis. I'll press S and X and I
can scale it out alone, 56. And again, the same thing. So S and Z, the open down axis is dead and its essence add and then you can scale
it up and down. Finally as well, this also important if we actually
wanted to rotate it, because we're rotating
it on an actual axis. So what we're going to
do is I'm going to grab the whole of this by pressing the a button and then I'm
going to rotate it around. So once you rotate
two on the y-axis, so it's Paul y, and then you can see it will
only rotate on the y-axis. And no matter where
I put my mouse, it will always
rotate on that axis. Clicky back to where it was
just again, the right-click. And if you want to turn it, all you need is presses
all and Y again, and then let's
give it a degrees. So what we're gonna
do is gonna press 90 on the actual number pad. So 90.2 boron, and now you'll see it's rotated by 90 degrees. So just to summarize that S
is scale and all is rotate. Normally when we scale
something or rotate something, it's followed by the actual axis and then it's
followed by a number. Specifically when we
rotate something, normally when we scale
something we just hit scale, pull them outside and we'll
scale it up when we rotate something that's normally
all followed by the axis, followed by a number
on the number pad. Now the last thing I wanted to discuss is if we go
to object mode now, we need a way to
actually view this a little bit easier than the
way it is at the moment. Let's first of all
turn off the z axis. And what we'll do
now is we'll use the number pad to
actually view this. So if I press one
on the number pad, that will go actually into the front view of our viewport. If I press three on the numpad, that will go into the side view. And if I press seven
on the number pad, that will go into the top
view of our viewport. Now the opposite to
get to the opposite, or you need to do is you
need to hold control. So in this occasion will
press control and seven, and that will bring
us to the bottom of this object in the
viewport control one is the rear of the
object and controlled Three is the opposite
side of the object. So now before we finish
this section of the course, I need to show you something
that's also very important. So if we come up to the
top left-hand side, you'll see you've got a
button here that says Edit. And if we come down
to Preferences, one thing that you
should always do that when you first
download a blender, you should always put
on the status bar, which is this button here. And if I click all of these on, you will see now, if I click them all along
and I close that down, down at the bottom
right-hand side here, you have all the
details that you need. So for instance, we've got how many phases and how many triangles are
actually in the scene, on the objects are in the scene. I'm the memory and v round. Let's actually take note. This is really important if you want to get a good idea of how much power you
computer is actually using and how many polygons
and triangles or indices, polygons and triangles
you'll learn more about as we progress
through the course. And that pretty much
covers the basic blender. And I hope you-all found that both helpful and informative, but more importantly,
easy to understand. So now, as they say
on with the show, Alright, welcome back everyone. I hope that the video has been productive and you were able to now get a better grasp
over the software. And now in the next lesson we're going to continue on with this and actually start setting ourselves up
with the reference. And I'll show you how we can
make use out of the images. So yeah, I'll see you in a bit.
12. Using AI as 3D Modelling starting Point: Hello and welcome back
everyone to ai and pretty art, a course for digital artists. Last lesson, we got ourselves an image and we went over
the basics of Blender. So this is the
image I'm going to use as a reference point. And we will be able to learn how we can set ourselves
up with a basic layout. So the way we can do it
is we can go ahead and hit Shift and a on the
app itself, like so. Then there is an Image
button over here, which we're going to be
able to click reference. The image. Import is going to allow
you to bring an image, but before doing that, makes sure that camera
is set up nicely. So right now, because the
image that I'm going to use is going to be
sideways, diagonally. It's not going to be as
important at the moment, but by using numpad,
you can, for example, click one or three or seven
to go to top-down right view, front view and so forth. So it's really
important to have a, more or less like
a general type of a setup or camera
or the view that is to allow you to import it on the right type
of why basically, well, let's go ahead and do that and I'll show
you what I mean. I'm going to go ahead and
add an image as reference. Good starting point. I'm going to find the
image real quick. And that's going to be, you go, That's the image
going to load it up. And there we go.
You see what I mean by adding the image in this way, it's going to make use out of it and add an image
based on the cameras. So now we're going to make sure we adjust this overall image. The easiest way
for us to do that is first of all going to be these points are the points
on the image itself, which we can drag it in and out and it's going to be
surprised to scale it up. But of course this is not all. We need to make sure we
adjust the image itself. So the way we can do it is
we're going to, actually, if you're not seeing
these points over here, just make sure to click
on this button like so. And there's going to be, or sorry, not this button. This button over here. It's going to basically allow
you to enable empty image. This is, this needs
to be ticked on in order for you to see
these points that will allow you to
scale it up and down. Then in order for
you to move it, we're going to use
this tool over here, but in this case, it's set to global, so it's not going to move in
the right direction. So it's only going
to be moving in a weird way or not weird, but in the world, in regards to the
world position, we're going to change
the gizmo to be local. This way it's going to
be properly aligned. So now we can bring
forwards, backwards like so. And we're going to readjust the position in a
way that we want. So we got arrows
to go up and down, sideways and back and forth. And then we've got these
little squares in-between to kinda move it in regards
to the log axis. So it's not going
to be moving the z. It's going to only be moving
the green and the red, which is x and y. You can see this axis
somewhere here in regards to the color coordination
that I'm talking about on the top
right-hand corner. So they go, we gotta solicit
some nice type of settings. And we can just upscale it and just kinda nicely
positioned it. What I like to do at the
very start is actually bring in a human reference for the things that
I'm working with. And I have a simple type of a human reference that I'm
going to make use out of. So let's go ahead and grab that. I will make sure to have this
added as a resource pack. So, yeah, let me
just go ahead and add a simple human reference, which we can do so
by going onto file, and it is OBJ. So let me just go ahead
and import an OBJ. So that is going to be
wavefront OBJ. There you go. Actually this is a legacy one. I'm just making sure I'm
using the right ones, which go ahead and
check it real quick. Actually, it is particular case, it doesn't matter
which one you use if it's legacy or not. We can just use either
one or let me just go ahead and find the
human reference. You will have this type of a setup within your
resource packet. Just make sure to unzip
the entire package. And then after which just
makes sure to import it. And you will have
yourself a nice human. So first things first, we're not able to
see the human past. This image we can work with, this is going to be if we
see the updates behind right now I have the human
reference and a box behind me, but I'm not able to see this. So what I'm going to
do is I'm going to simply go on to
select the image, go on to the Image Options. And then there is a small
option called opacity. If you enable this
and lower this down, we can start seeing the
objects basically behind it. Then we're able to select it, but at same time,
we can deselect it. We can select pass
this image reference, but just keep in
mind that it might be selecting the image itself
when working with this. Anyways, moving back
to this, what I, another thing that
I like to do is set the camera based on
the reference itself. So right now, I'm
actually going to go ahead and go onto camera. And I'm going to click on the
numpad, which is going to We're onto your camera. If you don't have the camera or you deleted it at
the very start, you can click Shift a and you can add camera through here, like so, so this
button over here. Anyway. So once you get a camera and
click zero as the numpad, you can click N also to pop up the menu on the right-hand
side within the view bar. We're going to go
ahead and use view. And we're going to click on this button over
here, camera to view. This way when we
move the camera, we're going to
make sure it stays within our locked view basically, so we can
move the camera. As you can see, this
frame over here, which represents the camera, is going to move with us. Alternatively, if we
don't have the song, but it's going to move this out and leave the camera behind. There. Is that. So first things first, I'm going to try to make this
image a little bit more. Basically straight in regards to the overall setup is going to be a little bit easier
for me to work with. I'm going to make
sure that this cube is a little bit longer. So I'm going to be able to
readjust overall setup. That's a nice length. Also select this image like so. I'm going to bring it back. We're going to then lightly rotated so I can click our Zen. Keep in mind that this
is still set to local, actually not ours that are perhaps a little bit RX or zed, or not our z or y. There you go. In basically rotate around and until we get the
right type of setup. Now since we have the camera
back on this angle like so, we can click zero to go
back on your camera, which we're trying to get
the right perspective too. And we can just play around with the overall settings and get
the right type of results. So I'm just going to
make this much smaller. Well, with the camera
view turned off. And we'll move this out
of the way actually. And we'll see how my character looks like in regards to these
people over here. You can see that we are actually needed to go back,
way backwards. I'm going to lock down the view. I'm going to move all
the way back like so until we get this type of look that I'm going to pick
up this image reference, bring it back a
little bit like so, and set it up just like that. Then I'm going to click our y, rotate this around
perhaps our x, our y, like so. It's something like this. It looks a little bit better. And we can just basically
play around with the setup, make sure we get
the right type of a look in regards to
the camera itself. In regards to how we
get a perspective. Explain around, we're
going to be able to get the right nice setup. I'm just making sure that
the scale for human, which I'm going to click right
now and I'm going to click zero is going to look more or less the same in
regards to the humans, it's a bit hard to see, so I'm actually going
to make sure that the cameras view is ticked off and I'm going to zoom
in to the frame itself. You can see the frame
is still there, but I'm just zooming in a
little bit to the human. So now I'm just
making sure that it might be a little bit
smaller, like so. That looks, that
looks about right, In regards to the human. And I'm wondering how it's going to look like in regards to
the perspective itself. So then we need to
maybe rotate it around. Ry, resemble it, looking
a little bit nicer. Now this time I'm looking
at the grid itself, making sure that the grid kind
of matches up a little bit more with the overall
settings that we have. And I'm just wondering, are x or y or z. If you need to rotate the image itself a little bit like so, which I will do actually. And there we go more or less. You can see this line is
actually very nicely like so. And we're able to get
it in a nice position. So then you might be wondering, what did we do with the camera? What's going to happen to it? When it comes to the camera, we might need to readjust the
camera itself afterwards. But all in all, it's actually quite easy to do once we grabbed the camera and grab it
to lock it to review. We can also, using
the local axis, we can rotate this around. We can click our x. We will pan it sideways or why? A little bit, or sorry, our zen. There you go. We can just get it
just right, like so. And after doing
experimentation like that, making sure that it
has a nice position, nice and proportion or whatnot. It isn't actually looking. Why that's bad. I'm
going to click Control Z because I forgot to
unlock the view. And I just realized that this is not looking quite
as I hoped for, because the reason being is, I can see that this
building in the background, the cube that we had before, which is another thing that
we should make use out of to kinda get a nicer setup. It doesn't look quite as well in regards
to the proportions. So we might need to do some
adjustments after all. So I'm going to also select
this cube over here, going to click sx2 ended as y. And I stretch it
out, make it a bit thicker in regards to
the building itself. Then I'm going to
start playing around with this a little bit more Something like this. And just playing around with it, getting the right type of
an angle like so we're able to get a nicer type of a setup. I'm just wondering
if we need to, for example, bring it back, bring it, scale it
up and whatnot, and get the nice type
of a setup anyway. So once we're done with that, the final thing
that we need to do, once we get into the right
position and whatnot is simply replicated based
on this type of a setup. So after we're
done with it, make sure to uncheck this off, get back out of transformation
orientation to global. Because when modelling it's
usually best way of doing. And then what we need to do is simply based on this
type of a look. We're going to be modeling
ourselves the basic streets. So the best way for
us to do that is actually if we're to
bring out another window. So I'm going to right-click
and I'm going to be doing in horizontal split is
going to be nicer or actually sorry, with
the vertical split. So I'm going to right-click
on this edge over here. Vertical split,
going to drag this out and we're going to
get this type of result, which if we were to
hover over the mouth, by the way, the mouse location is very important and blends. So just make sure to hover over the right window,
then click zero. It's going to bring us onto
this type of a reference. So that's pretty good
when it comes to that. To click N to make
sure I hide this away. So they go, we got ourselves
a nice reference points. So now what do we can do is simply by looking at
this type of a setup. We can select this and
start working in regards to how we want our
buildings to look like. So I'm going to go
ahead and for example, this, this a little bit
to the back. Bring this. I'm going to click Control
Z, actually, sorry, old zen to make sure I'm
not in a wireframe mode. Sometimes useful. And just by playing
around with this, we're able to get
ourselves some nicer type of a setup. Overall. If it's hard for you to see what we're doing and we can
always select this and just increase the opacity
a little bit more like so, then it's a bit easier to see. I also realized that
it might need to be dragging this a
little bit higher up, like so and maybe adjusting. Yeah, we still need
to, for example, sometimes suggested just
a little bit like so. Quite like the angle. It takes a while to kind of set up the angle
that we want, but once we're done with it, it gets easier after a bit. So I'm just going to make sure I get it a bit to the side. Why you go? That looks a bit nicer. Also something to keep in
mind is that because it's AI, we might not be able to
get a perfect match. But it is a nice type
of starting point. I am actually just going to
go back onto the default. There you go in to make sure that the
opacity doesn't change. And yeah, we've sorted, we can continue on. So in this case, because this is a ground level, I might need to just drag it up like this a
little bit, like so. That's a little bit better. And grab this and make sure I certain bits of
adjustments like so. Something like that. To make sure I grab
this a little bit more. You go like the way position. So I might need
to move my camera around a little bit as well. Mall tweaking the fixed like
that might need to be done. But once we're happy with
the overall results, are able to then get ourselves a real nice type of setup and positioning bit of an angle. It's a bit of a hard angle
in this particular case, especially based on this, we're able to
definitely make use out of it and work with this. Just grab ourselves. Why you go? We're going to move this
to the side a little bit. And yeah, that's pretty
much it when it comes to the overall setup houses. And then afterwards, once
we're done with the setup, we can make use out of the overall system for
color palettes and whatnot. I'm just going to
click Control Z. If you don't want the
camera to move by accident, you can also lock
the transformation. You can right-click,
right-click. You can select the camera. You can go to
transformation step, which is going to be over here
on the object properties. And you can just simply
lock all of these down. Excel once you're
happy with the result. That is why even if we have
this, it's not going to move. Basically, we're not going
to be able to rotate it. And just having this locked in might be quite
helpful sometimes. So yeah, just like that
would be able to have a nice starting point
and we'd be able to recreate this type of
a scene in no time. So I'm going to continue on with the rest of
the lessons though. Since at this point
it would take quite awhile for me to just do an
entire scene from scratch. But hopefully, that was
quite helpful for you. And you were able to pick
up a couple of things that were quite
interesting for you. And one final thing that I forgot to mention is in
regards to the camera itself. If we were to go
ahead and select it, we can change the ratio, the resolution of it. And let's go ahead and
actually change that up to be a square image as well. So something like 1024 is a nice type of resolution
on base resolution. Or cameras you can see
now it's a square. So it's much better in regards
to combining this with, in regards to the image ratio. Over here. We're running out of
time, so we're going to continue on with this
in the next lesson. So thank you so much for watching and I'll be
seeing you in a bit.
13. Building out composition with AI Assistance: Hello and welcome back
everyone to ai and pretty art, a course for digital artists. In the last lesson, we
let ourselves off by readjusting and
realigning camera, and we're going to continue on. And greater solace,
a quick gray box in regards to the composition
of the generated image. If we want to let say, copy the type of
a transformation, the type of a setup of
this image to the camera. And what we can do is we
can simply grab this image. We can copy the rotation itself. So we can just select
it, hit Control C, copy it onto here, paste it in, and get those angles
out on to the thing you can see me go in between
the camera and the image. And this way I'm able to just get identical type of a setup. And then afterwards, all I
gotta do is just make sure I within a global or local
type of an orientation. Big G x or sorry, now I need to make sure I
unlocked the entire thing, gx, and then move everything out of the way in order to
match up with the image. Just like that. This might be a bit nicer
of a way of doing it. I'm also going to go
back onto the camera. I love to rotation real
quick and then grab both the empty and the camera
at once holding control. Then we can just simply
rotate them all at once. And make sure we
have let me just make sure we are within a goal, are going to reset a
little bit like so. Our y, sorry, y. By just doing it like
silver able to in a much, much nicer type of an angle. And one more final thing that I want to talk about is going to be in regards to
the camera itself. We also have focal
length and whatnot, which would help us to
change up the POV itself. And this might be needed in regards to where
there's a bit of an extra lenses
solution or whatnot. I'm not going to be
touching that here though, so I'm just going
to leave it as is, might need to realign
the camera a little bit. And again, after I'm
done with it, like so, I can go ahead and go back onto the object settings
for the camera. Makes sure to select the camera and lock it back into place. So I'm gonna do the same
this image as well. So when we are sure that
we have the right kind of a setup, we can do that. And then afterwards
we can continue on modelling with the reference on the side and is
going to give us direct feedback on how
the setup looks like. And we can see how a
human, for example, if it is the right size. And in this case, it might
be a little bit too small, for example, or I'm not sure. So let's go ahead
and do just that. I'm going to go ahead
and extend this a little bit in regards
to the overall field. And we can go ahead and just start building
it up a little bit. So I'm actually
going to go ahead and bring this opacity
just a little bit like so. I realized that the
character was way off in regards to
the size itself. Let me just go ahead
and fix that now. I'll go ahead and check the
character again real quick. There you go to ask a character that's more likely to resize. I don't want to make sure
that the buildings are, I don't want to make sure that either scale
up the character. I want to make sure
that everything is more or less in
regards to the scale is quite useful when, especially you're setting up some simulations and whatnot for smoke or
something like that. It's easier to work in regards
to the real scale itself. And just real quick going to go ahead and lock all of these up. In regards to the location that seems a little bit better. Going to make sure
that I actually reposition this With element. Just go ahead and start
working on that real quick. I'm going to bring
this forward just like so then there's going to be a number of building next to it. Let me just go ahead and
grab this out of the way. And when I'm in general, setting everything up right now you can see it's might not be completely accurate
to the reference, but it's really helpful when
we're seeing what kind of detail we need to add the
main features and whatnot. And we can just build around
this type of a scene. So I'm just going to grab certain object like so I'm just going to check
where the camera is. So that's the camera over here. We can see it being like so. And we're just going to make sure that this is
within a sharp. I can also hide the image by clicking on this
icon over here. Just like that. We can go ahead and just
play around with it overall shot and get all
the details that we want. And that's very much it in
regards to the whole setup. Might make it like so, maybe bring it a
little bit forwards. And this is looking
quite alright, although right now
it's a little bit floating in regards
to the whole setup. So let me just go ahead
and grab this cheese. Oh, sorry, let me
just change that up to a global orientation. It's going to pull
that up a little bit. There you go. That's looking
much better overall. And now we can play around
with all of its settings. So yeah, character like so, a walking path over on the
side which I can just do ever using the same mash or
just grabbing and have one. Right now, I'm more focused on in regards to setting
up a gray box. And once we're done with that, we can simply add more
detail afterwards. So there is that. So I'm just going to go
ahead and do it like so. For example, once we're done
with this kind of a setup, we can click is zero and we can just see how
this looks like. And it's looking quite alright. We can start adding a
bit of an extra detail. So I am actually
going to get this out of the way in regards
to this camera view. So the way we can do it is actually by clicking on
this button over here. And then there is a point
where it says empty because this image
counts as an empty, as you can see even
on my name itself, by default it says empty. We can click over here
and just take it off. And now we're not
going to be able to see it on this view, but we're still going to
be seeing it over here, which is pretty nice
in regards to that. So that's another way of doing it in regards
to the overall setup. And we can just start playing around with the
settings themselves. We can, for example,
make some adjustments and edits the two,
the whole setup. And just make use of what
we have to grab ourselves. Nicer shapes. I'm just going to go ahead and add maybe like a cube over here. Like so. Playing around with the shapes. Again, most of the time when we want to work with
certain environments, which just wanted
to make sure that the gray box is set up. So right now for
example, there is a roof on this area over here. And we don't need to be very restricted to what
we're having right now. We just need to make
sure we're grabbing a nice type of a look overall. So yeah, I'm not going to bore you with too
much of the detail. But for example, this
is very useful when we want to get a certain
type of a look, and especially with
the silhouettes. So if I were to now click
zero on this camera, we can see how this
would look like. And I'm going to click
and to make sure I hide this type of a tab. So this is how we're looking. So for example, this
building on the side, it has more of a silhouette. I'm going to just move it
out to the side again. I'm just just in case
I'm showing you. I don't have the camera
lock down to the setup. And let's say I want to have a bit of an
extra on the side. I'm going to also get
cursor to select it, for example, right now to make sure that everything's
bonds in this section. And this way, we can just simply start playing around a little
bit more with the shapes. In regards to how
everything looks like. I'm going to click zero now, going to just play
around with this. Maybe something like that. Why not worried about
anything in regards to the overall hypo
of assets setup. I'm just making sure that I'm
focusing on the silhouette. And by just simply
breaking down the tasks that you're able to get a
much better overall setup. So over here I can see
that there might be a bit more of a rounded shape. I'm not quite sure. It's up to you what
you can setup. So for example, right now
I might go for a bit of a rounded shape
over here and just see how this would
look like overall. And I think that's
quite nice of a setup. Then afterwards maybe there
is a need for a roof as well. We can go ahead and do
that just like that. Like so. And grabbing it as
a small portion. Again, because now we have
a camera setup nicely. We can just play around with
everything and make sure that everything looks
quite nice overall. And I'm just going to do something like this as
well to help us out. Their overall setup. Something like this. It looks pretty good. I'll just grab this
shape over here, make it smaller, expand a little bit and do
something like this. Let's see how this
looks like from angle. Yeah, that looks pretty nice in regards to breaking
up the shape. And yeah, even the
wiring itself. We can have a look at the
certain setup over here. For example, there
is a bit of a wiring coming from this section, which we could totally do in regards to the
overall composition. Making sure that people are
going to be the right size. In regards to this area. They seem to be a thing that looks like a reasonable scale. I'm going to go a bit closer
to our overall composition. Just make sure
that this human is actually like a nice type
of a setup for a size. That looks quite alright. Although in this case,
for example, over here, they might be a bit of
a lower type of roofs, but I think when we get
those people have it closer, it might be quite high up. So I think that's quite okay. And then final
thing that I'd like to talk about is just
going to be real quick. Science, science on the wall, signs on the buildings
and whatnot. It's surprisingly hard
to set it up when you want the right
kind of composition and make it look just right. So what a grim and
you're doing is just grab couple
of preferences and maybe an extra type of an image if you want to get
from other angles as well. And just play around
with the overall setup. So for example, this
building over here, we'd have a nice type
of a, an elevated sign. So we can go ahead
and do that like that and grab it off to the
side a little bit like so. But it up to the side. Then we might need to just
make use out of the same one. And just simply
start building it around within the scene. So just like that, we'd be able to make some nice variations. And yeah, that's, that's that basically when it comes to the science, There's nothing else
that we need to do. I'm sorry, just left out
this type of sign as well. So we can spend a bit of
more of an extra time, but I'm going to leave it here in regards to the overall setup, it would take a bit of an extra time to set
up the overall scene. But all in all, if we have
a look at it right away, we can see the type of area, a type of composition
that we're getting, which is looking quite nice just from this type of a look. I'm going to go ahead
and pick up the pace. In regards to the video itself. The reason being is that
I want to make sure that it's fully focused on the AI aspects and
how to use it as tools. And so, yeah, you can slow down the video if you'd like to see
the full modeling process. And given how there
are onscreen keys, it should be easy
to follow along. So right now I'm
just quickly adding certain wiring using
the curvature. I'm just making sure I just
go round in regards to the flow of the buildings and getting some more
chaotic type of a look. I'm also making sure that
in regards to the gravity, interest drops
down a little bit. Again, because this is a gray
box and multiple worried about the overall
look or whatnot, but I'm just making sure
that the silhouette of those wirings ago in a similar pattern as to what
I'm seeing in the concept. It's just like a
side note for myself just to make sure that
I know where to go. And then afterwards,
again, I just play around with the
primitive shapes, making sure that I get myself those silhouettes that I like
out of the concept piece. And in regards to design itself, even though I realign
the camera itself, you can see that some
pieces aren't exactly matching to the
overall perspective. And the reason being is that the f of x might be
a bit different. And this is a bit of a difficult
tangle that I picked up. But the overall flow, you can see that there's definitely help
out, for example, seeing how far away it is
in regards to the angle or how each part
needs to be set up. In regards to the scale and
proportion and whatnot. Yeah, just playing around
making sure that I'm getting those main
pieces within the shot, getting those close-up parts, as well as the smaller
parcel, the smaller problems, for example, in the street, I'm making sure I'm getting
the main ones as well. That helps to break out the surface of the
overall composition. And once I was happy with that, I just played around
with the camera itself, made sure that it looks
quite nice and re-adjusted overall picture a
little bit just to see how it looks before and after intercourse
or composition. And yeah, once I was
happy with that, I had a nice result as
a gray box for me to, for example, continuing on with the modelling process,
what environment? So that's going to be
it for this lesson. And next one we're going
to continue on with the journey and learn how to set ourselves up with textures and how to make use of
them within the scene. So thank you so
much for watching and I'll be seeing in a bit
14. Generating Stained Glass Texture Using AI : Hello and welcome back
everyone to ai and pretty art, a course for digital artists. In the last lesson, we
talked a little bit about how to set
ourselves up with a concept piece and
how to use it as a reference point or
our Blender project. In this case, however, we're going to continue
moving on with the entire setup and
we're going to learn how we can also make use out of the mid journey for our
other projects as well. So right now I have a quick
setup of a Greek Church. So let me just go ahead
and open that up. Let's give it a wait
until it loads up. And this is a type of a setup. You should get yourself the loading up with
the materials. There we go. We've got yourself a nice church that
really can texture. But as you can see in the windows were lacking
a little bit of detail. They're not, you
don't have any Decker to decorations or
anything of the sort. We need a sort of a
stainless glass to make sure that it looks nice and fitting
of the overall aesthetics. So what's the way we can
make use of the majorly, well, we can make use out of image
journey to create them. But let me just go
ahead and do that. I'm going to go onto here. And what we can do is we
can go imagine prompt. We can go ahead and ask for certain type of details
so we can ask for stainless glass and then we can even ask for
a specific theme. So Greek, Greek named stainless
glass Greek Church theme. And just waiting it out. We can get ourselves
with some nice result. I can also make sure I get
the right type of a setup. I'm going to type it
in an extra detail, which is going to be
texture and I saturation. And also low detail as well. So I can see that it's not giving me
the right results on the first try already. So I'm going to go ahead and just go off with
the second one. I'm going to make
sure I type in. Instead of this, I can type
in Orthodox dogs like so. Now for the churches and say our apertures that
are in Greece. And let's go ahead
and see how they would look like tau by
playing around with awards, making sure we get
the right type of setup that we might get. Nice type of a look. Again, we just need to
wait it out a little bit. There you go. We can see more of
a detail right now. And it's still not giving
me the right type of look. And I just realized my mistake. I didn't write in
the stained glass. I wrote in stainless glass, so that's a mistake on my part. I can see that it wasn't
give me the right results. And reason being is I was not
giving the right prompts. So let me just go ahead
and fix that thing. Glass Christian
texture facing front. Let's go ahead and get this
result out of the way. Going to wait it
out a little bit. And yeah, it's definitely it's definitely giving
us better results. And I don't like how it's
giving us just faces. I can already see that
the face is coming up with the right type of a
result that I'm looking for. So let me just go ahead
and just take off Christian completely
thin glass pattern. I'm just going to
put in pattern. So let's try it out now. And I'm hoping I'm going to give us a much, much better result. I'm just looking
for a basic type of a look at basic
type of a setup. Let me just go ahead
and wait for that. And yes, it seems to be
giving better results. So even though it's loading, we can see that the progress is much nicer in regards
to the window itself. Gives us a nice
texture for that. I'm quite liking the result. And keep in mind that textures
need to be in square. Aspect ratio is don't really
work in regards to that. And for example,
let's take this. It's a wider type of a
setup, but overall image, as you can see, is square. We need to make sure we use the default type
of aspect ratios. Okay? The images that we're
getting, actually quite nice. I quite like this
because you can see going back to
the square pattern, some of the patterns
will be circular, which are actually pretty nice if we want to, for example, do it in certain circular
type of a window. In this case, you
can see that all of these shapes are
more or less these, except for this one over here. So we are going to grab
a circular version and make use out of that. Let's go back onto our setup. So I really liked
the fourth one, and I liked the first one, but I want variations out of it. So I'm going to select
the variations. I'm going to use the fourth
one to upscale like so. So we gave me a nice texture And then again, I'm
just going to wait it out and see what's going to
give me. So there you go. And in this case it's not giving me the right type of a result. So what I'm gonna do now, you
can see that it's already not going to look quite as
nice as I was hoping for. I'm going to upscale
the first one. And then I'm going to just wait it out until it's finished,
which should be pretty fast. It's upscaling is pretty fast. Going to go ahead and
open it up in a browser. Grab the image link like so. Imagine stained glass. I'm just going to
paste in this image. And just with a
prompt like that, I'll be able to process the entire image and
get a nice result. So let's go ahead
and wait it out. That going to give a similar
color scheme and it's not just going to create
variation is actually going to reprocess the image itself, which is pretty cool. Anyways, going back to this, I like to circle one,
and I like this one. So let me just go ahead
and grab the fourth one plus as like a nicer wider shot, which is going to be pretty
good for the windows. Let me go ahead and grab this and let's go and make
use out of church. Now, I'm going to make sure that we are grabbing
these images. So this one over here, let me just make sure
we don't know them all. Yeah, I'm going to open
it up in a browser. Make sure to do that as well, by the way, when
using mid journey, since when we saving it
out from the browser, it's going to give us
a high resolution. So, yeah, if we were to
just save it out from here by right-clicking
and saving from this end. Not going to be as
high resolution. And opening it up in browsers, saving it as these
images are saved out, I will actually make sure to attach these couple of images onto the resource file as well, just to make sure you have
resources to work with. The next thing that
we need to do is go back on through church and get this imported
into our scene. What I like to do,
usually when I started working with such
generated images, is I like to just add
ourselves a plain, simple plain GY, just
going to move it to the side like so and
add a new resource. This one is going to be
called glass one, like so. Then I'm going to
make a duplicate. Uy, just make a simple
duplicate holding Shift D. Then I'm going to
go ahead and remove a texture material from
this had a new one. This one glass to yeah, let's go ahead and
leave it as is. But this one, I'm just going to simply go on to shading like so. I'm going to select
this plane like that. Make sure that we are within
object selection like so. We need to make sure that it is set to the material itself, set to principal B as the app, which should be by default. Then I'm going to
assume how to find the area where we
have the materials. And I'm going to start
off with importing the basic material or
stained glass one. This is the one that if we were to attach this base class, give us this result, is actually rotated around. So I'm just going
to click our 90. So just to get it on
the right position, I'm going to click a dot
to make sure we focus on this now and let's go ahead
and now try fixing it. First things first,
what do we need to do? Well, we need to
make sure that it is set up with a
nice light source. So I do have within this
environment a son that's giving us a basic type of
lighting on this search. If we were to go to the
rendering scene, like so, we'll be able to see
how it looks like with the proper lighting or the sake of the
performance though, I'm going to go
ahead and just use viewport shading
instead of rendering. So like so. It looks a bit
different, but we are going to be setting this up with a nicer a material that actually I'm just
going to go ahead and import another one right away. So I'm going to select this one which is called glass tube. It's a drag this in and attach
after dragging this in, attach this to the base
color, just like that. For now we're going
to leave it as is. We're going to continue on
with this in the next lesson, learning how we can adjust them. We can actually set
it up properly and nicely for the last itself. So we're going to continue on with this in the next lesson. Thank you so much for watching and I'll be seeing in a bit
15. Creating Stained Glass In Blender Using PBR: Hello and welcome back
everyone to ai and 3D art, a course for digital artists. In the last lesson, we
left off by bringing and importing a generated type of an image of a
stainless glass. This time we're going
to work with it to make sure we actually
set ourselves up with a nice texture to make use out of it within these
stained glass windows. So how do we do that? Well, for starters, we're
going to go ahead and set it up to be
as a PBR texture. By default, it's making
use of a base color, as you can see over here. We just dragged it in
to the waiting area. We set it up with a nice
material or a base color, but now it's not
looking quite as nice when it comes to
just overall setup. So let's go ahead
and fix that up. So do that. We're going to make
sure that firstly, we control the roughness. Right now the tightness of the window is a
little bit too rough. It needs more glossiness, it needs two more to make
it a bit more shiny. We need to fix that up. So the way we're going to do
it is we're just going to drag this down in regards
to the roughness. We're going to set it
up as a value of 0.2. And that's going to give us a much nicer glossiness
out of this glass. Now everything that we
need to do is actually we need to increase
the metallic. Although in most of
the cases where we use metallic or a value of
zero or a value of one. When it comes to glass, It's
a little bit different. We need to increase that up. And as you can see, it's going to give us a much nicer result. If we don't increase this, we usually get a somewhat of a plasticky
look out of glass. But with this
increase in can see that it actually looks quite nice overall. So there is that. And that's all it takes
for us to set up with a nice type of a tiny
surface for a stained glass. We're going to do the same thing for the other one as well. And we're just going
to go on to this one, set it up with 0.8 and 0.3 for roughness,
and there you go. But it's also a really
nice glass type of setup. Alright, so how do we
make use out of it? Well, or Cyrus, we're going
to sell these glass pieces. I made sure to split them up. In regards to the entire mesh, you can see them being split up. Though I will say
this that I have not. Yeah, I need to make sure that I have all of these
picked up like so. So just these glass
pieces over here. I'm going to go back to
the modeling tab actually. And I'm going to check if
all of them are selected. Xor or making sure that I'm also an object node
by the way, for this. So I'm going to hit
this symbol over here, the question mark next to the right hand shape next enter. And that's going to give me this type of results.
So there you go. We got ourselves a nice setup. Alright, so next thing
that we need to do is we just need to make sure
we have rapid properly. We're going to actually go ahead and take off the
material from it all. So we're going to add a new material and we're going to change this one to glass one. Then we're going to
make sure we click Control and L and link material. So the whole selection
just like that and we're going to get
this type of results. First, we need to go
ahead and fix the UVs. So let's go ahead and do that. We're going to go to UV editing with all of the
windows still selected, we're going to go hit Tab
to go on to Edit Mode. Then we're going to make
sure we select it all by hitting a to select all
of these windows like so. And we're going to make
use out of it all too. Smart EV project Excel. I'm going to go ahead and click, Okay, this is going to give
us this sort of a look. We're going to select it all. And we're going
to also go to UV. We're going to simply have everything selected
within the UVs. So I'm just going to click a to make sure all of
this is selected. And then what I'm going
to do is I'm just going to drag this out
like so actually, in order for us to
see what we're doing, we're going to scroll a
little bit just like that. And I'm going to select
viewport shading so we can see these entire
textures just like that. So I'm going to
increase the scaling. It's the simplest
way for us to set it up until we get
something like this. Perhaps, maybe it's a
little bit too big, make it a bit smaller, like so. And now we can go ahead and
see how this would look like. And that's a type of result
that we're going to get. So yeah, That's pretty much it. When it comes to
that. I actually left off these smaller
windows as well. So let's make sure that
we grab this up as well. I'm going to go ahead and do the same process again,
smart UV project. Grab these all by clicking a and just let the desired
results like that. But doing it like so, we're able to get a very basic, very simple type of a setup, which makes it look
a lot nicer overall. So why don't we think that we should talk about
is how we can make use out of it in order to get nicer results or
our areas as well. So I'm just picking
these real quick. For example, on this
section over here, how can we make this circular? Well, the easiest
way would be to just wrap this play like
so Shift H EY, going to put it off to the
side as the secondary. I'm going to go hit tab. And actually I'm
going to go onto the modeling mode like so I'm going to hit Tab
within the edit mode, we are able to then
select the vertices. Let's go ahead and
make sure that the vertices are selected for, all of these vertices are
selected for displaying. Then all we gotta
do is we just need to hit Control Shift B to bevel. And we're going to
start beveling it out like so we're just
going to go onto edges, going to increase the
segments like so. With the bottom left-hand
corner options, we can just write ourselves a really nice and simple type
of a circle just like that. So, yeah, just by
making a simple circle, by bubbling out the vertices are able to get
ourselves a nice shape, though, for us to
make use out of it. I'm just going to
actually rotate it first or x 90 though. And it's going to give
us this sort of a look, Gy, rough into this over here. So just like that, we're going to get ourselves a
really nice type of a setup. And yeah, that looks
quite alright. Going to make sure actually grab this end is going to isolate
the view, going to hit one. Now I can see what I'm doing. So clicking want to make sure I go on to
orthographic view and yeah, Making use out of it in order to get this
sort of a result, making sure that it's nicely centered and edges
don't go outside. And this one already had
frame, a certain frame. We can either leave it
or keep it depending on the desired results. So just by doing it like so, we're able to get
much nicer result. Of course, we can change
our pieces as well. So for example, these
are the sign we can make use out of this piece over here to get a nice results. So I'll show you how to actually set ourselves
up with a custom shapes. So I'm going to click our x, our y, 90, like so. We get this result. Now I'm just going to click one, or actually, sorry about that. I'm going to select
the frame on the side, hold Shift, select
this and isolate it. Then select this
piece, the frame, and go Click, want to go
onto orthographic view. And then I'm just
going to play around with how I want
this to look like. So for example, if I wanted to frame
something out like this, I quite like this overall shape because it goes with the flow. Might need to rotate it,
for example as well. Just like that. And I'm
actually looks quite nice. Maybe I'll make it even larger, just a little bit like so. Something like that. Alright,
once we're done with that, all we gotta do is just click. Okay. Now click Okay,
make sure we select this, go into edit mode and then
click K. And then we can start just cutting out the shape
to the way we want it to. I'm just going to go
ahead and do that. There you go. And once we are done
with this Excel, we can click Enter. We can click free to go into
the face selection like so, and select this face. We can click Control I to
invert everything else. Clicked lead basis. And there we go. We're going to get ourselves
a nice type of a setup G. Why? Well, it all the way back, like so, there we go. We've got ourselves
a nice setup and I think this is centered. So just as a way to
speed up this workflow, what I'm going to
do is actually, I'll make it, I'll
make it simple. I'll keep it simple,
as simple as possible. I'm going to click
Control D, g, x, drag it to the other
side as x minus one. I'm just flipping it
around completely. And I just realized
that I'm going to click Control Z real quick because I realized that I
need to reset this rotation. What I'm going to do
is I'm going to click Control a and reset
rotation scale. Then I'm going to
click S, x minus one, like so, and gx, and I'm kinda position
it onto the site. I was thinking about
using mirroring in regards to the
modifier properties. But for this particular case, this method will
work just as well. So yeah, we can go ahead and go out of isolation View and see how this
would look like. There we go, a
nice dimitri going all the way around this
circular parts though. Yeah, that's pretty much
it when it comes to that. We also need to maybe
change these as well. We'll go ahead and do just that and let's see
how this would look like this a little too little. So what I can do is just
go into UV Editing and I think is UVs are already set up. So I'm just going to go
ahead and select it, click S and scale
them out like so. And actually going to
click our zed 18180. So I'm just going
to keep it outline. That's like that. Oh, yeah. That's what we're going to get. Pretty good. And that's all it takes to set yourself up with a
nicer type of glass. Might even do parts
over here as well. But in essence,
that's all it takes. We can change up the shape. We can make use out of
it to write ourselves or new type of windows. And yeah, we're going to
leave this lesson as is. Thank you so much for watching and I'll be seeing you in a bit.
16. PBR Material Using AI Generated Seamless Texture: Hello, Welcome back
everyone to ai and 3D art, a course for digital artists. In the last lesson, we left
ourselves off by creating a nice stained glass
or Blender project. Now we're going to
continue on moving with it and make sure we create extra, like an actual PBR
texture out of it. Instead of just setting
up a base class material. For us to do that,
we're going to make use out of a mid journey bought. And we're going
to quickly create a simple concrete
type of an image. We're going to go ahead and
imagine a prompt on Crete, lecture. Lecture like that. We can even add in something
nicer like stylized. So let's go ahead and do that. Just going to write
them bi-layers. And to add on top of it, I'm going to type in
neutral lighting like so. And as a plus, what we need to do is in
order to make this work, we need to make sure that it's set up as seamless texture. For us to do that, what
we need to do is simply add double dashes and
type in tile, like so. So this will make a title
but texture that will give us a nice seamless texture. So let's go ahead and
just type that in. We're going to wait
for it to start. Let's just give it a second. And just like that, we're
going to get this result. Although it doesn't seem to work quite as nice with in
regards to the concrete. So I'm going to try it again. This time I'm going to
take off the stylized. In some cases, when
working with textures, especially it might be a little too much in
regards to detail when using certain awards. For example, stylized
and concrete. It tried to just give some exaggerated shapes in
regards to the overall setup. So that's why it's not working. But in this case, I just
wanted to make sure It's giving us a
nicer type of a look. And I just realized
that I typed in the writing neutral, wrong. But in certain cases,
for my journey, it doesn't really matter when you mistype the word itself, as it still recognizes what
you want to get out of it. So in this case,
since I typed in neutral lighting
with a misspelling, it's still going to
give me a nice results. So let's just give it
a second to finish this up. There you go. Just like that.
We're able to get some nice type of parents. But this one, the first
one I quite like it. I'm going to go ahead
and upscale that. And then we can move on to the next piece. Let's
go ahead and wait it. Alright, they go, going to go ahead and open it in a
browser and just save it out. And I'm just going
to click and hold and actually just drag
it into the folder. Like so. I'm going
to just rename this as concrete,
just like that. And now we're going to
be able to go ahead and grab ourselves a
new blender projects. So let's go ahead and do that. That's like that. Okay, so let's go ahead
and delete the cube. We're going to grab ourselves a simple plane and we're going to go straight
away into shading. The simple plane will always
have a default of a texture. So let's keep it as is. I'm going to go ahead and open ourselves up with the concrete and then drag it into
the setting itself. And actually, I think, yeah,
it doesn't have a texture. Let's go on to the Texture tab onto material
properties that is, add a new texture. We can create ourselves a
something called concrete. Though. I seem to have misspelled it. Let me just fix that up. Like so. Alright, so the
texture itself concrete. Let's go ahead and
just add it in. So dragging it into the shader. And we can just directly
added to the base color, which will give us
this type of result. Going back to what I was
saying before in regards to the table command to make a
tile, we already set it up. So what we can do is
just go to UV Editing. Make sure that we
scroll through here and added material
visible like so. So we can select this within editor mode and
just upscale this. And as you can
see, it's going to tile quite nicely overhaul. So that's actually quite nice. Let's make sure not to
Tyler too much because it's going to be
pattern regardless. So make sure not to
overdo it in that regard. But all in all, it's still going to
look quite nice. Let's go back on to
shading now and start working with this
actually, though. First things first
that we need to do is, although this is a
concrete texture, we're going to go ahead and
grab ourselves Colorado. We're going to shift
in a search though, and we're going to
search for color ramp. That's like that.
I'm going to click Enter and we're going to
just put it off to the side. Then we're going
to drag this color onto the bottom
which says fracture. And this actually makes
it black and white. And although this is a concrete, it's gonna be hard to see. I'll show you with an
upper material later on. For now though, let's go
ahead and make use out of it and actually see what color ramp is doing is we can
hold Control Shift and click on your mouse on it to see what it's doing. And it's It's again, it's a
bit hard to see, but right now, if we were
to adjust the color ramp, we're going to be able to see what it does in
regards to the setup. We can see that it actually
by clicking control, by holding Control Shift and left mouse and clicking
or left mouse button. On this type of a note, we're going to be directly
see it on or object like so. Control Shift and tapping
on the screen like that. What we need to do
basically right now is we've got to make sure that we highlight
those darker edges, those darker gaps
in areas over here. So what I'm going to
do is I'm going to use this arrow on
the left hand side, which is going to bring out the darker pieces
just like that. And that's on the
right-hand side, the right-hand arrow,
this one over here. If we were to click and
hold the left mouse button, we're going to be able to
drag it across like so. And we basically
want to make sure that only these lines
are visible like so. And the closer we get
both of the arrows, we want to know what the
sharper, it'll get better. We basically wants
something of this sort. And yeah, that's
looking quite right. The reason we wanted
to do this is because now we're going to be
able to make use out of it. In regards to setting it up
with a subdivision surface. First to make use out of it, we need to set it up with
a displacement mode. So for us to do that, we're going to simply go
ahead and drag this out. I'm actually just going to
move this off to the side. And I'm going to hold
Control and Shift and click on the principal, the SDF to get back to the
usual type of material. And for this, I'm going
to simply click shift and a search for displacements. So let's go ahead and do that. We're going to find
ourselves displacement. We're going to just simply put in the
height value like so. And we're just going
to put this into displacement value
over like that. So we're going to get
this sort of a result. As you can see, it's
giving us, Hey, nice variation, although it's a little bit too intense for
us to control the intensity. We're going to go ahead
and add a map notes. So we're going to simply click
Shift a goes for search at math like so we're going to add it in between the
displacement and colorRamp. And we're going to
change this to multiply. So now we're going to, by default, it's going to
give us a value of 0.5. The closer we lower it, the less of a value is
going to get at zero. It's not going to do anything. That value of 0.01, for example, is going to start giving us
nicer results that might need to be even lower in
disregard today go 0.001. We're going to set it up with some nicer bump map
values like so. And just like that,
we're able to control the intensity for it. And now we're going to continue moving on with in
regards to the controls. We're going to start
setting up ourselves with a roughness values,
just like we did before. We'll need a color ramp.
Let's go ahead and do that. We're going to search
for color ramp like so. Just add it in from the image. Just like that. We're going to hold Control, Shift and tap on the color ramp. Just like that. This time we're
going to just want to lower this down a
little bit like so. We're going to increase this
just a tiny bit like so, so it would darken it down. And then what we wanna do is
we want to actually click on the plus symbol over here to get a value in the middle. This way, we're able to
kinda lower this down or in a way control
the intensity overall. Like so. So by lowering this down, we're able to kinda
bleach out the dark, darker parts just like that. And we're going to get
this sort of a results. So this is actually
going to be quite good for our overall setup
for the roughness value. So let's go ahead and connect this to the reference
value just like that. And now we're going
to go ahead and click and hold Control
Shift on the principal, BSD f, we get this
sort of results. So you might wonder if that's
a nice kind of roughness. You can see some glossiness
and whatnot in darker areas, but it looks like
puddles and whatnot to actually have a proper
control over it. I recommend you
using the curvature. So shift a search for curve. So let's go ahead and
add it onto here. And just like that, we're going to now
be able to control the shininess of an object basically of the
overall material. And by tweaking the values
like silver able to get some nice results may be lowered down the
overall roughness. Making sure I grabbed
the top piece over here. So yeah, the one on the
right part, by the way, is going to increase or
decrease how rough it is. For example, the one at the bottom part is going
to take it off completely. So again, just like it was with the color ramp at
the left-hand side is gonna be the darkest parts. At the right-hand side is going to be the brightest parts. So if I were to increase, this is going to affect the
brightest parts links though. Hopefully that makes sense in regards to the overall setup. And we can use this to get
this sort of a result. Although the darkest parts, I can see that I don't really
want it to be so shiny. So what I'm going to do
is I'm going to go ahead and actually just
this part over here. Like so. What I'm doing right
now, if we were to click and hold Control
Shift and click on this, we can see what we're
doing and we're basically making sure
that the darkest parts are actually going to have
a bit of a more roughness. Then as it goes down, it's going to start increasing
in the middle values. Or the, how glossy this example, if I were to take this
down a little bit, you can see this
is going to look, the darker parts will
make it more shiny. And then as it goes to a, more of a whitish parts
are brighter parts. It's again going to start doing some roughness value
increase that are white. So when it's white is going to be super shiny and whatnot. So yeah, that's pretty much
it in regards to that. We can play around and it
really depends on the type of a material that
we make use out of. So now we can go ahead and
hold Control Shift and click on this and you can see the type of a result that we're getting, which I think is a
little bit too shiny. Actually. I'm going to increase this a
little bit like so. And there we go. Those are the type of tiles that we're going
to get right now. So now then we are
done with this. We're going to continue
on with the process. And now in the next lesson, I'm going to show you
how to set it up with other assets as well. So yeah, that's going to
be it for this lesson. Thank you so much for watching and I'll be seeing you in a bit.
17. Setting up Brick Seamless Texture from AI Generated Image: Hello, Welcome back
everyone to freely art a course for
digital artists. In a last lesson, we left ourselves off by
creating a nice concrete type of a pathway in which we ended up with nice BBR
values or roughness. And we've got some
displacement even as well. So now we're going to
continue on with this and we're going to make sure we
get ourselves a nice wall. Prefers to do that. We're going to go
ahead and create ourselves yet another
type of a setup. I'm just going to
click Control Z to get the previous prompt. This time, I'm just
going to create a simple brick texture. Excel. And the well-born that I need is going to be a width texture. Let's go ahead and do that. By just creating couple of days, we'll be able to get yourself a nice scene within the areas. So let's go ahead and
just wait it out a little bit though. Right? So this is a type of
stuff we're going to get and I'm just going to
grab one of the walls, like this one quite a lot. But let's go ahead and
just upscale that. As for the word I, quite like the
last one actually, but I might make some
variations based on it. Let me just go
ahead and do that. And again, I'm just going
to wait a little bit. Excel. Alright, so it's rendering it up and I'm just looking at it. I don t think it's going to
give me the right result. I think the reason being is that the neutral lighting
is missing it up. I'm going to just take it out and I'm going to take off the lecture as well, since we are creating
tolerable surface anyways, I'm just going to write
down wood planks like so. And that should give
me nicer result. The reason being is bursitis. I know that a neutral
lighting gives a basic type of shading, though. It's great for a texture. But in certain cases where
the wood, for example, needs to have more darker areas are the planks need to
look more on uneven. It's not going to give us
the best type of results. So build loading up or I can already see that it's not
going to look quite as nice. It's going to look to plan for
what I'm trying to create, which is just Tableau
creates some barrels. Well, but for this one, I can see that it's
already giving a much nicer type of
variation within them. So it's going to be much nicer. Anyway. Once when it's going to load up, it's going to look much
better. Until then. Let's go ahead and
actually I'm just going to grab it onto
the setup itself. I'm just going to drag this
onto the folder real quick. I'm going to rename it to
something like wood Excel. Then I'm just going to drag
it out into a decimal. That's going to
be brick texture. So brakes. Going to then actually, before we drag it in, I totally forgot to
mention one more thing. We can reuse this entire setup. We can actually make use out of it again
for another texture, the only thing that
we need to do is simply we need to go on through material tab and we need to
hit on the new materials. So if we were to click on new material is going
to make a duplicate. You can see we have
concrete and concrete 001, but a concrete zero is
01 is going to be quite useful for us because we can
just rename it to breaks. And it's going to give us basically a duplicate
of this type of thing. Are we going to
do is just simply replace this concrete P and G. So I'm just going to drag
this out onto concrete. I'm going to hold control
and I'm going to Data, reattach it onto breaks like so. And we're going to get
this sort of a result. Although it and have
that I realized I made a slight mistake because this
is using the same material. So what I'm going to
do is real quick, we can change the material
to concrete for this one. Then I'm going to hold Shift, going to create a new plane like so G to drag it
out a little bit. And I'm going to change
this one to break so our X 90 like so to put
her up to the side, just like that, doesn't need to be perfectly aligned or
anything of that sort. I just want to make sure that
it looks nicely overall. So something like this. We're going to do as quite well. Then we can go on to
UV Editing, like so. I'm going to click a to
select these ones and I'm just going to control
the size of these breaks. Yes, like that. So I think that looks quite nice altogether. That's looking quite
good. Might've been clicked e to extrude. Although you can see that
these parts are already looking quite off on the sides. I'm just going to
grab the side parts. Click you. Look smart, you are UV unwrap. And this way we can get
this result, but right now, this doesn't look quite as nice as it needs to
be slightly smaller. Just like that to make
sure that we align the sale of the brakes, though. Yeah, something like that. It's going to look quite nice. But overall, brick wall We can now go ahead
and go back onto the shading and play around
with the world settings. We're going to click and hold Control and Shift and
click on the roof. Colormap will ramp. And then we're going to play
around with these settings. So for now, I can see that it's a little bit too
dark in certain areas. I'm just going to
lower this way down. You get nicer transition
within the bricks itself. We don't need to sharpen
them down as much. And I'm going to bring
it up just like that. So this is some real
nice variation. We get some broken up, breaks, we get some bricks
that are going out. Then we're going to hold
Control and Shift and click on Multiply to see
how this would look like. And yeah, this looks like a nice displacement type of texture that's not too intense. We can now go ahead and click
and hold Control and Shift. Click on principled and see
how this would look like. Yeah, this looks quite alright. Maybe we can even increase
the multiplier 2.005. So that's a little bit too much. So let's lower this down 2.3. And I can already see that
it is a little too shiny. So let's go back
onto our color ramp. Usually the color ramp itself for the roughness that we're using right now is quite
alright for most cases. So what I tend to do is just
simply lay around maybe with the middle value to get a
nicer type of intensity, then go to RGB curves, mainly clicking Control
and Shift and holding it, happening on an RGB Curves and then play around
with these values. So right now, I wanted to be a way intense,
way more intense. I'm going to drag both of
these values up to the top. Like so or you value that
are close enough to the top. Or the second one
because the breaks usually when there is a
bit of a brighter surface. So in regards to, for example, this patch over here,
show you what it is. This patch is actually
this part over here and it is actually darker. So these patches are the
ones that are brighter up. So I actually need
to fix that up. So I'm going to lower this down and increase intensity for
these parts over here. Just like that, are
actually going to basically in change that up completely
and lower this down. So yeah, the
brighter patches are going to be a bit darker. So we're going to
be having a bit of a shiny effect on them. So it's going to look
like some kind of polish or some
weathering effect. So it's going to look quite
nice overall, though. Yeah, this is
looking quite nice. I'm just making sure that I am increasing this a
little bit as well. Something like that doesn't need to be too
intense for a wall, doesn't need to look too bad in regards to the
intensity of it all. Now when we look at it from
different sides and whatnot, we can see that they look
quite alright for brick wall. Alright, so the final thing
that we have to do is going to be the wood itself. I'm going to show you how we can make use out of it to set it up onto objects and not just
a simple walls and whatnot. And even so we can even we still have
a little bit of time. So I'm going to show you how
we can change the world. For example, we'll color to be just a different type
of a color altogether. Or a city that we're going to grab ourselves
a color ramp, which is going to be
shifting a look search. Let's go ahead and I'll ramp. And now we're going to
attach it over here, like so we're going to
hold Control and Shift. Then we can simply
change up the colors by selecting this
arrow over here. We can click on this and we can change it
up, for example, to be more of a resemble
reddish type of a wall. So this one is also going
to be worth the read. We're not going to change it
completely because instead of just changing
this to a color, like if I were to
change it right away. And click Control and
Shift and then tapping it, you can see that it
just takes off all of the original values
that it had before. So I'm actually going to make
it a little bit more red. In regards to recolor. Then I'm simply going to hold
Shift in a search for mics. Go ahead and grab
this and we're going to change the mix to color. And then we're going to combine both color ramp and Briggs PNG. So let's go ahead and do that. Like so two a and B. And then we're going
to get a nice color. So I'm going to hold
Control and Shift tap on this mix like so we can
see what it's giving us. By changing the factor 21, we're going to get the value b, which is breaks, the
original breaks. And by changing it to zero, we're going to get the
value of the color ramps. So, yeah, I think I'm going
to go back to the zero value. I'm going to just slightly
increases the red. I'm going to change
this to be a little bit more towards the red as well, something like that.
Yeah, that looks good. Let's go back onto the
color ramp and they go, we can just ends up the brick. Learn to be more
reddish just like that. And although it's
a little bit too much regards to that leg
or something like that. Yeah, we went from this color to this color and that's all
it takes now we can go ahead and just that's just their base color
hold Control and Shift and see how our
reddish will look like. So That's alright. So two pi and lesson is
going to be in regards to the setup of a great, we're going to learn how
to make use out of that. So thank you so
much for watching and I'll be seeing you in a bit.
18. Creating object out of AI Image: Hello and welcome back at
Brown to ai and pretty art, a course for digital artists. In the last lesson, we left
ourselves off by setting ourselves up with a nice
wall and we change, deepen the color for it so
we have more control over the overall hole or a
result from the image. We're going to continue moving on and set ourselves up with some nicer objects using the wood texture that
we created previously. This is a type of
wood that we created and it's looking quite alright. I'm going to go
ahead and use the, probably the third one is
going to look quite alright. Actually, this is
the one regenerated. And let's go ahead and make
use out of one of them. We might be able
to use out of the, let's say the first one, I think it looks quite alright. Go ahead and do that. And we're just going
to upscale it. To wait it out,
grab the texture, make sure it's set up
as width, like so. And I'm just going to
go ahead and go back. I'm going to duplicate the
brick texture since we have some color variants over
here that we can work with. I'm going to go ahead
and change this up, make a duplicate out of this. Change this to what? We're actually I'm going to
keep this one as a brakes. Yeah, I'm going to keep
this one as bricks. I'm going to create
a new plane like so. And I'm going to add this one as the original brakes change, just 12 would like so so this
way it doesn't get changed. And for this, we're
just going to rename this one as just simple
bricks without the 001. Alright, so now that we have
this type of a setup where it's going to change
up the lecture. We're just going to grab
the wood texture like so, drag it into the blender file, hold Control and add it
to the color like so. And we're going to get
ourselves this type of result. Now this was a red. I'm just going to
change the factor 21 for now and work with this. Then afterwards. What we're going to
do is we're going to simply create a nice, great for us to make use
out of someone's going to actually go ahead
and delete this. We're going to shift in a, we're going to create
a simple cube. Just like that. We're going to move
it off to the side. And we're going to
start by simply creating in dense or
the starting points. The best way to do it is
just simply click i with all the faces selected to
be the easiest way to do. We're just going to make sure that it is
set to individual. There you go. And we're just going to make use out of it to set
something up like so, maybe a little bit thicker. Just like that.
We're then going to click E, enter alternatives. And we're going to bring it
in words just like that. We've got ourselves
a simple Create. And then afterwards we're
just going to add wood. And we're going to go ahead
and fixed overall UV Editing, which we're going to go
on to the UV Editing tab. We're going to click a unwrap
by clicking you like so. And we're going to
click Smart UV project. There you go. Alright, so now we got
something like this, which is looking quite right, but we need to change up some of the extras for some of them. And you just wait for us to
do that because I know that these are always going
in one direction. We need to make sure that they
go in the other direction. We're going to click Alt Z. We're going to then
select it across like so. So basically all of these
that are going the wrong way, we're going to be
able to select. No, and I can see
that some of them have wrong selections
we're going to do is I'm going to go ahead and
deselect some of them as well to make sure that we're selecting
only the ones that we want. Yes, like that. Alright, so there you go. I'm deselecting
basically the areas where they're going in
the right direction. And for the areas where
I don't like for them to go in that direction. I'm going to make sure
I have them selected. I'm then going to go on
to the UV, set itself, going to click a, R
and then 90, like so. And there we go. We've gotta fix just like that. We can then play around
with the setting itself. Next, I'm going to
check real quick. If all of them are
set up nicely. If I don't like the
way they're going, I can go ahead and
select them again. Like a are dead and 90
like so. And there we go. Basically making
sure that everything within the US setup is going in nice low in regards to the longest pieces are
going in one direction. So yeah, once we're
done with that, we can just select them all up, scale, down scale
whichever way we want. And I think I'm
going to actually, I'm going to keep it as is. I'm going to select only
the squares like so. Within the UV sections. I'm not worried about them being overlapping or
anything of the sort, since this is a
seamless texture, I can just have them
on outside as well. Once I'm happy with
the selection, is going to just build them up, getting more planks
in a way like so. And now let's say that we have
a nice box just like that. But this box might not be quite what we're
looking for in a way that it basically doesn't look quite as nice
in regards to color. It just looks too. Who similar overall setup. So what are we going
to do is we're going to go back on to shading. We're going to play around with the color Rambo little bit. We're going to take off at the factor a little
bit and we're going to make use of this to grab ourselves
a nicer type of a setup. So I'm just going to
darken this are important, make it a little
bit greenish type of stuff or actually a bit
more towards the brown lake. So maybe go. That's looking a
little bit better. And that looks quite
alright for this. We can also make a duplicate
out of this as well. Actually, before doing
that, I like to increase the volume for
this a little bit, just wondering if that's
going to be quite alright. I'm actually going to
hold Shift and Control to go onto color ramp because this is not the right type
of a color ramp at all. We'll make sure that
we started up nicely. Yeah, something like
that will do the trick. Let's go ahead and go
on to the displacement, going to hold Control Shift, click on the main shader. Let's go ahead and see
how this looks like. And here this looks quite nice. Alright, I'm quite liking
the overall result is I'm going to leave this
value as this actually. And I'm going to go
ahead and simply go on to the roughness, going to go on to
color ramp itself. Rgb Curves. Going to actually reset this
entire thing is I don't quite like this type of
curvature. We're now. So that's like that. Now we can play around
a little bit with, in regards to the setup, might need to increase this Ella ramp from doing
right now is basically making sure that the darkest parts start to take off quite a bit of that information
using the RGB curves. Maybe something like that. Going to increase
this a little bit. There you go. That's what I'm looking for. Making sure that this is like so inverted like we did with the break since
they're so dark in those crevices for the wolves, for the wood itself, that we don't want any of the
shininess coming out of it. I'm actually just going to
increase it as much as again. Something like that
will do the trick. Let's go ahead and see
how it looks like. Now. We're going to see
that it might be a little bit too shiny overall. But it really depends
on the preference. If we go on to render view, we can see how it looks like. And once we're happy
with the results, we can then move on
to some variations. But essentially,
the way I'm going to make variations is actually
going to be quite simple. I'm going to link all the duplicate
button over here to make another duplicate. Auditors are actually
sorry about that. I'm going to make sure I click on the plus symbol
over here to make a second version of a
material, click New. And then we're going to go
ahead and just get a wood. Then we're going to make
a duplicate out of this. So this is going to be Would, we can call this
one dark, like so. Then we're going to basically
make a selection for this. I'm going to isolate
this view for Cyrus by clicking a question
mark next to enter. I'm going to select
all of these phases just like that. Hello. And actually I only want to
change the orders themselves. So what I'm going to do
is I'm going to click Control and I to invert this, going to now go out
of isolation view with this type of selection. And finally, I'm
just going to play around with the color factor. Going to see if this looks good. Something like this.
Oh sorry about that. I'm going to click Control Z because I
realized I made a mistake. And the reason
being is that with this selection now we
need to click Assign. So I'm going to have
the word dark selected. I'm going to click Assign. And now when we're going
to change up the color, there we go, it's going
to darken it down. Just like that. Yeah. Pretty much it in
regards to that, I'm going to also just to make it nicer, stylized touches. Going to go ahead and
click controller I, going to then make it maybe a little bit smaller
by scaling it inwards. And that way it's going
to, as you can see, like change up the overall shape a little bit, which
is pretty nice. Then I'm going to go ahead
and select probably all of these entire section like so. And actually, I'm
going to bevel, all the edges going to
go into your modifier. Quickly add a simple
beveling like so, and make sure that the
angle is set to the part where these pieces
basically don't change up. Something like this. Basically, I want to make
sure that only the arts on the edges are going to be affected because we
scaled it inwards. This angle over here
is not going to be affected by an angle of 88. So that's pretty nice
at all we need to do is just lower the
amount over here. Around 0.02 is quite okay. And yeah, that's pretty much it. When it comes to the
setup of the materials. We can go ahead and just
make another barrel. So I'm going to go
ahead and rotate it. Another one like so.
And just some barrels suggests like that maybe
have this rotated as well. So our x 180, something like this,
will be quite alright. 90, we'd have some variation
in regards to setup. And yeah, that is
pretty much it. I hope you enjoyed the video. We're pretty much done
with in regards to the seamless textures
using mid journey. So thanks so much for watching and I'll be seeing you in a bit.
19. AI Prompts and Decal Creation: Hello and welcome back
everyone to ai and pretty art, a course for digital artists. In the last lesson,
we left off by creating some nice
creates within the scene. And now we're going to continue on with the progress
within the AI. And before moving on
to the next step, we are actually going
to talk a little bit more in regards to
the journey itself. One more final thing that
we're going to talk about in regards to this Blender
project is that we can actually add ourselves some texture on top of
it as a sort of detail. Right now just
typed in graffiti. And I usually add an extra keyboards for
that sort of detail. Look black background
or white background. Sometimes either one works better depending on the
thing that we're using. So this one is bright and colorful and black background
seems to do better. And also use centered. So it's always making sure
that there's no cutting off edges and we're able to make
use out of something nice. So yeah, by just
setting it up like so we can grab one
of the decals. I'm going to go ahead and
grab the second one leg. So I'm going to just add
it on to the project, open it up, adding
onto my folder. Where to go back
onto the project itself than simply
adding a mesh plane. And I'm going to go ahead
and create a graffiti. So afterwards, I'm
going to go ahead and just add this type of a setup. Let me just go
ahead and do that. Grab drag-and-drop
the image itself. There you go. So now if we were to add
this onto your base color, we can see how it looks like and this is what we're
getting out of it. So there we go. Now think that we should do
is set it up as an alpha so we can go ahead and do so by
just grabbing it like so, searching for a ramp colorRamp, going to hit Control
Shift, tap on this. And I'm just going to drag this all the way to
the other side leg. So we're going to get entire alpha selected,
something like that. Alright, so now we can simply
drag this into the alpha. We're going to now hold
Control Shift, tap on here. And we're going to go all the
way down until we go on to blend mode for the settings
within the material mode. We're going to change this
to alpha blend, like so. You get this sort of results. So in click our X9, and now we can just go ahead
and add it onto our wall. So there is that going
to go ahead and do it like so. And there we go. Alternative to this would also be if you want to have
more control over this, is that we can
actually select this, go on to the texture
painting mode, and open yourself
up with a list. But this downwards, click on
this plus symbol over here. We're not going to
go too much into detail in regards to
the texture painting, but we just need to click
on this plus symbol over here and then
select the opacity. So right now I can
select the path here because I need to
go back on shading, going to take it off from
the Alpha over here. Just remove it completely like
so because otherwise it's not going to allow us
to select that like so. So now we can go ahead and go
back onto protection pain. Click on a single image like so. Now we're going to go ahead
and create a new one. Just like that. Going to make sure that's set to black and we can
click Okay, like so. And we're going to get ourselves this sort of a
look green to make sure to rename this
to opacity, like so. Then we could go back
onto the shading. We can go ahead and set
it up with that image. So shift a search for
image extra, like so. We're going to find
ourselves the opacity that we are creating
right now, like so. And we can go ahead and attach it to the Alpha just like that. Now it's going to be completely
black as you can see. But if we were to go back
on the texture painting, since we connected at all, Basically, we can start painting ourselves up with
this type of a look. So I'm just making the radius of the brush over
here and be stronger. We can also change
couple of options here, but I'm not going to
go too much into them. But basically, we can
start painting on this texture and it
doesn't seem to work. I'm going to try
to flip it over. Yeah, it seems like
the upper side is the one that's controlling
our opacity. It's it depends on the
base, It's leftover. So I'm just going to real quick
go on to the object mode. I'm going to go on
to the modelling. We're going to
select this itself, going to click our Z NAT. So I'm just flipping it over entirely so that our
face will be over here. And then I'm gonna go back on their texture paint when to
start painting it like so. And if we go over to
the texture mode, we can see that we're
actually getting ourselves material, that we get the detail
that we want basically. Yeah, that's another
way of doing it. But honestly, at this point, because I was using a black type of a background, I don't
really need to do that. I can go back onto
the color ramp and just set it up with
a normal opacity. If it was a white
type of a background, you just have to do the
opposite and just bring this these two arrows all
the way through oversight. So yeah, that's pretty much that Also make it partially
transparent. And that's going to give us
a better type of a look. As I want to make sure
that this course covers fully extend of how you can
make use out of the journey. And the final thing that I want to talk about is
how to actually get ideas out to get the styles
needed for your artwork. So since the mid journey
itself, actually, as a nice community feed, you can make use out of that
because as you might know, MIT journey or any
other AI renderer is very hard to get the specific style
you are looking for, very hard to get the exact type of a
result that you want. So by using our pupils prompts, you can actually get yourself in a better
direction to go with. And so yeah, I'll
firstly show how to make use are the
majority website itself. And then I'll show you
the alternative for it. Alright, so within the merger
and the website itself, not the discord version, we're going to be able to
go onto the website, will, once we login to it, we'll be able to go on to
the Explorer community. And within here you'll see a
bunch of different images. What's nice about it is that you can also write them the prompts. For example, if we are looking for a medieval height
and we can do so, I'd like so we can search all of the problems
that people have created already and then we can
decide on what kind of art style or what kind of a look we're looking
out of this. So for example, these
ones look kinda nice, but let's say we want
to have something more stylized,
something like this. We can actually open this up and as you can see
at the very bottom, we do have all the prompts used for this type
of an art style. So that's quite nice. In regards to making
use out of it. We can click on these three dots over here and we
can just go ahead and copy and copy full
command, like so. Then all we gotta
do is just go into discord and Buffon a discord. If we just click Control V, I'm sorry, we need
to first of all, make sure we imagine a
prompt and do this though. And then it's going to
start loading it up. And as you can see, it's
already loading it up nicely. But just like this one, it's going to give us a very similar type of an art style that we
can use as a reference. So it's very, very nice, very easy to make use out of. So we can simply browse through all of these different
people's works. And we can find the
RSL that we like and simply make use out of it
to get some similar ideas, similar reference points, or similar starting points in
general for a 3D environment. So that's pretty nice
and Ringo's to that. And yeah, let's just go ahead and wait it out a little
bit. It's almost finished. It's 93%. Once we get to this point, you see that it's already looking and shaping
up pretty nicely. There we go. So as you can see, it's not quite similar in
regards to our cellular rehab. So this is what we had, but it's close enough
to be considered. That's going to be within the same art direction
and whatnot. The hearts are going to
have enough variation, but the overall aesthetics is going to closely
resembled the original. So that's quite nice. And even get yourself a image itself by going ahead
and saving this image. So are actually, as
we talked previously, we can copy the
image link like so. And then we can just
imagine this whole thing in regards to going to go ahead
and do the same thing. Imagine this entire thing with
the image attached to it. So I'm going to do is just copy this entire
setup like so. And I'm going to make sure that we have a picture
at the very end. And there we go. It's getting
us to a result that's closer resembling
the original one in regards to the
angle and whatnot. And it still gives us
some nice variation. Or final thing I want to
say in regards to this is that if you want to get
even closer of a result, do the original one, which you can do is simply, you can just add double
dash at the very end. Sorry about that. But just make sure it's
within a prompt double dash i, w and two. And that's going to give
you an image that's even closer resembling just needs
to sometime to start it up. But yeah, it's going to
give you some control over this entire AI tool panel thing that I wanted to talk about
is the alternative to the mid journey itself
to the website. So this is a very nice website, but this only contains my
journey generated images. There's plenty of AI type of assisted images generated
through different programs. And the link that I would
recommend you to use is going to be something called
a lexica dot art. Very nice and simple. A type of website that will
allow you to see a bunch of images similar to what
we were looking before. Click on it, we can see what type of model
It's been using. So this one has been using
lexical aperture version free to click on
something like this. This is the version two, and there are actually from different websites
of that as well. Though can't seem to find ones. Most of them are from
lexica aperture. And if we like the ourself, for example, we can go ahead
and click on an image. We can click Explore the style, for example, and then it's
going to load this up. We have two different
generate results within the same ourselves. So it's a very, very
nice, very simple to do. Then afterwards we
can just simply, if you like, what
are the prompts? We can go ahead and just click Copy prompt and make use
out of it in a similar way. Finally, one more
thing I'd like to discuss is going to be simple prompt
creation in general. Though there's also a website. Are certain websites
like these, for example, where they actually
sell generated prompts. So it's actually very
nice when you want to get a similar style or a
specific type of anesthetic. For example, over here, if we're looking for
character design, interdimensional beings, we can see that we get
those kind of art work consistently with
the provided prompt. However, these types
of prompts are paid. So nice option to have. If you're looking for
something specific as well. You can see like
some nice renders. For example, if you want to
do certain renders as well, you can make use
of these prompts. And yeah, it's a very nice, consistent way of getting
certain renders out. I think these ones
are mainly, yeah, It also says in
regards to which type of AI is being used for
the type of prompts. So over here we can see that it's been used
a myth journey. This one is GBT and I think it's actually for
an article for texts. So yeah, that's pretty much
it in regards to that. Now finally, in the next lesson, we'll be moving on to dream AI. So thank you so much for watching and I'll
be seeing in a bit
20. Dream AI Renderer Assistant: Welcome back everyone
to ai and 3D art, a course for digital artists. In the last lesson,
we finished off the topic in regards to AI generated imagery and how
we can make use out of it, or 3D environment creation. Now we're actually
going to make use out of an add-on
provided from within blender that we can set up to be used or are generated
images and whatnot. So let's go ahead and talk
about a little bit about that. We're going to
start from scratch from a brand new project. The reason being is that we actually need
to set ourselves up with the add-on and we need to basically
download that. So let's go ahead and do that. And there is a version
called The Dream, a render AI rendered. That's the one
we're looking for. So I'm going to be called AI renders table
diffusion in Blender. There you go. That's
the first version. We're going to look at. It's free, but make
sure to support the developer on this add-on. So let's go ahead for now. I'm just going to
go ahead and add it in my card and all on it. Like so. And yeah, there you go. We're going to get ourselves to this one is a bit different
to what I'm going to show you later on
in it only takes up one to 0.2 mb in regards
to the overall that up. So it's quite small add-on in
regards to the overall AI. The reason being is that this add-on is actually going
to make use of Internet. Let's go ahead and
Firstly set this up. We're going to go onto blender. We're going to go on
to Edit Preferences. And we're going to go ahead and select add-ons
tab over here. And we're going to simply
click install Excel, find ourselves with
the same type of location and locate
the renderer. I don't, it can stall. And then afterwards
you're going to get yourselves this type of a setup. What do you actually need
to do now if you enable it, it's not going to
be setup just yet. Reason being is
that we need to set ourselves up with an API key. So to make use out of
the functionality, we need to sign up
for a dream studio. And it's a free type of a setup. So let's go ahead and do that. Once you are within the website, you'll be able to register, sign up, and you'll be able to get yourself three credits. Those free credits
will allow you to render out your items, render out your scenes
using the AI assistance, which will be able to
then create API key. So just make sure
to create a BIT. Don't share the API
key with anyone else. Just copy it. Clipboard and just simply go ahead
and make use out of it. Over here. I'm just going to paste it in, hit Enter, then I'm going
to refresh blender as well. The reason I'm refreshing
blender is simply to just make sure that the API
is improperly set up. I'm just going to
check the dream ai. Going to be called a
render, just like that. And after we're
done setting it up, we're going to get ourselves everything ready for us to go. Only thing that we need
to check is going to be within the renderer itself, but that's going to
be there you go. Within the tab for
rental properties, we're going to find
ourselves the AI render. Let's make sure that
this is enabled. So let's go ahead
and click Enable. We can also decide what
kind of size we want. I'm going to make use
out of 512 by now. And then we can
talk a little bit more in regards to how we can actually make use out of it
within the render itself. For us to set it up. All we gotta do is just get
ourselves a simple scene. So all I'm going to do
right now is just grab a plane for us at the bottom,
like a sort of a ground. And then we can just grab
a couple of cubes and that it up like sort of
a buildings for example, can be that's going to
look quite alright. Like that. We're able to get up and I see the only thing that
we need to do now is just go onto the camera. So we already have, by default a camera
in the scene. I'm going to go ahead and
click zero on my camera. Just to grab it into the of
the scene that I'm going to go ahead and click End to open up this bar on
the right hand side. Go on to View and
lock the camera to the view like so by clicking on this
tick box over here, then we're able to move our view around with the camera attached. Once we're happy with the
overall dipole setup, we can go ahead and click this tick and we're going to get ourselves a nice
setup for that. Alright, so let's go ahead and
talk about what we can do. In short, if we were to just render out this same by
clicking this button over here, or we can click F2
for a shortcut. We're going to be able
to render out, actually, I did forget one more thing, which if you are able
to read this, it'll say Cash path is needed. So this is going to be
needed to be set up. Then we'll just go ahead
and do that real quick. It's going to be within this bar over here for
output properties, we just need to make
sure that it is set up nicely in regards to that. So let me just go
ahead and do that. I'm going to just find a
quick location for it. So hit Accept. And then I'm going to
go ahead and click F2. And if you have
it set up nicely, it should give you
this sort of a result. Once we render out, then when you wait
it out a little bit, it will start composing
it for your AI. So let me just give
it a quick second. At the bottom, you can, at the bottom you can see
the render loading up. There is a bar. So the first time you do it might take some time
to link everything up. But once you're happy with it, you're going to get
yourself an image, something similar to this. As you can see, this
has been rendered. So it's a totally
different than what we had before in regards to the
setup, it looks similar. And the reason
being is because we didn't actually put
any of the prompts in. So let's go ahead and
do that real quick. We're going to talk about how
we can affect this render overall and how we
can set ourselves up with some nice setups. So for starters, prompts, the way how we talked
about in my journey, we can set it up, we
can get Building. So we can just simply click
F2 again to render it out. And it's going to give us a nice result in regards to that. So this time, instead of just
being a couple of cubes, it's going to give us a city. But the thing is, it's actually going to
be gracefully again. The reason being is that the
way this renderer behaves is it grabs the depth
of your renderer. So what's going to be closer? What's going to be
further the overall object's information
in regards to that. And then it's going to grab the color
information as well. So because we had right
now everything in gray, we had no materials whatsoever. It's going to give us the
same type of a result. Well, let's go ahead
and fix that first. I'm going to go back onto
remodeling stage like so. I'm going to turn up the viewport shading
so we can see the materials right now we
don't have any materials, so let's go ahead and fix that. And we're going to go ahead and just simply go onto
the materials tab. I'm going to select
the plane underneath, going to click New and call this base whichever way we want. And all we gotta do is change up the base color is
something more natural. So we can, for example, make it green to make it
look more like grass. Grab those objects, select them. And I'm going to simply, I'm actually going to select one of them for now we're going to remove the default material, add a new one, change this
one to something like blue. Then we can go ahead
and select the rest. Click Control L and
link materials. And sorry about that. I had last objects selected
as the final one which had no materials based on a selection is going to
give you different results. So let's make sure that we
hold shift and select the one. We want to make sure we translate materials
onto the rest. Right now you can see there is a slight outliner which has a brighter orange type of look. That means this is
the main selection. And based on the main selection, we can do a transition or a link to materials on
the rest of the assets. Alright, now once
we're done with that, I'm going to go ahead
and click F2 again. It's going to give me
the same type of render, but as you can see in
the type of a view, once it's done, loading this up. So it's going to
give us this result. Nice. It looks quite
basic and whatnot. And the reason being is perhaps we didn't
add enough prompt. We can add the prompts like extra windows or
something or sort. There's also negative
prompts which will take off all the negative keywords
that were digital fine, so ugly, bad art. It says watermark, grainy, everything that
you wouldn't want. I usually keep this
up by default. It gives us some nice results. So let's go ahead
and leave that in. And let's talk a
little bit about the pre-set style in
the next lesson though, because we're
running out of time. So thank you so much for watching and I'll
be seeing in a bit
21. Blender Render Detail Dream AI Tools: Hello, Welcome back
everyone to ai and 3D art, a course for digital artists. In the last lesson, we
learned how to set us off with AI, dream AI add-on. And now we're going to
go ahead and continue on getting a bit of a
better detail out of this. So first things first,
we can make use of a pre-set style by clicking on this will
have a bunch of options. And notice that you
can also scroll up and down in regards to
the options themselves. And it's a bit of births
are, we have set up. You can see that this
is the main one, but once I start scrolling down, it'll start giving us
hover options as well. So yeah, just keep in
mind that if you're not seeing the type of a style
that you're looking for. Just make sure to scroll
down a little bit, maybe you'll find it that way. So yeah, some presets
are very nice and often make use out of them. The one that I like quite a
lot is going to be Mumford. This is a nice preset. Let's go ahead and
make use out of it. And yeah, we can simply
make use out of this. And I'm just going to go ahead and grab a couple
of extra steps. So there is a random seed, there is a steps
similar to mid journey. It will have AIC, which we can resemble, take this off and have
our own custom ones so we get more
consistent results. And in regards to the steps, I take them up to quite a bit in regards
to the default value. So usually go for
50, for example. When it comes to that to get
a nicer and sharper edges. Then afterwards, I go ahead and simply re-render
this entire setup. And there is actually one more
thing in regards to that. So there is Operation tab, which if we open it up, there is one called new
image from last render. So we wouldn't
have to re-render. Let's say we are using a
different render by default. If we go up to the
render properties, the render engine
is set up as Eve, which is very fast. It's a real-time renderer. But if we were to be using cyclists and might
take a bit longer to set up all the
entire render image. So using this option in regards to the new image
from last render, it can be pretty good. And actually I will make
use out of this right now. I'm going to go ahead and click. And it should give
us a better option, although I'm not seeing
the loading bar and might just froze down my blender. Yeah, there you go. It says not responding
at the top. I'll just go ahead and wait. And keep in mind if you're not seeing this type of an image, there is a tab right now
that's called a render. So that's where the
renderers who go in regards to the older
rendered images from the AI. I'll just go ahead and
give it some time. And there we go. We gotta cells this
type of result. As you can see, it gives us a much more interesting
of a detail. We're getting some more
shapes out of this, even though we
didn't add anything. And it's very, very nice
and simple to make use. Now one thing that I want
to talk about is going to be in regards to
the overall setup. So as I talked before, in regards to the mesh itself, it makes use of a depth mask. So right now this setup, it only has a depth
in regards to these three cubes and
it's not quite as nice. So for example, if I were to just grab this group over here, click E to extrude as Y
to kinda bring it in, I can get some nicer
type of results. And I'm just going to go
ahead and do that actually. As why. Maybe
something like this. There you go. That
might look quite nice. And for example, let's
say we want some windows. Let's go ahead and do that. I'm going to add
couple of lines, like so I'm just
clicking Control R and using my mouse
wheel to add them in. And I'm just going to add
in a couple over here, maybe all the way
over here as well. Over here. Something like that. For example, I can hit, I click Enter and then at
the bottom left-hand corner, I can change up these
to be individual. Takeoff the thickness,
and there we go. We're going to get ourselves
these kind of borders. So I'm going to make
it something like this e and then bring them in. As you can see, we're going to get
this type of a deaf. So this is going to
be quite helpful for the AI to get more information
coming out of this. So the more complex, basically the shape we're
going to make use out of, the better the results
are going to be. So I'm going to go
ahead and click F2, and I'm going to see how
this would look like. Let's just go ahead and
wait it out a little bit. There we go. We've got ourselves
this type of a look. And I don't quite
like this one per se because it's not
quite as detailed. There are some
artifacts and whatnot. And we might need to redo
this type of a render. But all in all this is how
this overall setup behave. So we can just make a couple
of extra on the side like so And I can, for example, change the color or all of these are going to go
ahead and do just that. Like this. Make the materials get more
detail basically for them. And I can also just bring
a nice plane to the back. So not going to be just off in regards to that waste by just playing around
with the shapes, by getting some nice detail, and even by going back to the AI render and add an extra props. So we can type in, in rocky area,
something like so. And yeah, we can leave it as is. Go ahead and click F2, see how this would
look like the diego, our default trend
that looks like this. And we can just wait
it out to see how this would turn out to be. One more thing to
mention is probably going to be in regards
to the render itself, make sure that the
camera is set up with 512 by 512 resolution or
something of the sort. As if we make it too big, it might, it would cause a lot of issues,
rendering issue. So there you go. This is the type of a
result we're going to get. What we can also do is if
we scroll all the way up, actually we're going to
go on through reformat, going to play around
with that today go the resolution 512 by 512. The reason being is
that the AI itself, we can make use out
of it to upscale it afterwards so we can go
onto the upscale tab. And it is actually that as automatic in
this particular case, it's set to 2048. By 2048, Let's go ahead and see if it's true in regards
to the image itself. Might have upscaled
it automatically. By default, it will
upscale this automatically just makes sure that scale
factor is set up to whichever, whichever type you want. And if you want to go to the
previous types of renderers, you can click on this
button over here and go to the previous lenders like so. Make sure that
before closing out, the project is saved out
the images that you'd like. You can go onto the image tab, click, Save As like so. And you can just save it in
whichever area you want. So I'm just going to go
ahead and do that like so. And that's the image we're
going to get out of it. So it's a pretty neat type of functionality to get some
nice artwork out of this. And you have certain
control over it, although it's not preferred, spoke at this moment, it's getting better and
better all the time. You can see the 1.52, 0.1. And it's going to keep on improving in regards to the
functionality for this. Anyways, moving on, We've got a couple of other
things to talk about, but that's going to be making
use out of the upper eye. So right now this, Hey, I only will allow you to just
help you out with render, which by the way, we'll mention this that
you can make use out of this in your animation as well. You were to set up an
animation and render it out. It will render out
animation video. So that's pretty nice in
regards to the functionality. And if you want to disable it, you can either
disabled the add-on for the preferences over here. So I'm just going to happen AI lectures because
there's no dream textures. Hey, I render it, is. There you go. That's going to be
it. And we can just simply click this off and
it's going to disable that. Or alternatively, we
can disable it through this area over here if
we were to roll down. Second, let me just find
this button over here. There you go. We can just simply take this
off automatically on Render. And we can render
out our own images. And then afterwards we can
simply click this button over here and it'll help us
out with in regards to that. And yet, the reason
being that this might be a better is because right now, because
I'm disabled it. As you can see over here, the
API key has now been lost, so you'd have to go
back onto our website, hope it is back in and put
it back on three API key. And yeah, that's pretty
much hit when it comes to the overall dream AI
renderer type of an add-on. And we'll need to make you sort of a different add-on
for the other section. So thank you so
much for watching. And I'll be seeing you in a bit.
22. Dream AI Texture Addon Setup: Hello, Welcome back
everyone to ai and 3D art. Because for digital artists,
in our last lesson, we'll learn how to get an extra detail in
regards to RAI renders. Now we're going to
continue all making use out of dream AI hover. This particular one doesn't
have anything outside of the dreamer AI render. And we want to
actually, for example, and generate the
certain textures and whatnot gets some more of
additional functionality. I'll show you an alternative
to the one that we had. Let's go ahead and just
open up the dream AI. I'm just going to go
ahead and Google it. And there should be a link that's going to be from GitHub. And we just go ahead
and find that up. Actually, I'm just going to
go ahead and type in dream, a lender and they
go to the GitHub. This is the one that
we're looking for. It's going to be
called the course and Cadbury dream textures. And to get it, you'll just need to go ahead and actually go
all the way down. And you'll need to find
yourself to installation, download, latest release, like so let's go ahead
and click on it. Just like that, in which you're going to find the
installation types. There's Windows, Mac, and Linux. So just make use out of
which I want you on. The one I'm going to
make use out of is going to be called a new video one, the one that I have a GPU for. So in the video GPU, make sure you find the
right link basically. And there are a couple of options for this
particular case. Notice that there is either a direct or
local cloud rendering and the wonder we're looking
for is going to be four. Now, the local only
means that you can render the images from
within your computer itself. Or alternatively,
cloud would work in the same way
that I showed you before in regards to the dream AI being
rendered for the images, this type of a texture render
would work in same way. I'm going to go ahead
and show you how to set it up for your
local machine dose. Let me just go
ahead and do that. I'm going to go
ahead and align it. As you can see, dollar
for this one is a bit bigger in regards
to that is 1.5 gb. So it'll take some
time to download it. So just make sure
to wait it out. And after you're
done the lowering it and after we're
done installing it, we are still going
to be needed to install certain
modular kids onto it. So let's give it a second and I'll show you
what I mean by that. There you go. It's
now been downloaded. And in this particular one, because using the
local and Cloud, you'll see if you open it. There is another zip file. Usually when we install add-ons, we don't need to unzip them. However, in this
particular case, we do need to do so as
to save up the size. They ended up zipping it, the zip file of an
add-on into it. So what I'm going
to do, I'm just going to simply
extract this one out. Let's go ahead and do that. Make sure to just basically
extract your item. If it's a local one, it's not as relevant if it's only the Cloud one as the size of the zipped files of the add-ons wouldn't affect
your sides at all anyway. So this is how it looks like the unzipped one is actually 5 gb and not the 1.5
as I said before. So there you go. We're now going to
go ahead and add this onto our blender. We're going to go
ahead and just simply get a fresh file from this. Instead, not going to
save this one out. Let's go ahead and simply wrap ourselves the
Edit Preferences, go onto add-ons and then
go ahead and install it. So I'm just going to grab this 11 is called a dream
texture is not a renders, so let's go ahead
and make use of it. Although they both use the they will diffusion
type of a setup. Let me just go ahead and
show you what I mean. It will take some time
to load that add on n. It is 5 gb after all. We'll just give it
some time until it gets everything sorted. There you go. It took I'd say like
half a minute to actually properly loaded in
rehab paint dream textures. We can go ahead and open this, then we can enable this, and we're going to get
this entire setup. First thing that you
need to do is you need to download yourself a model. You need to use modals in a way that's like a sort
of a preference or the thing that controls
your art style within the AI. This is what uses the, basically what type of
learning algorithm is used for this AI to set
this overall adult. So by default, it's going to
be the stable diffusion AI. Just make sure to download them. And when the salon again, make sure to not
exit the program. Otherwise, it's going
to break it up. It's $1 it in a specific folder. And if you cancel
it midway through, it's just going to kind
of break this add-on. Already had
experience with that. So I recommend you once
you start downloading it, just make sure you get
that up and sorted But they go. Now got myself, a
couple of add-ons, got my self-diffusion 2.1, got up scalar and a GoTap. I'm going to show you
what each one of them do. For sorrows though. Let's go ahead. And if
you're not seeing any of those which should be downloaded
with the default ones. Just go ahead and search
them in here and you should be able to
find your ones. So for example, I can
just type in two dash one and it should find me
one are actually stable. By typing stable diffusion, you can see all the
different types of wants. And they do slightly
different things depending on the ones
that you're using. For example, right now, because I have
those default ones. One is upscaling, one is deaf, and one is to 2.1. So let's go ahead
and go over them, what each one of them does. And token, this token is actually for a setup of
some other diffusion. So some of the models
are paid, for example, and you'll need to
get authentic code in order to make
use out of them. I'm not going to do
that. I'm going to just use simply use the
free default ones. Then afterwards we got a
dream studio optional. This is the base, this is the key that
you need to get. Basically, it's the same type of a setup as we had before. Once you get this key, you'll be able to
make use out of it. This is the API key
that we used before. So after we're done with this, let's go ahead and actually
make use out of it. So the first thing that we
can do is we can simply, basically once we get the
dream AI type of a setup, this add-on is a
bit different in regards to where
it's being located. So actually have a
previous ones on. Let me just go ahead
and turn that off real quick so we wouldn't
get confused with that. I'm going to just turn the previous the older one
that we've talked about. And I render, There you go. I'm going to turn it off. Okay, So what I meant by that is this dream add-on is not going
to be located over here. That is going to be located
on the tab on the side. If we were to collect n, We're
going to open ourselves up the tabs that will allow you to lock in a
camera, for example. And you can see that there
is a tab called a dream. By clicking on this pattern
will be able to open up the menu that will allow
you to make use out of it. We have different pipelines, stable diffusion, dream studio. So this is basically whether or not you want
to use the Cloud service. Then we have the models. The models need to be set up based on what you're
trying to get out of them. So I'll show you
what I mean by that, which just a simple
introduction for now. And we have prompts like
what we're trying to set up. Whether it's a texture or simple concept art or
a sort of a piece. And yeah, we have
certain sizes variation, for example, we
can control that. We can have projected. As you can see, this
is turned off for now, which we're going to
learn how to do that ourselves up with it in
the next lesson though. So, yeah, we're going to continue on with this
in the next lesson. Thank you so much for watching and I'll be seeing in a bit
23. Projecting Textures: Hello, Welcome back everyone
to ai and pretty art, a course for digital artists. In the last lesson, we
talked a little bit about how to set ourselves
up with the dream, a texture type of an add-on. Now we're going to continue on and make use of it
in order to set ourselves up with a
nice type of a scene? Or are we just going to go over and see how we can
make use out of it. So let's go ahead and do that. For starters, we need
to model something in. I'm just going to go ahead
and do that right away. Going to show you just a
very basic type of setup. Let's say we have a plane. Then we might have a
small type of a hut. Or actually I'm going
to have something like a maybe like a mailbox or something of the
sort placed over here. So I'm going to go ahead
and do that real quick. I'm just going to go ahead and model a very basic
type of a setup, but not worried about the
measures taken in and whatnot. I'm just hearing about
more of the shape itself. So I'm just going
to drag this out. Yet, a nicer type of a look, and it's a very basic
type of a setup. I'm not over complicating
it or anything of the sort. I'm just making sure
that the shape itself is going to look quite alright in regards to the overall setup. And we might need
to add a bit of an extra on the side in regards to like a flag
or something of the sort. I'm just going to go
ahead and do that. Like so. And actually I'll put
it on the other side. In most of the cases
when setting this sort of a thing up using
a dream texture. We're going to be using a dream texture projection for Zara's. We need to make sure that
all of its detail that we're setting it up is
usually at the front side, not the back hover in this case, I want this to be more
empty on the side. I want this on the edge to
be a little bit more of a, let's put it this way
that it needs to be a little more cleaner with in
regards to the silhouettes. So that's why I'm doing it. So what I'm projecting it, it's only going to be focusing
on what's on one side. I'm going to come back
to that in a bit though. Let me just go ahead and make sure that we grab
something nice. In regards to that. There's something of this sort. You go, it's going to not worry about anything
other than the shape itself. Something like so that's
going to be quite alright. I'm actually going to crop it a little bit forward, like so. There we go. That looks quite nice, right? So what did we do now? Well, first of all, let
me just go ahead and make sure that we set up some
bit of a basis well, to make sure that we have
something like that and we don't need to worry about the UVs or anything
of that sort. We can add, for example, bevels or anything that
we like pretty much. In regards to this, we just need to make sure that the shape is not
overly complicated. So it looks quite alright. Okay, so now that
we're done with this, we'll add some
beveling over here. I'm not worried
about the apology or anything of the sort
for this particular case because I'm just
focusing on making sure that the overall setup looks alright In
regards to the shape. Once we're happy with the
shape, Let's go ahead and go into the camera. Clicks zero. Go onto the camera, click n, and let's go on to review and lock the camera
to review like so. Then we need to make sure that this overall camera has the right proportions
because the depth, that is a dream users actually always comes in
the aspect ratio of one. So always going to be a square. That's the reason why
we need to go on to the output properties and set
this up to 512 by 512 legs. So this is going to be a
perfectly nice square. And actually for the back, might grab a couple of spirits, for example, going to
put them up like so. And once we're done setting
up the camera right away, Let's go ahead and go
back to review and take it off from the
locking to the camera view. I'm then going to
set up some rocks. So just a very basic
type of a setup, going to use average vertices
which is located over here. Which if we were to move it
and use our scroll wheel, we can just drag out the setup and grab yourself
some nice rocks as well. I'll show you how to set it up. I don't I try not to overdo
them in regards to that. So something like this, it's going to be quite okay in to make sure it's set
up something like this. Let me just go ahead and
see how this looks like. I'm going to make
sure that it's set up within the main shot as well. Or for them like so. Then we're going to be able
to go to the dream tab. We're going to go on to
the stable diffusion. Like so. The model is going to be depth. Let's make sure
that we use them. Otherwise it's not
going to work. It's going to have
this type of button. If you're not going
to have this, is going to say something
differently completely. Anyway, once we're
done with that, I'm also going to
make sure I smooth out these shades like so. I'm going to leave
this as is though, and the subject, Let's go
ahead and type in the subject. So I'm just going to I've been posted
blogs, stylized. Last, rocky environment. Like so. Then once we're done with that, all we gotta do is just
basically we gotta grab all of the objects like so I'm going to make sure that the
light is not selected. So only the assets,
the Static Mesh. I'm going to go ahead and
turn on the texturing. First of all, the viewport
shading so we could see what we're doing and
the way it looks. And then I'm gonna go ahead
and just select all of them like so, like everything. And go ahead and click
project the texture. And as you can see over here, it starts creating
certain textures. It starts making a
nice type of a setup. So let's go ahead
and see what it actually did and
how it's set up. And I'm gonna go ahead
and make sure that the log camera is ticked off
and see what's up with that. So what is happening over here? It seems like there is a box. It seems like the
rocks are here, are somewhat setup as well. Let's actually go on to, instead of just the layout, we're going to go
on to an ImageView. So for us to do that,
we're going to click on the top left-hand side
onto this icon over here. We're going to go on
to the image editor. And we're going to see
ourselves with an image. Well, it's not an image here. We need to make sure we select
the image for this type of a r and then we can see what we're actually
getting. So this is the Render. It basically
similarly to the AI, the dream ai for the render, it selects the entire scene, picks up its depth and it
makes use out of it in order to create
ourselves a nice setup. So I'm gonna go
back onto the 3D, view it what it's doing.
And yeah, there you go. It's basically doing that. And the only difference for
this particular case is that instead of just
giving us an image, it actually projects
the entire image onto our selected assets. So if we go ahead and
select all of these assets, we go to the UV Editing. We can see that all
of these assets, and it's not actually showing
up on the actual setup. So I have everything selected. I have this clicked on. You can see that they are totally different UVs
from what it's using. The reason being is that
we actually need to go on to the object properties, Object Data Properties
and under UV maps. And we just need
to make use out of the other Ron basically, if created a brand new
version instead of, instead of just reusing
the same movies. And because of it, we're able to see
complete different setup. So I'm going to make sure I click on the projected
UVs instead. Going to make sure that
it's set up for all of these objects that I
made use out of like so. So it's using the projected UVs, the ones that we just created. And I'm actually just going to make sure that the
poll is set up as well. Anyways, once we're
done with that, we can go ahead
and select it all. We can have it all
selected and then it should give us a different
type of a result. I'm just seeing why this
this is okay. This rock. Yeah, forgot to select the
different rock, Diego. Alright. Going to make sure that
this is all selected. So basically I'm
making sure that whenever it's rendering is going to use this UV and
I'm also selecting this, so it's also going to be applying this if you're
exporting these meshes, just, I recommend
you making sure that you only have one
UV map in this area. So just remove the previous one and you should be alright. Okay, so going back to this, I'm going to go ahead
and select this. I actually want
to make sure that this black is also
set up like that. Alright, so that it's
set up like that. We can go ahead and select it
and see how it looks like. And this is the
result that we're getting basically out of this. We gotta sell us the entire
box or the entire box setup. You can see it's
slightly go and out of the overall shapes. So it's not going to be perfect. It's not going to be creating
perfect type of results. Probably we can do is
we can simply click L. We can make it a little
bit smaller like so again, because I have this
button over here selected, UV sinks selection, it'll mean that although
I have the selection only the rest of the UVs are
still going to be visible. Looking just slightly
reposition it, it's still going to
give me somewhat off the right angle, like so. And I can do the same
for this as well. For example, although
this flag itself, I'm probably going to just keep it off to the side like so. As I can see that this
shape is not perfect. So in short, the overall setup might not always come out
the way you want it, but we can make use
out of it regardless. You just get some nice shapes. So I'm actually just going to make sure I select this rock, for example, just
the rock itself. There you go. And just make use out of it
to just reposition the rock a little bit like so the
biggest concern for me is this overall setup. I don't quite like
this. What I'm going to do is I'm
going to just make it a little bit smaller and put it off to
the side like so. And we'll show you how to make use out of
the entire setup. Oh, actually seems
to be quite big. Sometimes there's
also an issue in regards to the overall meshes. If some parts are going outside
of the camera projection, it might give you some
very bizarre distortions, so I recommend you
fixing that up. So right now I have this
selected, I'm going to click, you, click on Wrap,
just like that. And we should be able to
have more control over this. I might need to just
write off to the side like so. There we go. It might not look super
nice and super realistic. But it's a very nice
start for us to make use. Of course, because I've put in a stylized is going to give
me that kind of a setup. If I were to take off
stylized area over here, it might be me a
different type of a look. One more thing to talk about is the resolution that's going to come in handy to
upscale the overall setup, which we can make use out
of a different pipeline. But we're running out of time. So we're going to continue on with this in the next lesson. So thank you so
much for watching and I'll be seeing you in a bit.
24. Adding Depth and Fixing Sides from AI Projection Using AI Upscaling: Hello, Welcome back everyone
to ai and pretty art, a course for digital artists. In the last lesson we
left ourselves or with a simple setup of a postbox. And it's not quite there yet in regards to
their overall setup, it's really hard to make
use out of it by default. So we got to cut some corners. We got to make sure that
we set it up properly. And the first thing's first
is that we need to make use out of the app scalar in order to get ourselves better results. Because by default, you can see the resolution
is quite small. Which by the way,
I recommend you making your startup camera
first and just making sure that the camera itself is going to be as close to the setup as possible by just
attaching the camera itself and just getting
it as close as possible. You will fight
cutting off corners. So basically makes
sure to do that. Then once you get a
rendered that's as close to the resolution as tensor to the resolution as possible to
the detail you want to get. Then you're going to go
on to the image itself. So right now I'm just switches over from a UV
editor to an image, or actually it is set
up still as UV editor. Doesn't matter
which one you are, but basically it needs
to be within a 2D view, so either UV editor
or image editor. And then we've got to make sure that this render is set up. So we pick the right render. If we click on this window, will notice that we
get the same menu as we did before with in
regards to the dream. However, in this case, we're
going to make use out of this window to make use out
of it in a different way. So instead of using a depth, we're going to use up scalar. So let's go ahead and
select the upscaling. Then with this image selected, we're going to make
sure that we have everything set up and
they go AI upscaling. We're going to just simply
click this button over here, then it will start upscaling. And you can see this is
how it looks like before. And once it's done. So it's kinda take some time. So let's give it a moment. And you're going
to get yourself. As you can see over here,
it's almost finished, but you can see that the resolution has
improved a little bit. So let's go ahead and give it some extra time to wait it out. And after it's done, it's going to give you this sort of results, so it's upscaled. I'm just going to make sure
it's upscaled properly. We finished shading step. So let me just go ahead and
check that out real quick. It's going to set up a, as you can see, it as an image already attached
in their fingers. And I'm just making sure that it is that with a upscale version. So we got to click on this
one over here to make sure that I actually
has an upscale version. So you can see this
is how it looked before and this is
how it looks after. So there is that going to go ahead and
make sure I do that. The rest are using the
same type of materials, so don't need to worry about
them in regards to that. And once we're done with that, we can also add a couple
of extra details. For example, we could make this a little bit
standout as well. So I'll show you how to do that. I'm going to go back onto Modelling tab over
here on the top, going to go on through
the modeling tab. Like so. I don't actually
like these rocks at all The way they turned out. So I'm going to go ahead and actually make them
smaller in the UV side. So let's just go
ahead and do that. Like so. Make them a little bit
smaller, just like that. And so it's not going to go and make some weird
variations on the side. Alright, so going back to this, let's go back on
through modeling tab. Let's talk a bit in regards to the detail and how we can
add those extra detail. And actually this poll, I
will make sure that this bowl is also a little bit
smaller as well. So let me just go
ahead and do that. I'll just grab it and
ended up like so. Nothing too fancy,
no need for that. Alright, so I'm going
to also make sure it's shadows with instead it
looks much nicer that way. So going back to detail, in order for us to
add detail to this, what we can do is we can
simply go onto the edit mode. We can click K and then we
can start adding extra. In regards to this
using the knife tool, I'm just going to go over
the overall shape. Like so. Not going to worry
about too much. But just in general, like this, click Enter. And now it's going to
give us this shape. What we need to
make sure though, is that the tape itself on the corners would have
bit of an extra topology, not topology, extra texture. And if we were to just
use extrude right now, like so you can see that this entire texture ends
up getting stretched out. So I always recommend you
to use insert instead. So by clicking I and just
drag it in, like so. And then you can click G and Y and just kinda drag
it out words like so. And as you can
see, it's going to put a sort of an extra
resolution on the side. It's not going to just stretch
out one pixel completely. So that way, it looks much
nicer in regards to that. I'm going to also make sure
it's set up to shade smooth Maybe we can just
do it a little bit better in regards to the offset. I'm using ALT and AST to inflate it a
little bit outwards. Yeah, that's how we would make use out of it in order
to add that extra detail. Now, one more extra thing that
I'd like to talk about is going to be how we actually
set it up for the other side. Let's go ahead and see
how we can do that. I'm just going to go ahead and do the same for this, this time. However, I'm going
to go inwards. In this particular
case, instead of just clicking G and Y, I'm going to hold Alt. I'm going to tap that is
old and S and then bring it in words to just kinda
deflated a little bit like so. This is going to be a nice
small bit of a detail. Anyway, starboard
side, as you can see, it looks like quite
a bit of a mess. The reason being is that
our mess that for side, that is, the mass is not going to get any
projection views. So the camera itself
that we had before, which I happen to move actually I'm just going to click
zero to grow out of it. It's not going to get any information from
this image itself. So we need to make
sure we set that up. Though. For us to do that,
we're going to just simply select
this box over here. We're going to go to
the other side like so. We're going to grab these
parts just like that. And with what do we have
the UV sinks selection. We can see how it
looks with this out. We can just take G and
move it out of the way. And it's going to automatically
detach these parts. So what we can do is
just simply we can grab, for example, this
part over here. We can move it like so. And we can just get a
nicer type of a setup. I can click on this button
over here, UV sinks selection. So we could take off all the
rest of the parts for now. And we can just
move these inwards, like Sosa, our side,
we'll get a nicer. I bought a look. This part is actually needed
to be fixed up as well. So I'm just grabbing
these parts, fixing it up like so
bring it somewhere like so a little bit higher up. Just like that,
something like so. And we're going to get the same type of a look
on our side as well. Very nice, very simple
type of a setup. Now, we're done with that. We could probably fix
the middle part as well or something of the
sort for the middle. Actually we're going to get
ourselves a nice detail. So once we're done
with one texture, we can make use out of multiple. Our textures, combine
them and whatnot to get ourselves a nice
type of a setup. Before we continue on and
move on to the next lesson, I'd like to talk about
one more extra thing. That is, if we were to just
save out this blender file. So right now I'm
just going to click Control and S save it out. It saves it out,
but it doesn't save out those sections
that we generated. So first to make sure that
they are actually saved out. First of all, I prefer
to make sure that external data is going to be automatically
packed as a resource. And then secondly, I often would go to Texture
Painting tab over here. Since we've been
Texture Painting tab, there are options over here. So within the active tool, when we have the
texture painting, there is somebody
called save all images. And usually if this is enabled and you need to
click on Save or images, that means that all
the asset items, not all of the images
where it's saved up. So just make sure that
this is basically saved, which will allow you to
save all the images. So yeah, there is that if the project or anything crashes and you don't have that
button checked on, then you might lose some images, might lose some texture, which would be pretty much impossible to
get it back because every time you generate your
own new type of textures, you would get different results. So, yeah, that's pretty much it in regards to this lesson. Thank you so much for watching and I'll be seeing you in a bit.
25. Using Multiple Textures for Detail: Hello, Welcome back everyone
to ai and pretty art, a course for digital artists. In the last lesson, we'll
ask ourselves off by getting some extra
detail for the setup. We fixed the other side as well. And now let's go ahead
and make sure we get a nice setup for the overall
design of upper parts. So for starters, let's
go ahead and add some extra pieces to this
box, to this postbox. First to do that, we're
going to, first of all, it makes sure we are
within the edit mode, which we can do so
by hitting tab. Then we're going to
hit select the front, the entire France section alike. So we're going to
hit zero to go onto the camera view and go on to the view and
lock the cameras. So this way we can grab the
front section like soap, we're going to go to
the closest possible, but it's still going to get certain contexts or
this entire setup. Then we're going to go
on to the dream setup and we're going to this time get postbox door. So we're just going
to actually type in red door within Excel. And this looks like It's okay. We're also going to make sure we get bake option over here. Just like that. If we were to get it over, we're going to be able to select which one of the V's, V1. So we're using the
projected UVs. But for this particular case, we can simply fix the UVs. So for example, if I was
to be using specific UV, said that I didn't
want to switch out. I could make use
out of that option and it will give me a nice
result for now though, I'm just going to
have the selection, I'm going to get
hit smart UV unwrap like so it's going to give
me this sort of an option. And now we're going to go back onto the modelling like so. We're going to have this option ticked on
and everything set up. We're going to hit reject. And then we're going
to just wait it out. As you can see, it's
going to give us a nice type of a setup.
So there you go. It's going to give us a
real nice type of a door. We can go on to images to
see how it looks like. We're actually,
we're going to go to the UV editing to see what
type of option gives. This is what it's giving me. I'm going to check real quick
if it's stylers as well because I don't read
rock environment, I don't need rocky
environment actually, I'm going to take
this off like so. And I'm going to make sure
it's set up a stylized, as you can see right now, once the first time of
prediction is over, we can redo it and
it's going to be much, much faster overall. There is that. Alright, so this time it's going to give me this sort of a look,
which is quite alright. But I don't like that. It's not actually fitting in. I'm going to just select
it all and I'm just going to place it
over here like so. And it's going to look quite nice overall to the door itself. So the difference might be that this texture is a little bit different to the texture
that we regard ourselves. What do we do? Well, first of
all, I'm not going to increase the resolution
using the upscaling. Going to make sure that
this is set up properly. And actually, I'm not sure. It's using salt. Yeah,
this one because it was a 3D view that we changed
it this using DEP. This one should be up scalar. So yeah, this is
upscaling model. Not going to change that up. So that's quite nicely
set up already. And we're usually,
I would upscale the texture first and then I would go ahead and adjust that. So now I can go on
to the shading. I can make some certain tweaks
to the base color itself. The way we can do it
is we're going to just simply use
Kerberos curvature. We're going to hit
shift and a search for curve, RGB curves. We're going to put it
in, in-between, like so. And we're going to just drag it down or actually
sorry about that. It seems like before
using the wrong that up. So I'm just going
to make sure it is the right setup instead. So I'm going to drag this out
a little bit annoying how they have these setup right
into the material itself. I hope that one day
they'll have it up on the side so it'll be easier
to use, but it is what it is. Well now it's always in
regards to the Updates, it's always keeping it up because it's more or
less of an open source. But anyway, so what
I wanted to do is simply add curvature. Alright, sorry not
float curvature. My bad. There you go. Let me just go ahead and
search for curvature, RGB curvature added in-between. There you go. And now we can go ahead and just kinda realign the texture, make it a little bit darker
and make sure it fits a little bit more in regards
to the overall setup. Like so. I could even grab
this entire thing. I go inwards and then click
E a little bit like so, sorry, not like that. Going to click E a
little bit like so. I again, perhaps a, it goes something like this. That looks quite nice. There you go. Alright, so we've got to sell us a nice
adore at the front. That is quite nice. Then we also have a
flag on the side. And yeah, this is basically
the work the workflow. We just need to do it one-by-one and get
ourselves nice setup. Going to go back
to the modelling. The camera is still set up, just going to grab
the flag like so, make sure it's in the full view. Select it all, grab
the entire setup. And now we're going to
again make it to the UVs. Going to give us a nicer setup. And I don't think
that I wanted to do. Yeah, I'm going to go back
through modeling mode, change this red wood door to the metal flag or
something like that. That's a flag. You go. And also we can make it blue. So what it will give us, hopefully a blue
dipole of a flag. Let's go ahead and wait it out. And whilst we're waiting, which was rather fast actually, and it's not giving me
the nicest results, to be honest, I'm not sure
why that is the case. It's actually bacon out
the flag over on the side. It's grabbing the v's, but doesn't seem to
be saving those UV. So I'm not sure why
that is the case. I'm just wondering
why that is the case and it'd be like that it should save out
the default UV setup. I'm just going to go
ahead and go back to modeling and just
redo it real quick. This time the UVs should be in the right position and they're going to be properly set up. So yeah, there you go. Going down to the
v's because the UVs, we're set up with
a projected view. It should, it will give
us the right setup now. So, yeah, anyways,
going back to this, let's go ahead and
talk a little bit. In regards to the
dapp and color, we have an option
like that over here. This is an option
that will help you to control the overall renders. So similarly to what we had to the AAA renderer within Blender, where it had made use
of depth and color. This is the same type of option that will allow you
to make use arrow. You also have a strength noise, which will control the type of a setup that you're having. So basically what I'm
going to do right now is I'm going to go
onto texture paint, going to select this entire
flight first like so. With this, going
to also make sure I have where is the
diego red color? It's going to add red color at the bottom or actually,
sorry, not red color. I'm going to add a darker
brown color like so. And I'm just going to paint
it up just like that. Up until this point, like so. Alright, now that
we're done with that, we can go back onto modeling. I'm going to go ahead and
project a dream texture, which is going to give me
this type of a look like. So to check just in
case if you move maps, not enough in newer has
been created. Excel. Alright, so now
I'm going to go on through UV Editing and see
what gave me end here. This is what it gave me. It gave me like a blue flag and a nice job of a
rod at the bottom. So yeah, it's a pretty nice, the other side is a bit messy. So for example, we can
fix this a little bit. We can go ahead and do that. Or actually what I'm
going to do right now, I'm going to grab
this entire thing, maybe reposition it a little bit and make it
smaller, like so. I think that's going
to fit in much, much better. So there you go. We've got ourselves
a real nice type of a setup for a flag. It's a very simple type
of a way of doing it, but it works, and that's
what's nice about it. You don't need to
worry about painting and painting certainty
kill yourself. You just need to focus on modelling and the rest
will be taken care of. We still have a
couple of rocks and I still want to show
you how we can set ourselves up with certain of additional other
assets that we can do, which I will do so
in the next lesson. So thank you so
much for watching. And I'll be seeing in a bit
26. Generating Seamless Textures: Hello and welcome back
everyone to ai and 3D art, a course for digital artists. Last lesson, we left
ourselves off by getting some additional detail
or the flag and just getting some
extra door detail by just resetting ourselves
up with a new texture map. Now we're going to continue on with this kind of
technique and make use out of it in order to set ourselves up with the rocks. But in this case, we are actually going
to make use out of a different dream setup. So by default, we were using
the DEP type of a setup. We also made sure to use the scaler to
upscale the detail. And now we're going to
learn a little bit in regards to the original. They will diffusion 2.1. But let's go ahead and do that. First. Actually make use out of it. Instead of just using
it in the 3D view, I'd like us to go to
a 2D view instead. So ideally, it would be nice as to probably
set ourselves up with a new workspace layout, which we can do so by clicking on the plus symbol over here. And I'm just going to start
off with just getting a simple modelling
tool area over here is going to go ahead and
rename it to a 2D, like so. And I will change the
image itself from 3D to an image image
editor day ago. So within this view, now we can finally set ourselves some additional proper
actual texture. So before we were using a lot of death mask projection and whatnot and getting detailed
ourselves stairway. This time however,
we're going to press N, we're going to go
onto the dream view. And within this selection, we're going to make sure
that the model that we're using is going to
be 2.1 like so. Then the prompt, we're
going to make sure that the prompt is set
to texture of waste. We're not going to get
the right results. And finally, I'm just going to check the size,
the size, okay? And yeah, there's a lot of miniature type of adjustments that we could make use out of. But all in all, it is okay to make use
out of everything as is. Alright, so Let's go ahead and set ourselves up with a
nice type of a texture. We can call this
one for service. Let's go ahead and
set ourselves up with a rocky or actually grassy
texture for the ground. So let's go ahead and get
ourselves grass stylized. Going to move the
mouse a little bit. Stylized like so. And bright or actually
saturated, saturated. I'm just going to write that in. Then afterwards we got to
do is just click Generate. And it's going to do its thing
because we're using a new, because we're using
a different module. It might give us, take us a little bit of
an extra time, etc. And it's giving us this result. If you don't like the result, we can just click Generate
again and then wait it out. And it's going to give us a
different type of results. You can see every time it's
giving us different results. But there is that quite like this one actually I'm going to make use out of it. So let's go ahead and do that. But to go back onto
the modelling setup, tick off the camera
attachment like so. Move my camera outside. And now I'm going to make use
out of it for this setup. So let's go ahead and do that. I'm going to actually go
on to shading like so. And put this, I'll need a different material
X-ray actually. Let me just go
ahead and do that. I'm going to create
a new material. But it's like so image
that we're going to use is going to be image over here. So let me just go ahead
and search image texture. Going to go ahead
and open it up, are actually going to click
on this one over here and you can see the top one is
going to be the newest one. We don't need to search it
through the entire setup, going to plunk it in like so for now and I'm going to
go to UV texturing. And then with this, I can just click a has an upscale it and see how
this would look like, like. So I'm just wondering if this is going to
be alright overall. Because the reason
being is it might not, yeah, there is a bit of
an issue in regards to the UV not being a
seamless texture. So let me just check
that out real quick. There you go. I forgot one small detail in
regards to that. And that's going to
be seamless axis. If we were to turn
this up to both, it's going to make sure that in all directions is
going to be seamless. And I need to just
regenerate a new one, which is in a way unfortunate because it's not going to give me the right type of a setup. But all in all that's
going to be okay. I'm going to do it again. I don't quite like
the saturated word might take it off from that. That's a nice grass That's looks promising.
Don't really like it. Let's go ahead and
take off a saturated. Going to now, try again. Let's see what this is. And this is a bit of
a harder process. Again, the overall AI
technologies being improved. Example mid journey, it was a bit easier to set
it up with this. It might be a little bit harder, but all in all, it's still going to give
us some nice results. So now I'm going
to go to Shading, going to make sure that
this is set to a grass. And there you go,
you can see that this is a seamless section. It's going to be looking
much, much nicer. We can also go to UV. I'm going to select
it all by clicking a, going to rotate this around. For example, if we
wanted to look a little bit nicer from this angle
or something of that sort. Rather, in general,
just play around with the shapes and whatnot
and get nicer shapes. Alright, so now we're
done with this. We can do pretty much the same
way if the rocks as well. I'm going to go ahead
and go to 2D view. And also, as I said before, make sure to go
to texture paint. And within texture Painter is a button called
save all images. As you can see,
this one is enabled now going to click
Save Images and it's going to make sure that we saved out that graph
that we just created. So there is that. Alright, so now we're
going to create a rocky surface or just rock. That's going to be alright.
Let's go ahead and do that. And there you go. It's actually creating a nice extra for it. Just wondering if that's
going to be alright. I don't quite like it.
If you didn't have gaps, it would have been
very, very nice. I'm going to also
put in a bright, although I don't think
it's a good idea. When we have the architectures, we can always increase
the brightness, which I showed you
how to do beforehand. That's not the way. So let me just go and type
in something like stone. Instead. We also need to think of the overall wording
that we're using. So let's just make sure we results the right
type of wording. This case. I might not take anything and
just type in stone. It by itself doesn't always
work with certain words, but with our words
it might do better. I don't like how,
it's like pebbles. Might try it one more time and see how this
would look like. And again, it's always
about experimentation, experimentation, testing it out. And again it's giving me
same type of concrete rack. I'm just going to type that in. Sometimes needs to
be an alternative. So for example, concrete on the stone would still
look quite nicely. We can increase the values and whatnot and it still
looks pretty good. Actually. This one looks
really nice for it. So let's go ahead and
make use out of that. I quite liked overall
results are going to go back onto UV Editing actually, for this one, I'm
going to go on through material takeoff
this a new material, coldest stone like so. And then go on to shading. I'm actually going to do the
same thing for this one, just going to select
the stone material. So grab both of these, going to go on to the shading, going to start setting up an image like so, image texture. Let's put it up. Open this up. Oh
sorry not opening up. Let's use this button over
here. Concrete crack. What up, the base color like so and it's going to
give us this result. So for starters, let's go ahead and select this. I'm actually
just going to click. And because this was
all waste in no way, going to select both
of these stones, going to go into edit mode, going to click a to
select them both up, scaled up to the point where
I liked the overall design. Something like this.
Maybe it's a little bit too little or too much. Go something like this. This looks like
nice cracked stone. Like so. Then what are we
going to do is we're going to go back to the shading. And now let's talk
about in regards to not only the color which we were able to just
using the curve, which I think I'm
going to actually do the same thing as
well over here. So with darker. Yeah, there you go. I'm also going to lower
down the top piece as well, just to make sure
that I don't get such white pieces
as we saw before. So as you can see, there are a lot of white pieces and I'm actually going to lower down this one as well
because the darkness, I thought it looked a little
bit too dark overall. So I'm just going to take off
the overall values from the lightest and darkness and to get more of this type of result, right now, it looks like just
a note reading material. It doesn't look
anything special. So we need to transform
them to PBR values. There is an add-on
automatically sets up the dream AI textures
to PBR textures, but a little bit limited in regards to what kind of problems we can set it up. You can set up custom. Once the add-on I was talking about is
going to be called d, d t two dB bridge. And you can grab it free on
this gum road page over here. And it's very nice. So make sure to also if
you're getting grab it. I'm not affiliated with this
in any way, shape, or form. But it's a really
nice type of setup. But instead of using it, I'll show you how to do
it from scratch instead. So it would be easier
to set it up with this add-on since it gets updates
more frequently and whatnot, I prefer to just use this
type of an add-on instead. Anyways, I'll show
you how to do that. But for now, we've got some
nice seamless textures. We need to convert them
into BBR values and maybe grab a couple of
additional objects for this type of a scene. Though. Yeah, we're going to continue on with this in the next lesson. Thank you so much for watching and I'll be seeing you in a bit.
27. Setting up PBR out of Seamless to get Texture Detail: Hello and welcome back
everyone to ai and 3D art, a course pre-digital artists. In the last lesson,
we left ourselves off by creating a nice, seamless textures for a setup. But as you can see right now, everything is just plain. It just doesn't
look quite right. The reason being is that
it just generates images. It doesn't create any
author roughness values, any of the sort of
like no normal maps, no bump, police know
nothing of that. So we gotta make sure recreate
something of our own. And the easiest way
for us to do that, we're just going to
select the stone, the seamless section
that we had. And we're going to start
setting ourselves up if I'm beginning with
the roughness value. So the way we're
going to do it is we're just going
to drag this out. We're going to grab
ourselves a curvature. For this is quite a ride. Or actually instead
of doing that, we're going to grab ourselves. We are going to search for
color ramp. Ramp, Colorado. There goes one word. So let's go ahead and just
connect it like so. And what we're going to
do is we're going to hold Control and Shift tap
on color ramp like so. So we can see
exactly how it looks like in regards
to overall setup. First things first,
the darkest areas, they're going to be very shiny. We need to make sure
we take the down. The rock does not need to
have such shiny areas. So we're just going to take this to the other end or Lego. Let me just go ahead
and actually zoom in a little bit so we can see
what we're doing with this. And we're going to
drag it down like so. And instead of doing that, I'm actually just
going to click on this over here and just kind of
increase the value like so. And here we go, we're
getting ourselves much, much nicer type of a setup like so going to take down
the other end like so. So we get a nice
contrast between, and I'd say that looks alright, actually might even, I might even consider
just switching them over. So I'm just going to flip them, these arrows over the area
where they were crevices, where they were darker areas. They're going to actually be having more of a
roughness values. It's going to be looking
something like this. We've got something like this. We're going to attach this
color onto our roughness area. So let's go ahead and
find that like so. Now we're going to hold
Control and Shift, tap on the principal BDSM
and see how this looks like. And there we go,
we're going to get this result which
looks less shiny, less glossy ideal for Iraq. Of course, right now, we still need some pixels, so let's go ahead and do that. We're now going to create
a sort of a bump value. In our previous lesson when we were doing
the major any part, we were using displacement. Now in this case, we're going to set it up as a normal map. And on one end it's a little
bit easier on our end. It might be a bit harder
when setting it up. But all in all, when generally using PBR, we don't often use displacement, we use a normal maps. So that is why it
might be better. I'm going to go ahead
and just drag it down. Use curvature like so. Going to straightaway,
attach it to, actually instead of
attaching to normal, we need to get ourselves a bump. Normal, like so. There you go. And we're going to attach
this to the normal. And actually sorry,
we don't need to attach this RGB
curves to normal. We need to hold control and reattach it to the
height, just like that. Now we're going to go ahead and actually hold Control Shift, tap on this, and start
playing around with the values to get the
right type of a result. So let's go ahead and
see what is that. It's not saying it doesn't
seem to be doing much. I'm trying to figure out
why that is the case. Like the texture itself is
not being affected by it. Just trying to figure
out why that is happening doesn't
seem to want to work. I'm going to real quick
check if it's saved, going to texture paint, going to click Save all
images which it is. I'm not sure what is going
on with the shading mode. Change the fractal to color. Just go ahead and do that. And there we go. It's now doing it. I'm not sure why it
was flipped over. But anyway, so once we have
the RGB curves set up, all we gotta do is just play around with the
values a little bit. In this particular case,
if we were to just attach this right away to the height and see
how it looks like. I'm just going to hold Control
Shift and click on this. I'm going to see that it is quite strong in regards
to the world's setup. We can take down the
strength overall in regards to this
area over here. By just playing
around, I can see that in this particular case, we need to cut off
a little bit in regards to the
overall bumpiness. But the other thing I can add as well to the RGB curves is going to be if I were to click
Shift and I can add Cloud, but clamp will do is basically it'll limit off the max value. So for this case is going
to be the value of one. So the value of one, I'm just going to let you know that the y value
of one represents the white colors
and this is what controls the Bump
Value going outwards. So what we can do is we can simply take down the
max value of one, a value of say, 0.3, 0.4, something like that. And it's going to
just cut it off, make it look like the Rock is a little bit more
chiseled or fan? I think that looks a little bit better in regards to that, we will need to take
off the roughness or the Bump Value
strength a little bit more around with it a
little bit like so. And it's going to
look quite right. Okay, so the next thing
that we can do is also not only set it up like so we can also get
some help to grab additional information detailed
for the HR architecture. What I mean by that
is we can go onto our PVR material
and set everything up with not only just one image. I will show you how
to do that though in the next lesson since
we're running out of time. So thank you so
much for watching. And I will be seeing in a bit
28. Overlaying Roughness Values: Welcome back everyone
to ai and 3D art, a course for digital artists. In the last lesson, we left
ourselves off by setting up a rock PVR material
that's seamless and we just used it on
this rock over here. And we're going to continue on with it and make sure we set it up with a better one
extra information in regards to the overall setup. Because as you can see, if we were to go to rendered view, we're going to get this result and it might not be the best. I might change it to cycle is actually the different renderer. I'm just going to move
the light a little bit to the side so I can
see what I'm doing. And I will actually take
down before doing that, I will take down the
rough bump value, shrink to us a little bit bored. So a value of 0.4, that's
a little bit better. There you go. Even 0.3, actually, it
doesn't need to be. So bumpy exam. Alright, so the way I was
talking about is if we look at the overall
roughness value by click on a color ramp, we can see that this is the
only thing that we're having. It's not enough detail. It's not going to
look quite as nice. What do we can do is we can
go to one of our 2D views. I'm just going to open up the 2D workspace that we created. Holidays is basically, again, just an image editors
simple setup. So there is that and then dream. I'm going to go ahead and click End to open this up on the side. Going to go ahead
and then make sure that the model is set to 2.1, just the default one. Then afterwards we
can just type in dirt, roughness, like so. We're going to make
sure that the seamless access, I said both. And then afterwards
we're going to start generating or iterating
this overall setup. So let's go ahead and do that. Actually. But that's seems to be a scalar. Sorry about that. There you go. We just need
to click on Generate. And it's going to start in reading ourselves
a roughness value. There we go. Now let's have a look
at what this gives us. And we're going to get
something like that, which is really nice, but it's a little bit too noisy. So let me just go ahead
and do it again. Like so. This will give us solo
open up the Advanced. Hey, so I want to
increase this tab. Sometimes I do want to
increase the step size, usually Christy,
something like 42. It gives a better, slightly better results in
regards to the iterations. Let's just go ahead and
try doing this again. And maybe something like this. Notice one is not even good. But even if you get ourselves not a black and white
type of an image, it's still okay to
make use out of it. In regards to the
roughness value, you just got to make sure
that the darkest parts and lightest parts in regards to the noise itself,
looks quite nice. And it might not give
us the right result. So I might just change
up to something like mud or something of the sort. And it might be a little bit
better in regards to that. Yeah, I'm just going
to change to mud. So I'm actually
going to take off the roughness in this
particular case. Sometimes it doesn't
seem to work, sometimes it's really
hard to say when it does, the AI sometimes is hard to make use out of in regards to when we want
like some predictable results. But in this particular case, we just want some noise. So let's go ahead and just
use a subject as noise. Let's see what this
would give us. Navy go getting some interesting
patterns right here. That's quite nice. And I will say noise third, that would be a bit better. And I think this is giving
us a better result, although it's hard to
see at the moment, but we are getting there
and that's what matters. Alright, so it looks, it looks quite nice actually, this one, it's a
basic type of setup. Let's go ahead and
make use out of it. It's a bit blurry, but I think that's okay for this
particular case. Let's go ahead and try it out. We're going to click and
hold Shift and a search for image and add it onto
the side of the other, eventually going to select
the concrete cracks, then we actually can go
through multiple wants. What they are. You can select
either one of those. And once we have a
lot of selection, we can just go scroll
through them and I think I'll make use out
of this actually one, bigger, quite like this one. Alright, so make use out of it. We're going to make
sure we get some space. We're going to use
a multiplier node. Or actually I think we're
going to use combined. Yeah, I think we're
going to use combined. That's a nicer one. Combined color. Not combined. If it's going to be a mix, there you go, mix of them in, going to set it up with a be
a value of a going to hold Control Shift happened this one and see how this would
look like by default This is the default
drop one and this is the one that
we're looking for. I'm just going to lower
this down until we get some nicer overall
setup over here. Might also need to adjust the overall type of a
setup on this image. So I'm going to hold
Shift and tap on here. It's for curves. So added onto the RGB curves. That's alright. Let's go ahead and just play around
with the value going to actually go on to the RGB curves itself just to play around
with these values like so, so something like this. I'm going to bring up the darkest parts
out just like that. It's already looking quite nice. We need to make sure it looks dirty in regards to
the overall setup. Alright, let's go ahead and
see how this would look like. And there we go. It looks actually quite nice. Let's go ahead and add this
to our roughness value, which is going to be over here. And let's go ahead and see
how this would look like. And there we go. It might still be
a little bit too bumpy for the overall setup. I think, of these areas, but all in all, I think
it looks quite right. Actually, I'm going to
leave it as a quiet like this type of a setup
for the grass. We can do the same thing
as we did for the rocks. I'm going to go ahead
and select this and then I'm going to
go back onto rocks. I'm going to copy this entire
setup like I had over here. But the easiest way
to reuse it would be to just simply make
a copy out of it. Let me just go
ahead and see that. Let's go ahead and just
copy this entire thing and take it to the grass. So let's go ahead and do that. Like so. And then afterwards we're
just going to replace this image with
this one over here. Go ahead and do that. And I'm going to just go
ahead and replace it like so. Delete this one over here at
the normal, normal, like so. I'm going to give us
this sort of look. Then we need to make sure
we add the roughness. Then you might be
wondering, Well, we're using the ROCC
roughness right now. Is that actually a good idea? Well, the thing is we can go on to this image right now
after we pasted it in. And we can change this up
to whichever one we want. So I'm going to click and
hold Control and Shift. Just play around with these, whichever one I want. I might even make you sad of concrete in this
particular case. Maybe not. I'm not
sure which one to use, to be honest in this
particular case, because I am trying to
get some variation, but at same time I don't
want to overdo it. So I think I'm going
to use this one as like a nice
public type of look. So that's going
to be quite nice. We just need to go click and hold Control Shift
and go onto here and just lower down the
dark parts almost entirely. Like so. Then we just need to
blend it in just like that. So what I'm looking for
is just make sure that these gaps aren't
actually in our way. Something like this. Like this, a go, I quite like this one. Alright, let's go on
to the mix shader and see how this
would look like. Just mixing some of
that in like so. And let's go ahead and
see how this looks like. The grass price itself
might be a little bit too, too intense. So let's go ahead and go on to the normal
settings over here. Going to click and hold
Control and Shift. Tap on this one. And it's not. I'm not I'm not quite
liking this. Pink. The intensity for the dark parts are
a little bit too heavy, so I'm just going to drag
this first dot over like so. And let's see how this looks like in
regards to the normals. We might need to play around
with the values for clamp. Go, making sure it's not too
intense in regards to that. Okay, I quite like this one. Actually, no, 0.3
was quite nice. And then we can play around
with the strength itself. Just a little bit,
not overdoing it, making sure that there's
not just complete noise. But you can see the difference. It's pretty good in regards to the light bounces
and whatnot. So that's quite nice.
I'm quite liking that. Alright, so now that
we're done with that, we can go ahead and just
continue on with the process. We have ourselves a
nice basic PBR setup. We have ourselves the seamless
textures and whatnot. Let's go ahead and add
couple of Albert objects. But we're going to do
that in the next lesson. And so thanks so much for watching and I'll be
seeing you in a bit.
29. Setting up Matress Texture Using AI: Hello, welcome back and
brown to ai and pretty art, of course, for digital artists. In the last lesson, we left
ourselves off by getting some nice PPR value
overlays with the roughness values and whatnot for the grass, for the rock. And now we're going
to continue on with the process and actually gets
couple of extra objects. Then we'll show you
how to actually grab some nicer overall textures
and just overall setup, how to play around
with all of that. I'm going to go ahead and
just simply grab a cube, for example, let's just go
ahead and grab it upwards. This S y as x. And this time I
want to actually, I'm going to go back to
the default shading. I will go back onto
modeling actually, and I'll play around
over here this time. What I wanna do is
actually set like maybe, I'm not sure what maybe like a mattress or a bed or something
of the sort on the side. When I experiment
basically with ideas, I want to keep the flow going in regards to
their overall condition. So maybe I'll just
put it over here. I'll grab this entire thing and click Control V. And
actually before doing that, I need to select this control, a rosette, rotation and
scale to make sure that my levels are actually
being properly used up. So they go in to add a
couple of segments like so. It looks quite alright. Let me just go now and grab
a nice texture for it. Going to zoom in with
my camera, that is. So I'm going to click zero, go onto the camera, make
sure it's locked to my view. Now we can go ahead and get
closer to this mattress, going to click Delete to make
sure not delete the button, Delete on numpad to make
sure I refocus my camera. There we go. Something like this is going to be quite alright. Going to now go back
onto Dream tab, like so. This time I can just go ahead
and type in a mattress. So let me just go ahead and
see how this would turn out. Let's see the type of
texture it's going to get. It seems to be doing its thing. There we go. It's going to give me
this type of texture. I'm going to go ahead
and redo it and not worry too much in regards
to the overall setup. It's giving me the type
of mattress that I want, but it's not the right angle. So I'm going to adjust
that a little bit. Like so, something like that. Let's go ahead and see if we
can do something with it. I'm going to go
ahead and first of all, upscale this actually, I'm going to go ahead
and upscaled is going to go back onto the view, going to go on to the
mattress that I just created, which B over here? These are the things
that we just created. So some of them are
quite interesting. Some of them are not
really that high up. And I'm just wondering
what's going on with this because as I can see over here, it's not actually going along
with the camera itself. I'm just trying to figure
out why that is the case. And it seems to be, as you can see over
here, very zoomed out. So I'm just trying to I'm just wondering why
that is the case. I'm going to go on
through UV Editing, going to see what
this looks like. N, yeah, it seems
like it's giving me the wrong type of detail. So I'm just wondering
why that is. I went to check the resolution
in regards to that, making sure it's the
same resolution. This which it should be. I'm going to try doing again project being
texture. There we go. That's going to give me this. I'm going to zoom
in a little bit more like so there you go. Now it's filling up
the space properly. There you go now it's giving us a nice texture that we
can use a quiet life. So I'm actually going to go ahead and make
use out of that. And I don't even need to do
much in regards to this. I'm going to need to
just basically go on to the texture itself and
I'll need to upscale it. So let me just go ahead
and try doing that. Hopefully it'll startup to work, so I'm just canceled it and it seems like a chain and
haven't changed the model. So let me just go ahead
and change the model. Now I'm going to go ahead
and upscale this one. Like so. Let's go ahead and wait
it out a little bit. And in this case, it doesn't seem to want to work without the video for a bit. And that might be an issue
with, in regards to that. I'm going to go ahead and
go on the texture paint. Make sure that all
the images are saved out and I'm
going to restart. The project itself. Might've been an
issue in regards to my recording software
and AI generated. So I'm going to
also try to restart my computer and I'll
come back in a bit. Now, I've restarted the project. Let me just go ahead and
try doing this again. So I'm making sure it's
set you up scalar. Going to go to where
is it upscaling? A Absolutely, There we go. And just scale it to 2048. Alright, so after playing
around with it a little bit, I realized that the tile
size brush just a little bit too big in order for us
to start up the project. But now that I'm done with it, It's going to give
us a nice results. I'm just going to give it away Alright, so we're
done with that. Let's go ahead and see how
it looked like before. And now, I'm going to
click on the previous one. And it seems to be adding a
lot of unnecessary detail. Though. Yeah, we'll
definitely need to fix that. I'll just add in a subject
saying a mattress blue. And this should help
out with the upscaling. So I'm just going to go back to the original one, like so. In regards to the blend, if I just take that down
a little bit too, eight. And yeah, that seems
to be a right now. And there we go. We gotta sell us a nice type
of setup this time it's not a hallucinating and
just adding extra detail. It's giving us somewhat
of a nice one actually. But let's go ahead and
make use out of it. So we're going to
make you sad of it within this mattress over here. And you just click zero to
go out of the camera view. And let's go on to shading. Let's change these to
be upscale version. Just go ahead and just
grab this like so. Alright, so the upscale version, I'm going to go ahead and do that upscaled search
for one, like so. And this should be
the one, right? Yep. Alright. Next thing that we need to do is just right-click Shade Smooth, and we can just start playing around with overall settings. So first of all, what I'm going to do is I'm going to probably help it out in regards
to the other side as well because it's not
doing quite as well. Let's go ahead and
fix up the UVs. Let's go on to this, the row. Make sure we are
in material view. And let's grab this entire
section going to click Control plus a couple of times
to expand the selection. Going to just click on Wrap. Actually might be quite
alright to just keep it as is. I'm going to just click N to
hide this out of the way. And just move this to
the other side like so. Click S down, just kinda bring
it up to the side like so. Maybe we can just grab
this a little bit as well. Just like that,
something like so. Then if we go, we're
going to get ourselves a nice back for this
area over here. We're going to do
something similar. Going to grab this all, going to click U-turn, wrap, rotate this around though. And I think that's going to be quite alright. I
need to overdo it. In this particular case, it's quite a dark area, so it's not going
to be as visible. This is looking quite
alright, so now we can play around with
the shape itself. We're going to just add a bit of a inflation like this on the
side. Looking quite nice. Then we can add couple of maybe some bit of a thickness in regards to the
mattress itself. I'm just going to go
ahead and do that though. It's looking better now. Alright, so yeah, we can go
ahead and leave it as is now, we just need to make
sure we set it up with some nice extra. So let me just go ahead and
grab the grass setup like so. It's going to select
everything control C, Go back onto the
mattress, Control V. And it seems that the
mattress decided to just grab the previous setup. Just making sure that it's actually setup with
the upscale version. Not sure why it went back. There you go. Heel version, just making sure it's
that are harder to see. And we're like that. There you go. We can just name it like that. Alright, so what we need to do now is just
we need to make sure we have this replaced
with this part over here. So let's go ahead and do that. Great hold Control,
right, color onto here. And then we're going to grab the roughness value that's attached to the
roughness over here. Bump Value, which is
going to be normal. Let's attach it over here and see how this looks
like by default. And it might look interesting
going to go ahead and check the roughness value first and see how
this would look like. I want more of a noise
texture for this one. So I'm going to change this
out to be more of a noise. Image search for noise because I remember it's setting
the sum of those up. Like so. The noise is quite alright. I might need to, which up the UV in regards to how
well tiled it is. But I'd rather keep it simple. I'm going to go ahead and
just grab another texture. I'm going to search
for noise again. The actual dirt. Some of them had some real nice patterns,
something like that. I think that's going to
be pretty good actually. Let's go ahead and try seeing how this looks like over here. Here we go. Something like
this. Something like this. I quite like this. It's
the highest value, so it's going to be very rough. And then we need to check out. It's going to blend
in with the rest, which doesn't seem to blend in. So I'm wondering why
that is the case and this might need
some adjustments, so let's go ahead and do that. I'm going to go ahead and
make one dark like so. And just trying to figure
out why that is the case, why it's not doing anything
in regards to that. Maybe flip them
over. There you go. And to give us this
sort of a result, now we can work with this and just overlay it a
little bit like so. And I'm even going to just bring out the
pillow little bit more. I'm going to I'm going
to leave it as is. Okay. So let's not overstressed
ourselves too much. We're going to get
this sort of a look. And I would just
need to bring down the factor a little
bit just like that. And it's going to give
us this sort of a value. Not the only thing that we
need to do is just bring this. Sir. We need to make this basically
a little bit brighter up and get a nicer, not as glossy type of a result. Why is now it looks
quite a bit glossy. And I'm wondering if we
should also increase this a little bit by quite
a bit like so. Here we go. We're going to get
ourselves a nicer. Then you go a nice a
type of a mattress. And I quite like this one. Let's go ahead and
keep it as is, might need to increase the mattress overall a
little bit even more. Actually, they go
something like this. Look great. So we've got
ourselves a mattress. I'm not sure why
next to the postbox, but we can always
experiment with that. I can also just grab a nicer type of a
base for the bottom. So let me just go ahead
and grab a circle. I'm going to just put
it up to the side. Like so. Go into edit mode, click F, just expand it
a little bit like so. Have a nice podium or
something of the sort. And for this one, I think I'll make use out of a previous textures that
I've already created. I'm not going to bother
with a rendering them out. Again. I already have a lot of texture is actually
whilst experimenting, what are the nice things
about experimentation with AI when you are working on different
textures and whatnot is that all of these
images get stayed over. So we can always go back
onto them and grab them. So I'm now going to
search for image. I'm going to go ahead and search for something like dirt
or something of the sort. Let's go ahead and
see what we have. So I'm going to get some dirt, roughness, something like that, and that's attached
to the base color. Let's see how this
would look like. Of course, we need
to unwrap it first. I'm going to select
it in edit mode. Click you, unwrap. There we go. We've got to
sell something like this. So this looks kind
of interesting. I actually like this one. I might need to
change the color. So for us to change the color, what we need to do is just
we need to add a ramp. Ramp. There we go. Add it in and then
we can go ahead and make this a little
bit brownish like so. And the white part
is also going to be somewhat brownish like that. Much though. Something like so. Alright, This might
need to be up-scaled, so let's go ahead and do that. It might be a bit harder
to upscale it, right? Like so because we need to
find the exact same name. Luckily they have ID. So what we can do, we can grab the name over
here, click Control C. Go on to the, to the part where we have our
upscale or setup. And now we're going
to go ahead and click on this button over
here in the search bar. I'm just going to
paste in the name, grabbed his name,
and it's going to be the same one that we're using. So that's how we overcome that. And I'm just
wondering if this is the right that I'm
because it looks like we can just type in something like stone or
something like that. And I'm quite happy with
the scaling over here. So I'm just going to go ahead
and just click upscale. We're done with that. Let's go ahead and see
how it looks like. We're going to go
back on to shading. We're going to make sure that this set is set up
with upscale version. So I'm just going to
actually search up the same type of ID and it's going to have a
upscale next to it. Let's go ahead and select it. And for this particular case, it might need a bit
of an extra work. I don't want these
lines to be visible. So what we can do is we
can grab another one. I'm going to go ahead and
add an image to texture. Grab myself a simple dirt. Like so going to see
how this looks like. It actually the same
one that we had previously or doesn't
seem to be the case. Let me just go ahead
and see how it looks like for the base color like so, and something like that. Alright, let's go ahead
and grab this one. I quite like this one. And now we're going to mix
it up with the previous one. And we had before us today, we're going to just be Control Shift and we're
going to search for mix. We're going to just add it up. Like so. Instead of a float, we're going to select
color for status. It took off the items, so let's go ahead and put
them back in like so. And we're going to change the mix to be a bit
of a different one. So let me just go ahead
and add the base color. Let's show what it looks like. I prefer to use
overlay or multiply. Multiply will basically, whenever there is
a wide of a patch, it's going to
darken it and never will affect the parts
that are darkest already. Where there is the
opposite of that would use overlay or actually
screen as well. Screen is pretty good. Let me just show you what
overlay is first though. So if I were to take
this all the way up, it just adds extra detail
for the mid values and tries to avoid touching the darkest and
lightest patches. But it's pretty good for adding additional
details like so. And screen is going to basically lighten everything up in regards to those areas and we're
here. So that's pretty good. I'm going to use
beforehand though. Factor actually,
the factor is okay, I'll need to shift in
a and add a curvature. Like so. And just kinda drag it down a
little bit, just like that. So something like so
I think it's going to be working quite well. We don't need the latest
patches to be seen as much. I'm just going to drag this down and Every go, something like so. That's going to
work as, work out quite as well for a base. Going to select
this entire thing, just drag it downwards like so. And I am going to actually set it up a little bit of a
nicer foundationally. So selecting it all, clicking on rap, like so. And it should give
me a nicer setup, but it's not, doesn't seem to want to do it for the edges. Just wondering why
that is the case. I'm going to go to the UV editor seeing how this would look like. I still have the copied
version of the dirt. So I'm just going to
see how this would look like and it
looks quite alright. So I'm just wondering why that
is the case for this one. Seems to be in quite okay. Of a job over here as well. I'm just wondering
why that is the case. I'm going to go ahead and see that if it works quite well, it might be because
the scaling is off. So I'm going to reset
rotation and scale, select this entire
thing and rapid again. And it doesn't want to
do it on the sides. I'm just going to grab
the oversize as well. Look smart UV unwrap. There we go. Now we fixed them. Let me just go ahead and
lower this down underneath the mattress like so grab the mattress a
little bit higher. And we got ourselves
a platform for a mattress just like that. And we can just bash up whatever
we want to this section. We can create very nice
type of retro scenes. And for example, if you want some rocks, additional
rocks over here, we can just do some rotation
and fixing up, like so. We might need to
do that as well. Anyways, that's pretty
much it when it comes to the setup of AI. It's not really good with when
it comes to hyper realism, this type of a method. But if you're making sort of
retrosynthesis or whatnot, we can make use of
this method to grab a hold of a nice scene, of a nice layout and
just make use out of this overall type of a workflow. So, yeah, I really hope
you enjoyed the video. Thank you so much for watching.
I'll see you in a bit.
30. Tweaking AI Assisted Scene in Blender: Hello and welcome back
everyone to AI and pretty art, a course for digital artists. In the last lesson, we
left ourselves off by setting ourselves up with a nice mattress
and a background, getting ourselves a bit
about Platform as well, which I don't think we
set ourselves up with a nice type of PBR
materials for it. Let's just go ahead
and have a look. Is we don't have any of these setup just yet,
but that's alright. We can go ahead and
just grab it from one of the other assets and
then we can work a little bit on in regards to the
polishing everything up a little bit and adding some extra
objects afterwards. So let's go ahead and
do that right away. So first things first, I'm just going to grab a rock
since I know that it has a nice setup for
roughness and the rest. Good to go ahead
and click control C to copy all of this shaders. Just going to click Control V to paste it in all
the way over here. And then I'm just going to just have a quick look in
regards to what this is. The way I'm going to do
it is I'm just going to, because this is already
mixed up with a, an overlay, a certain overlay with using
screen type of a node. I'm just going to drag it out
and treat this screen anode as an image type
of a node as in, I'm just going to
drag everything from this image to this green node. Just like so. This way, we're going to have the same data that we had
from mixing up in here. So the rest should
be quite alright. And at the top, as you know, as you remember, we're going to have it as a roughness value. Let me just go
ahead and do that. There you go, the
roughness value, then we're going to
go ahead and set up with a normal map like so. And now let's go ahead and
play around with the values. So first of all, click
Control and Shift tap on this mix over here and
see what this looks like. And this might need
to have a bit of an increase in regards
to how rough it is. I don't want it
to be too glossy, but maybe going to play around with the values a
little bit like so I'm just going to decrease the
first line so we'll have darker patches and then it should give us a sort
of a puddle look. Which if we have a
look at it right now, actually I'm going to go ahead and hold Control
Shift tap on here. Though we should get ourselves
this sort of results. So it's looking quite nice. We might need to work in regards to this
overall setup for the bump going to increase
a little bit like so, age up to max 0.8, like that. And then just play
around with the values. Something like that
will work just fine. Alright, now we need
to go ahead and fix up the lighting a
little bit as well. Let's go ahead and do that. We're going to go on
to our render engine. So our Render tab, we're going to change this
to cycles and we're going to enable a noise or
so in sampling, if we enable the noise, which is going to help us out to get a nicer result overall. And I'm going to
leave the rest as is. We don't need to worry about anything else in that regard. So now we can go ahead and
fix up the lighting and whatnot because the
lighting that we have right now is not the best. So let's go ahead and
look at lighting. I'm just going to
go ahead and click Delete to delete
this out of the way. Then I'm gonna go ahead
and add our own lighting. So shift a, we'll start off with a light source
port sun, like so. And now we're going to
add this looks like It's okay over here going to
also grab both of these, this entire box like so. The mailbox going to click Control J to join up, like ours. Just rotate it
around a little bit. But it off to the side. That'll look quite nice and maybe scale it down a little bit like, Hey go that looks nicer. Alright, so now we can go ahead and grab another
light source a little bit. In regards to that, shift, a light source this time
an area light source. This is going to look
quite nice overall. Want to just put it off
to this area over here. This expanded like so like
our rotated to the side. It is something a little bit
like so to get nice shadows, what I'm doing right now is simply playing around
with the scale. So just lighting. You can see the
parameters over here on the right-hand side,
bottom right-hand side. And I'm just going to
increase the power of it. Just go ahead and do that. You go. Alright. So this
is going to look much, much nicer in regards
to the overall light. Maybe something like so. This is looking a
little bit better end. Finally, I'm going to duplicate this one more time and put it off to the other side as well. A go. So something like
this is a nice setup. I think with this
kind of a lighting, we can now experiment a
little bit in regards to the overall setup. So let's go ahead and do that. I'm going to expand this
grass a little bit more so we don't get to see any
of the area outside. And I'm going to play
around with the visa as well because I
think even by default, even if we were to click
Control Z, to go back to this, It's a little bit
too large actually, so I'm going to go
ahead and select this, go to the movies space, select this entire thing, and just upscale it even more. Until we get the
desired results. So I'm just going to
go ahead and do it. Even like so too much, I reckon. Hey, go something like this. I think that looks pretty good. All right, now let's go ahead and fix ourselves up
with these rocks. And we can do so. I simply grabbing
these rocks over here. And I think what it needs is it needs a little bit
of an extra geometry. So what I'm gonna do is I'm
just going to go ahead and add a simple displacement
modifier like so. I'm going to go ahead and make use of a new texture
actually are. I'm wondering if I should
set up a noise texture. I'm just going to go ahead and set up displacement texture. E. Though, going to go
into detection tab itself. It's already set up with
displacement, texture. Then I'm going to go ahead and grab instead
of image or movie, I'm just going to grab a pink clouds will do
quite well for this case. Let me just go
ahead and do that. And I'm going to lower
the size by quite a bit, or actually, sorry,
increase the size. There you go. We're getting a bit
of a better result, something of that sort like
so this is a nice result. Alright, now we just need to go back and make sure
that the strength is a little bit
lower down overall. Now, I still don't like it. The in regards to the size. Sorry about that.
Let me just go back. Increase size even more like so. There you go. Now it's
looking much, much better. Going to go back onto the strength and change up
the strength a little bit. So it's going to be a little bit better
in regards to that. We might need to add extra
topology or whatnot using a, if I were to add it using a subdivision surface and
setting it to simple, I don t think I
needed at this point. I'll add it just in case though, and I'll need to make sure that this is set at the very top. And that the simple,
There you go. And to make sure that
both of them are selling the same resolution. And that looks quite right
for me. I quite like it. Let me just go
ahead and just copy this to the other parts. We'll just go ahead and do that. And we're going to
copy them to the rest. I'm going to turn off
this for a bit though. Let me just grab
them up real quick. So just grabbing the
rest of the rocks, making sure that this rock
has the main selection, which is orange outline. Going to click Control
L and copy modifiers. They go. And there we go. We've got to sell some nicer, a bit of a nicer rocks, I think on the side, they're going to look
much, much better. Now we can play around
with the lighting itself, with the overall setup. Let's go ahead and do that. This mattress, for example, is a little bit too dark for me. So for me to fix that, what I will do is I'll
just go onto the mattress, go to the shading, and let's go ahead
and see what we have. We're going to select this, going to see what this looks like in regards to the
shade tab over here. And did it, did it do? I'm going to find
the points we're looking for. Right. Okay. So in the has nothing in regards to the attachment,
just remember that. So we need to grab a curvature
curve, node, RGB curves. They go, Let's go ahead and
attach it right off the bat. We can just increase
this to grab ourselves. A nice type of a look
in mattress like so. Alright, so pretty
much done with that. I might need to adjust some
rock intensity as well. Now that we have
those kinda stronger, it looks I might need to increase the strength
a little bit, just tweaking the
values bit in and out. And it's going to look much, much better in regards
to the overall setup. Alright, so we are ready
with the scene now. It looks much better overall. We now need to set ourselves
up with angle there so we can just simply grab
ourselves a different camera. Actually prefer doing that instead of just grabbing
the one that we have, which is set as a square. By the way. The reason being, again, is
because we are going to be using this square to
project our stuff. So usually when we have
another composition, we'd have another
camera for that. Let's go ahead and set that up. Going to click Shift
and go ahead and set up the camera this time in order to make use out of
this camera duplicate. So I'm just going to
call this Main Camera. Hey, can we need to basically click on
this button over here, which once we click
it, we're setting it up as a main camera. Now we can click, click zero and it's going to
give us that camera. I'm going to click n
to go to the View mode to lock the camera
to the view like so. Then I'm going to change
the composition overall. So resolution, instead
of just having it that the default YouTube or
thumbnail or just in general, 16 by nine resolution
ratio is going to be 19 by 20, 1920 by 1080. That's the usual HD type
of a format that you get with most of the stuff in videos or
images for thumbnails. Alright, so we got
ourselves, Sarah, with that, I'm going to just
zoom in a little bit, unlocking the camera like so. And now we got
ourselves a nice setup. Now can click zero and just look around and then go
back if you want to. And yeah, that's pretty much it. I'm going to go back
onto the default view. Weren't as performance savvy. I'm going to also now just
click back onto the camera. If I want to use the
previous camera, I could click on
it, click zero and then we can make use out of it. And it's actually
going to go back to the default resolution,
which is just realized. Reason being is by default, the resolution can
only be kept at one format within Blender there. To help you out with
that. For example, a photograph or an adult called photograph or would
help you out with that. But currently, we're just using the default Blender
with the AI add-on. So it's not going to
be simple as that. It's a right though, even if we were to use a
different resolution, is still going to
project the view. The only difference is
that the ratio is going to be slightly different setup. But anyways enough of that, we're going to leave this lesson is we're going to continue
on in the next lesson. So thank you so
much for watching, and I'll be seeing you in a bit.
31. Creating Collumn: Hello and welcome back
everyone to ai and freely art a course
for digital artists. In the last lesson,
we left ourselves by highly adjusting and pick it up the rest
of the values. So we'd get a bit of a
bender, better render, especially with the main
camera and now it's set up is slightly rushed for the lesson. The reason being is that we need to get
back on to the ai. And I got so much to
show you as an extra. There's so much to cover that I just wanted to get back onto it. We're just going to
go ahead and click zero to go out of
the camera now. Alright, so the next thing,
what do we want to do? Well, what can I pick
experiment, for example, with the rest of the setup, I could create a sort
of a fence around it. So let's go ahead and
experiment with that idea. For us to do that,
we're going to go ahead and just go on through modeling. We're going to start by
creating a simple cylinder leg. So it's going to drag it out, going to click defocus
the dot on the numpad. And I'm just going to, I'm just going to make use
out of this entire thing. Going to go into edit
mode as slight tweak, slight adjustments and whatnot. And I'm going to
make this smaller. This our control, our
add a bit of a loop cut. I'm not going to focus
too much in regards to the modeling in this
particular course, since I would just
want to show off what the AI escapable off. So yeah, I'm going to
get a shape like that. For example, going to grab some extra at
the top or bottom. Actually gonna do that
with an edit mode. So we wouldn't create some
bizarre stuff actually, I need to set it up with the cursor to
select it a go first. Now can just go
ahead and do that. Something like this. Something like so. And, and that's
gonna be alright, actually bevel this off. Now. There you go. That looks quite alright. Okay, so now I'm just going to go ahead and duplicate this. Our side, our X1 AT. This is all done within the
modeling mode by the way. So I'm just getting
something nice like so. That looks quite alright. Actually, let's go ahead
and make use out of it. I'm going to just set
up the angle like so we're actually should
I set it up like so. I'll set it up like this
instead, the front view, I'll show you how we can also
make use of that as well. The reason I want
to make use out of this is simply because we can get nicer
angle for the shot. It'll cover the less
distorted off an area. And we won't be able to get, for example, these bits
at the top or whatnot. But that's okay, we can make use out of the rest
of what we have. So let's go ahead and
learn how to do that. I'm gonna go ahead and choose
the camera for the one that I have just freely
floating around the thing that's the one
instead of just the main one. And that's not the
main one. Alright. Now, let me just go
ahead and set it up with a nice side
shot, like so. Alright, that looks quite okay. And yeah, let's just
go ahead and go to the UV Editing since
we have that, that UP. Going to make sure that I'm
not within the render view, since that slows down
the performance. Right-click. And then I'm going to make sure I just type in
like a column or something. Don't call them clay column,
something like that. Don't call them or Greek column. There you go. The reason I'm saying that, I'm
writing it like that. So I'd get a bit
of an extra type of decoration out of this. And we're going to
get the same result. That pink color. I'm only going to use
color for this one, although I might, Yeah, I will use just this and I will actually make sure
retro forgot to do. I will make sure to
just grab this out of the way so we wouldn't see any of the grass or
anything or Salt Lake. So the reason I'm doing this is because I don't want any of grass or anything
of the sort to be affecting this type of setup. Then I'm gonna go onto material. I'm going to change this to be a bit of a brownish
type of color like so. I'm going to go back
onto N and actually I will make use of
the color this way. There's no other information
out of it except for this, the type of setup for this column. But
that's quite alright. Actually, going to
go ahead and go and start projecting the staff will need to make sure we
are within the edit mode, by the way, otherwise
it doesn't work. We'll need to select
everything and then we can go ahead and
do the projection. Let's go ahead and do that. So we're going to do like so I'm going to make
sure we just wait it out a little bit in regards to the setup and it's
not popping up. So I'm just wondering why that is and it's still starting up. So just take some
time. There we go. And let's make sure
that we have the right Rejected UV set up selected. I'm also wondering
why it didn't select the column over here. So I'm just going to write
a search that up and see how the image turned
out. Sorry about that. Wrote in Greek Roman
instead of Greek column. And that's okay. It's actually gives
me a nice results, but it's not what
I'm looking for. So I'm going to go ahead and
type in a different object. You go Greek column. Let's go ahead and make
use out of the setup. Like so. And we're going to get a cell, something like this, which
is pretty nice actually. But I might want to have
a realism or something. Realism. Go ahead and try it now again. In edit mode. Let's see how this would
look. And we can have, we don't need to worry about
variations and whatnot. We can just continue
on doing it until we get the right type of result. This might look, for
example, quite nice overall. And, um, yeah, if I
were to, for example, want to bash them in because
this already has a color, which is taking it
from right here. I could just take off
the noise strength and best make use out of this. And that's going
to kinda bashing the ideas together not as close to one another if we
were to have this increased when I'm
having depth and color, it's going to just keep it as close as possible to
the previous results. So that's what we're
having right now. Just wondering what's
going on with this. It seems like I need to zoom in way more in order
to get a nicer result. Let me just go
ahead and do that. And I'll just wait it out until it's a little
bit still not enough. I'm going to go ahead and
use my camera like so. There we go, more or less
what I'm looking for, let me just go ahead and say, nope, that's not what
I'm looking for. Limit assuming once more. And this is now too far off, zooming out a little bit
and again, go into click. So there's a lot of
stuff like that, experimentation
wise and whatnot. We got to make sure we
set that up properly. That's not looking
quite as nice. The reason being is
it's not picking up that same color information
that we had before. I'm going to click Control Z a couple of times in order to get that previous
type of a look. So for example, this one
I quite like this one. I'm going to zoom in like so. I'm going to now try it out with a stronger noise strength. Let's see how this
will turn out. And there we go. We're going to get ourselves
to this sort of look, which is not what
I'm looking for. I'm going to click
Control Z and take down the strength by quite a bit. Let's try it out again. Alright. Maybe
something like that. And yes, this is something
I'm quite liking overall. We just need to now work in
regards to the overall setup. So let's go ahead and
see how this would look like on an image itself. So we have the type of image
that we're looking for. Actually, we have a bunch
of ones setup for here. So I'm just trying to figure
out which one we set it up and that's going
to be four or five since it's the last one made. I'm going to go ahead
and make use that. So we can just copy
the name from here as well and search it up over here and see
how this looks like. And this is what we're
getting right now. It's not too bad. Actually. Might need some different
information over here, but all in all, I think
it's looking quite nice. Let's go ahead and
fix the rest though, because it's not looking
quite as nice on the sides. I'm just going to grab all the sides like so we need
to check the back as well. Actually, it looks nice and it does not
look quite as nice. So yeah, the best way
for us to do that right now would be to simply
unwrap it properly. For us to do that.
I'll personally grab this entire
section like so. I will adjust it a little bit so it will be more in reverse. It is something like so. Alright, so, but he's sites, I will just go ahead and
grab the sides like so. We've got to worry too much
about them in this regard. Just going to go ahead and
project based on View. So I'm just going
to go ahead and do it something like this. You and project from you, like so going to
upscale it then, afterwards, get
something like this. And that's going
to be quite right, right way to put them off to the side and just grabbed
them off, manually. Realign them one way
for an hour. Like so. The other side as
well. Just like that. Just keep it a rough rough, not worrying about it too much in regards to
the overall setup. It's making sure it just looks
nice on the model itself, which in this case, I think it looks quite alright
for the setup. Let's go ahead and now
make use out of this. So far as to make use out of it, we're going to make
nice fence around it. So what I'm gonna
do is I'm going to grab it off to the side. I'm going to put it off like
so I get all the way down, but it off to the side. And let's see how
this would look like. So I'm going to
just put one like this to see how this
would look like. Like so. And now we can go ahead
and make use out of this. So the way we're
going to make use out of it is probably by using a ray from the
center point over here. Let's go ahead and do that. I'm going to select the cursor. To select it, we need to make sure we have a different
origin for this one. Now, let's go ahead and do that. Going to change
the origin out to the arrow, to the center point. So let me just go
ahead and do that. Origin to 3D cursor. And of course now we're
going to make use out of the array to do a
couple of times, going to change the offset. And instead, we're
going to do not offset, not this, not this. Actually, I'm going to
grab the object itself. So let me just grab the platform to set
it up as an offset. Like so. Now we're going to go ahead and actually
grab this object, reset the transformation
scale and whatnot, going to rotate around. There we go. Now we're
getting what we're looking for that we need to maybe offset it a little bit in regards
to the overall setup. Let's go ahead and do that. I'm going to take off
the relative offset. And there we go. That's where we're
getting that what really needed to see you go. Something like that, perhaps. Quite nice. Just going to make sure it fills
in nicely the gaps. Something like that. Maybe it's an extra missing, so let me just add one up, extra. There we go. Something like that. We'll do retract way to make the mattress just a little
bit smaller, like so. But it off to the side. Like so. And now we're getting something, we're getting
something out of it. We're going to go ahead
and select this control a, we're going to remove
couple of different ones. Reason being is that
we don't need them. And I will show you that we're going to have a
nice entrance of a year. So when working with the AI, I'm not too worried
about the final result. I'm just focusing on
shapes and whatnot and just trying to see where I'm
going to be able to get. So it's a bizarre process
in regards to that. But when it comes to
environments and set up, It's a really nice way of doing. And one of the things that we need to do is for the
top of the columns, we need to set it up
with a nice railing. And that's going to
look quite right. But we're going to continue on with this in the next lesson. So thank you so
much for watching, and I'll be seeing you in a bit.
32. Matching Projected Texture to Seamless Texture Color: Hello and welcome back
everyone to ai and 3D art, a course for digital artists. At last lesson, we
left ourselves off by setting ourselves up
with some nice columns. And they do look
quite interesting. But we might need to do a bit of an extra touch in regards
to the overall setup. We will see that though. For now though,
let's go ahead and add a bit of a
railing on the top. I'm actually just gonna
go ahead and go to the top to the modeling view. That is, if you click zeros, since there was a camera
setup that going to go ahead and just add
a simple railing. And the way I'm going
to do it is actually by making use of a circle
match. There you go. Going to grab this up, expand this overall
setup like so. Something like this. I'm going to click
seven to make sure it's a little bit like so. That looks quite alright. Going to go into edit mode. Pick E S, E enter than S, which is not going
to do anything. I'm wondering why. I'm just going to go back into edit mode and see what is up. And actually I'm just
going to fill it in. I'm not sure what's
going on with that. I'm just going to do
it like this instead. There we go. Now I'm going to go
ahead and delete it. I'm going to select them all, grab them up like so, and just grab overall setting. How this would look like. Something like this perhaps
would look quite nice. Except we of course need to make sure that we leave a
bit of a gap over here. What I'm gonna do is
I'm just gonna go ahead and click on Alt and Z to go into wireframe mode. And then I'm just going
to grab a couple of extras from here.
Just like that. And that looks all right. Let me just go ahead
and delete it. Like so. Madam needed to
leave the extra one out. Probably been a wise idea. I will take off this one though. Let's not spend too
much time. Let's just focus on the pacing and getting ourselves out
with a nice peace. As sometimes with AI, you just need to make
sure that you make use out of its
best way of doing. And sometimes in
this particular case is best to keep up the pace, to just keep the idea flowing and you don't stutter yourself in
regards to that. So I'm just making
sure I do that. I'm just going to click a bit of an extra detail over here. There you go. Something like this.
And I'm also going to just wrap some
extra parts over here. Just like that. You go. All right. Alright. Going to maybe do something like this
that looks interesting. Yeah, alright, I like this. Okay, so how do we set it up to be a similar
type of style to this? Well, we don't
really have to be, just need to set ourselves
up with a nice texture. I'm going to go ahead
and get into this area. We're going to just grab
a nice texture out of it. And yeah, let me just go ahead and actually leave this out. And I'm going to
go on UV Editing, going to just generate
a texture from here. Don't want to touch the
up scalar itself from that Judy of a work workspace. And I'm going to just type in concrete play and
being able to sort. And that should be, alright. I just realized now that one of the reasons why we
weren't able to get the column before was because the seamless access to both
and that particular case, it didn't matter as much, but sometimes it would
ruin the overall details. So if you're not
able to get any of the proper detail out of
certain particular predictions. Just make sure you don't
have the seamless access on. Now, we're going to go ahead and see how this would
look like in regards to, well, once it starts
doing its thing, we're going to see
how it looks like. We're needing to have a nice
protection of a texture. And it seems like I've been
waiting for half a minute. I'll just take it off
for now and do it again. That's what this
would look like. Also, I'm making sure that
the texture is set as on. And I'll show you how to make use out of another piece,
especially photography. It's really good for making smaller props and
details to the bottom, like rubbish or some sort. And we'll do that in
a bit for now though. Let's just give it a second
for it to load with. Our nice texture over here. Doesn't seem to want
to load at this point. I'm not sure why I might need to restart my project again. But that's alright though.
I'm going to actually make use out of one of the
already created once. We'll make use out of like the, like the lecture
actually I will make use out of this and I'll
show you how to set it up properly within your texture to make sure
it looks similar to that. Let's go ahead and create
a texture for this. I'm going to create a
call this one column. Extra cumulus I think I would sort
it doesn't matter for naming because we're just
keeping up with the flow. We're going to go ahead
and oh, sorry about that. We're going to go ahead and add ourselves with an image texture, add a base color onto it. We're now going to go ahead and use that concrete that we had, which should be I'm just going to zoom in to see
which one it was this one. This is the one going to
go ahead and just unwrap this entire thing using
a mark UP project. Here we go. We're going to get ourselves
this sort of a look which is already
looking very nice. We just need to make sure
we add certain color. So I'm going to use
a ramp, color ramp, usually a very nice type
of a setup for a color. Select the white piece
and add a bit of a brown. There we go. And we can see that it's already
looking quite nice. We might need to lower down
the darkness for this piece. I'm just going to increase this a little bit and add
a bit of an extra green. Perhaps they go
something like this. And just to make
sure it doesn't have that large amount of contrast, will actually add another piece which is going to be
called curvature. And very simple, very
basic type of a result. They need to drag it over here. It goes something like this. After, just need to
wash it off. Like sub. Something like this
will look quite nice, although not quite liking
the overall setup. Let me just go ahead and take this downwards,
like so a little bit. And I will take
this off as well. Really doesn't. I will add more saturation, make it a little bit
more greenish a go. Something like this. Looks quite nice. But we need to perhaps increase
the overall curvature. There you go. Alright, I'm
quite liking this one. Needs a bit of this darker
patches to be removed. So I'm just going to go
ahead and do just that. Something like this. Alright. So we're done with that. We're going to go
ahead and just grab the same usual setup that we had from one of
the other pieces. I'm going to grab
from the grass, since this is simply one. I'm going to paste this in, replace the x with what we had. I excel and lead this
piece at ourselves. Nice. Normal maps, roughness
values and whatnot. They would go. Roughness and normal. Just like we did previously. We're going to sell us
this sort of result. Let's see how it looks
like in RenderView. That's looking quite alright. Let's go ahead and keep it. We might need to lower down
the overall bump value. This is way too much or
this type of a look. And there you go. That
looks quite nice. Let me just go ahead and
bevel everything off. Actually just wanted to keep it somewhat of a smooth shaded. Actually, I'm going to
click Control Z and do it. Evaulate and makes sure that, Oh, there we go. There a bit of a bevel like
so add a bit of an extra one. And that's going
to look quite nice overall with the shades. Move. It move can be increased
at it looks alright, Okay, so we're done with that. Let's go ahead now and set ourselves up with
some smaller prompts. I'd like to ideally add
some couple of rubbish Visa Center whatnot in this area is going
to look very nice, a very detailed overall
sorts coming together. Finally, in regards
to the piece itself, as you can see over here. So let's continue on with the
project in the next lesson. Thank you so much for watching, and I will be seeing
you in a bit.
33. AI Generation of Small Prop Textures: Hello, Welcome back
everyone to ai and 3D art, a course for digital artists. In the last lesson, we
left ourselves off with a nice setup for the columns. We got some extra detail
out on our scene. And now we're going to
continue on working with this and set ourselves up with a better one extra prompts. This time we're going to
learn how to make use out of our own type of
setup within UV editing, we're just going to create our own small prompts
on the ground. Let's go ahead and get right
into it on that table. Diffusion, diffusion
2.1. This time, we're not going to set
it up by its texture. I find it that photography or concept art works best when
coming to these setups, let's go ahead and
make use of them. And because we're using a more of a stylized
type of scene, I'm going to keep it
with a concept art. For this particular case.
We're going to keep it as, let's say, Cyberpunk, like so. And we're going to get
the environment or actually just type
selectors custom. I think we can just
leave it as blank. There you go. Seamless. We don't
need seamless. Let's go ahead and turn it
off and we can just type in trash or paper pieces or
something of the sort. Let's go ahead and do that. And, um, yeah, that
looks all right. Let's go ahead and
click Generate to see how this would look like. And I'm keeping iterations
as one for now. They'll give us
the nice results. Sometimes I like
to crank them up depending on amount of
detail I'm trying to get. Let's just give it a
second for doing that. I totally forgot. I went back to the
Advanced Settings. And I just made sure
that the CPU only is not act on the CPU of
load is at the model. This way, it makes
sure that it speeds up the process and also it doesn't overload the overall system. And there we go. That's
where we're getting. It's not what I was hoping for. So let me just go ahead and go back onto this and we'll just try setting it up a little bit more in regards to
what we're getting. And I would actually like to get is going to be a little bit different
in regards to this. I'm just going to
make sure top view of props, something of the sort. I just added a bit of
an extra keywords. Let's go ahead and see
how this would do now. I will also try to add extra specification,
so black background. So let's try doing it now. Alright, that's a
little bit better. It's a side view, but it's still better. In regards to that. Let me just make sure it's sort of a top view,
top-down view. I'll write that down,
up, down, you like. So let's a little bit better
now. He's getting better. I'm also wondering if I
should take off the Cyberpunk completely and just
keep the concept art. I think that's what I'll do. Let's go ahead and see
what this will give us. Alright, that's not giving us a better result to be
honest, instead of trash, I'll type in like
paper for example, paper aisle or
something and sort. I'll just keep it as paper. Let's go ahead and see
what this will do. All right, We're going
wrong direction now. Going to type in paper brush. Let's go ahead and see that. Yeah, that's actually
a little bit better in regards to
the overall setup. We can actually definitely
make use out of all of these. And I think that's what
we're going to do. I will make another
version though, just generating it again. Just to make sure that we get a bit of an extra detail if we want to set up different
types of items. But let's go ahead
and give it a try. And actually coming out
way better as well. Let's go ahead and
make use out of that. So the way we're
going to make use of it is simply if we were to just grab ourselves a
simple mesh like so. I'm going to go back
onto modelling. And actually instead
of doing that, I make sure I grab
this overall texts. Then go back on
to modelling this up this type of plane with
the overall material, with a new material or trash. Like so. Then I'm gonna
go on to shading. And of course, this trash needs to
have the trash texture. So let's go ahead and do that. I'm going to actually, sorry, let me just go ahead and
click Shift and the a and then add an image. Like so. The image itself is going to be the one
we had before, like so. And we're going to add
it onto base color. Let's see how this
will look like. And there we go. Alright, so
this is looking pretty good. Now we can ever a, if I were to just go down
to top-down view, like so. So we can either use a cutout and just cut
out specific ones. For example, if we were
to go into edit mode, we can just cut them
out individually, like so, which would
be time-consuming? And or B, we can alternatively
try making use of the Black in order to get
rid of most of the arts. And I think now I think
it is particular part. I will use the cut-out
type of a method. The reason being I just want to be sharp and a bit
more controlled. I also am worried
a bit in regards to the edges to creases
around the parts. So let me just go
ahead and do that. I'm going to take
off the render view just to speed up the
overall process. Let's go ahead and start
with the process itself. So for a surgery that will actually make a
duplicate of this, the reason being is that when
we set it up individually, the parts outside of the cut-out piece gets
lines, gets edges. In regards to the vertices
being connected and whatnot, and that causes certain issues. So now I'm just going
to go ahead and just quickly go over, trace this over like so. I'm worried about too
much in regards to the shape or size. I'm just focusing
on tracing this the best of my ability or the
amount of time I'm spending, which I don't want
to spend too much. I want to experiment
a little bit in regards to the
rest of the items. Let me just go ahead and do
that, something like that. I'm going to click Enter now, going to go into edit mode, face selection, select this, select this face, click
Control and I invert, delete. And oh, by the way, I'm just
going to click Control Z. What I meant with the edges, those edges over
here, as you can see, there are going around, not around the objects are
actually crossing them. And I would complicate
certain offer issues, though. Yeah. That's why I prefer to
just do them individually like so that right-click
set origin to geometry. And there we go. We've got ourselves
a nice piece set up, usually three pieces,
something like that. And it'll be alright
for the setup. And I can just use
it to make sure that we have ourselves a nice
type of a look within here. So something like this. Maybe just another
duplicate over here. I'm thinking like so. It looks quite alright. Yeah, we definitely
need a bit of an extra. In regards to that. I'm going to also squish
it some of them and stuff. We just need to make sure we get enough variation in regards
to when we're using that. Or we can again, do the same kind of process
to get more variation. Make sure it more
unique and whatnot, but we don't need to worry about it too much
in regards to that, we need to go back
onto the trash pile. Reason why, by the way, I'm doing it above
this entire setup is there's actually
no reason at all. In regards to the setup. I just prefer doing it that way, apparently because I think it's nicer to see what kind of proxy have underneath
and whatnot, as you can see over
here. That's quite nice. So you might wonder like, Oh, I need resemble this
piece right now, or I need this piece over here in regards to the
rest of the prompts. That's why I ended
up doing it like so I'm going to duplicate
it just in case for now. And I'm going to go ahead and just make a nice cut
out of this as well. Let me just go
over them like so. I'm worried about the
overall shape too much. Just keeping up with the pace. There we go. And just like that. And also just letting you
know if where we don't have, for example, enough
resolution or whatnot, we could use the
app scalar as well. You get ourselves extra detail, just like we did before with
the mattress for example. There is that go ahead
and select this control. I delete faces like so. And there we go. Alright, so I can now bring this all the way
back down like so. But went underneath the ground. Let's make sure it
doesn't do that. That's like that. Alright. And I don't know if I should use DVR set up like I
did before for this. Sometimes I do,
sometimes I don't. It really depends
on object itself. In this particular case, I
don t think I will do that. I'll just grab some extra leg. So make sure I
expanded a little bit. I'm going to make sure
I ended up nicely over like so maybe something like
this and rotate around. That's like that. Maybe a little bit
bigger even like so. And yeah, we can just
play around with them all and see how this would look
like and just like that. And we're getting a
seller, some extra trash, extra rubbish. And I think I saw another way of doing in regards to these actually not this
one, the previous one. So I'm just gonna go ahead
and add another one. Take this old one out. It doesn't matter
anymore for me. So I'm just going to go ahead
and pull the trash two. And this one is going to be attached with an image or trash. So let's go ahead and
find the stretch. And I'm going to zoom
in actually first There you go. We could see this small icons. The one I'm looking for, I think it's gonna
be this one and let me just go ahead and
see if that's the case. I'm not seeing anything because I have not connected
to the base color. There you go. Alright. So yeah, that's the
one I'm looking for and I will show you why. Alright, so what
I'm gonna do now is I'm going to actually grab
yourself a cube like so, which is going to be all
the way at the bottom. I'm actually just going to
go ahead and delete it. This reset, my cursor, grab myself a cube like so, and just use Edit
Mode is expanded. As you can see this
part over here, this looks like a nice actual
brick to make use arrow. So that's what I'm gonna do. I'm gonna set it up as a
sort of a break over here. So the way we can
do it is simply if we were to just grab
trash material like so. We can go ahead and
reapply the UVs, similar to what we did
before onto our section. So this one is using, I'm actually just going
to go back to this. Just copy the name over here, go into UV Editing like so, and paste the name in. And it should give me
right one or actually, sorry, I need to paste
it in search bar. There you go. Alright, so now
we're going to go ahead and grab all of these faces and start setting
them up properly. And I'm going to just
smart TV project first to make sure that the proportions of the break is properly set up. Then I'm gonna go ahead
and just grab one by one and start adding
in the parts. So just like that, I'm
actually just going to tick, tick them up like so. And I'm just wondering
what's up with this because as I can see, it's not properly setting me
up with the overall setup. When I'm grabbing
one of the vertices is grabbing all of them. So let me just go ahead
and see if this enabled. And I'm just going
to grab this one, makes sure that
this is ticked off. And there we go. Going
to go ahead and do that. Alright, so going to
make use of that. I'm going to grab all of
them and select this one. And now I should be able to
go, should be able to know. Same thing as I did before. And there we go. It's a very interesting
type of a setup. But sometimes when we
want to make use out of them type of objects
and whatnot, we can always do
this kind of way. Alright, so these are
going to be here, going to preset myself with so, and then start setting them up. So not only can you
just cut out shapes, but you can also trace over those smaller
problems as well, just like we did with the
mattress, for example. And will work quite nicely in, zoom in and out and whatnot of the setup and see how
this would look like, for example, to get
more of an accuracy. But all in all, we
don't need to worry about that in regards
to our overall setup. Going to go ahead and grab this bottom up to
the side. Like so. Let's start setting
them up as well. Just like that one, this edge. This is actually a different
part. There you go. Alright, so final piece, couple of bricks, just
like that. Alright. We got ourselves an interesting
looking break to say. Alright, so we're going to
actually make use out of that, making a little bit
larger like so. And bring it all the way down
up to this part, like so. I'm going to check with the camera that looks a little bit too big,
make it smaller. Maybe pile them up
on the side over here and have them
nicely set up, like so. So we need to bring them
downwards just like that. That's looking quite nice. Maybe I'll put up another
brick legs next to the beggar. There's something in case the person who's sleeping there needs to make use out of it. So yeah, there you go. That's pretty much it when
it comes to overall setup. We're going to sell us some
nice props and whatnot. And it's all coming nicely
together now so we can now click the Render View and see how this
would look like. And that's going to
be from this video. So thanks so much for watching and I'll be
seeing you in a bit.
34. Barbed Wire Using Blender Dream AI: Hello and welcome back
everyone to ai and pretty art, a course for digital artists. In the last lesson, we left
ourselves of wave setting up some nice type of trash and our small
problems within the area. And now we're going to
continue on with the setup. We're going to go back
on to the usual view. So I'm just going to click zero to go out of the camera view, going to also take off
the render view for now, let's just work with this
simple type of a setup. Alright, so the first
thing that we wanna do is perhaps add a bit of
an extra, let's say, semi-transparent type of a, an asset or a barbed wire, perhaps that would
look quite nice in this kind of a scene setup. It would look like a protective
kind of a sleeping area. So we can actually do that. We can go ahead and click
if they are actually, we're going to
start with go into the UV Editing and
setting ourselves up with a new texture porosity that we're going to go all
the way up to the top. We're going to start
by setting it up with, let's say we can keep
it as a concept art. We don't need to
be set as texture, but let's go ahead
and keep it as that. And we can type in barbed wire. All go all the way down. Or actually, we also want to make sure we
use seamless axis. So this time we're going to set it up as seamless access x. So it's going to basically loop over and we'll be able
to reuse this texture. So let's go ahead and do that. And this is what's going to give us nice result, hopefully. Yes, this actually giving us
somewhat of a nice result. I'm just worried about the
background not being in a nice look in regards
to their overall setup. It's actually, I think it actually turned
out quite alright. I might just add a
like white background. So and try it once more. Although I quite like this
overall setup already. Let's go ahead and see what
else we can do with it. I'm not quite liking this one. It looks more like a fence, so let's go ahead and try it right off the
bat, the upper one. And we're going to go ahead
and click Generate again. Let's see what
this will give us. This one is not giving us any
upper better of an option. We're going to maybe try
another way then let, yeah, let's go ahead and
write black background. Let's see if this will give us a better type of an option. Alright? And that's actually giving us a bit of a nicer option
in regards to the setup. I'm quite liking this and we might be able
to make use out of it. Actually, I think that's what we're going
to do right now. Yeah, let's go ahead
and make use out of it. Alright, so you may
use out of this, what we're going to
do is we're going to grab ourselves a plane. We're going to just
go to the plane. And that's not the right
plane I'm looking at. I think I'll just go
ahead and actually delete these displaying.
And there you go. That's the plane
we're looking at. Let's go ahead and
start setting it up. But with, in regards
to the shader, Let's go on to the
shader itself. And actually I'll go back
on to the UV editor, copy the name of
this barbed wire, go on to shading as well. Set up with a new
material like so, barbed wire. Just like that. Go ahead and add an image, which is going to be
that said, barbed wire. So just like we did previously, we're going to click on
this button over here. Therefore, the barbed
wire added on and see how it looks like with
the color like so. Alright, so the first thing
that we need to do is probably going to be making sure that we
remove the background. How can we do that? Well, we could probably make
use out of the yeah, we're going to make
use of the ramp. The ramp. Here we go. I'm just going to put
it off to the side. We're going to drag
it directly into it, going to hold Control
Shift and tap on it. And then we're going to play
around with the values. The y value, when it
comes to the alpha, is usually, is always actually
the one that's visible. So we just need to flip it
over and make sure that this black type of a frame is actually going
to be the one that's white. Then we're just going to drag this entire section all
the way to the end like so until we get this sort of result and it's actually looking
quite nice already. As you can see. We're going to just
put this into alpha. We're going to go down onto the material setting itself
bottom right-hand corner. And we're going to select the settings
to Viewport Display. You go blend mode. We're going to set it as either a clip of a
clip or alpha blend. In this case, it might
not matter as much. But I think I'm
picking Alpha blend. The reason being is that
it allows you to have nicer transition or wherever
the when the other one would only keep alpha
clip when will only keep a setup only for whether
it's visible or not. So it will warn or zero
in regards to the alpha Okay, So this is
looking quite nice. We're just going
to make sure it's set to metallic like so. And we're going to probably turn down the roughness a little bit, is going to give us this look. I think that's looking
quite align. Quite alright. We might also increase a little
bit of the color itself. I think we're going to
go ahead and do that. I'm going to go on to adding
a curvature, RGB curve. There you go. Just
adding onto the color and just kinda playing around
with it overall setup, like so, maybe not this extreme. Maybe in the other way around, just going to play
around a little bit. There you go. Like this slight bit of an
outline that looks quite nice. I'm going to go into edit mode, just carry it around
these parts like so. Using simple type
of an edge loop, going to click Free, delete
the unneeded areas like so. Now what we're going
to do is basically, we're going to extend
this entire section. We're going to select
it. We're going to click E and we're going to
start extending it. We're also going to
click X to make sure drags out nicely around it. And it's going to extend
it all the way like so. Right is all the way
outwards like so. Not worried about
an overall stuff getting a nice length
just like that. I'm going to see and
check the overall UVs. Going to actually select
this click you and unwrap. This should give me
something like this, which is not something
that we want. We actually just want
to make sure it has a nice amount of area. So I'm gonna go ahead
and go on to UV Editing. Select this entire thing.
And then just simply click Sx and just start dragging outwards until we get the desired results or
something like that. We'll do as quite nicely. Alright, so now we have
something like this. Let's go ahead and actually
make use out of it. We're going to go back
to modeling actually, so we could see a proper view. Here we go. Alright, I'm
not actually able to see the overall
setup where it is. There you go. I'm seeing it now. It was a bit harder to see, but it is here. So that's good. So I actually had this
disabled, so sorry about that. Okay, so now I'm gonna go ahead and lower this down
all the way through ground, bringing it closer to us. And now we can go
ahead and just play around a little bit with
the overall rotation. So I'm going to go
actually into edit mode, going to rotate it
over here, our x 90. The reason being is that
we don't have to re-adjust anything else in regards
to the proportion scaling. But just in case, I'll just
reset rotation and scale, going to go back into edit mode, click Control R, then do a bunch of vertices in between
them, like so. Left-click, right-click. In order to get this nice look. Then I'm gonna go ahead. And actually I'll start by
simply doing a simple deform, going into the modifier, going to go ahead
and use a deformed. And that is going to
be simple deform. There you go. That's the one.
We're going to start bending this overall section, not twisting it but pending it. I think. Is it going to be bending? It's not actually bending
in the right direction. So I'm going to
play around Diego. The zed value is what
we're looking for. And then we're going to go
ahead and use a free 60. There we go. We're going to get
ourselves a nice connection at the back. And yeah, we're going
to get ourselves a very nice type of a line. Let's just go ahead
and disconnect it. To the area over here. We're going to sell us a
very nice of a there you go. Alright. Going to
make it a little bit bigger. Something like that. It's going to look
pretty good overall. Alright, so, yeah, I'm
quite liking this. We might need to readjust
it just a little bit more. I'm going to select
the top, hide it over, and just kinda play around a little bit with
this setup again, I'm not seeing it
from that angle. Sum is going to go ahead and
do this and you go, alright. Though, we might need to make it just a little
bit bigger overall. Going to click S, z, extended a little bit. Not too worried
about stretching it over or anything of the sort. And I'm just going to
actually put it over something like this
in that regard. Alright, so I think that's
looking pretty good actually. Yeah, it's looking very nice. Actually. Not worried about
the back a little bit. I might be worried about that, but I'm not worried
at this point. The reason being is that I actually I will set
it up properly. I'm going to go ahead and apply the modifier that I'm gonna go ahead and just select
this barbed wire, going to just right-click
set origin to geometry, and then select
the bottom piece. Click Shift S, select
cursor to select it. There you go. Select back on the barb wire, then Shift S and
selection to active, selection to cursor, then g, z. And here we go, We got to sell us everything
right in the center. Just like that, we're
able to get ourselves a nice type of
setup and we might need to even like maybe make
it a little bit smaller. There we go. We've got ourselves a
nice type of a setup. I'm going to go into shading
actually real quick. I don't like how dark
this barbed wires are. So we'll make use out of just a simple ramp in
order to brighten them up. They are set as metallic,
so that's pretty good. So yeah, let's go actually, I will go into RenderView just
to see how they look like. And yeah, I think they
need to be bright enough, so let's go ahead and do that. Ramp. Like so. Adding it up to the side, just increasing the
brightness over here. Something like that. Maybe. Yeah, I like this but I
don't like how rough it is, so I'm just going
to take that down. Like so. And probably I'm going to also decrease the brightness
over like so. Alright, I quite liked this overall design and let's
go ahead and keep it as is. And I think we also need to
make sure that it's not. It has a bit of an entrance. That is, we we left this as just a simple
type of an overlay. Let's go ahead and just
remove all of these. Go ahead and do that. I'm just simply going the wrong way. I'm not sure why it's
going the wrong way. It's probably because we
have a gap over here. So let me just go
ahead and do that. Something of that sort. I'm gonna go ahead and
just click, Delete. There we go. We've got ourselves a
nice type of a setup. Alright, so that's looking
pretty good overall. Alright? Yeah, that's pretty much it
all we need to click Alt and H to make sure to be
reapplied the top section. And now in the next
lesson we're going to continue on with this. I'm going to show you
how we can mix up the textures and make sure we have some variation within the AI overall in regards to
the texture painting itself. So thank you so much for watching and I will be
seeing you in a bit.
35. Setting up Texture Opacity: Welcome back everyone
to ai and pretty art, a course for digital artists. In the last lesson, we left
ourselves off by getting some nice barbed wire
going all the way around. And it has a
nitrogens parents and we set everything up
in regards to that. Now we're going to continue
on with this and actually get some extra variation
out of this entire setup. So the way we're going to
do it is simply we're just going to make use architecture
painting real quick. I'm going to show you how
we can make use out of dream AI in order
to kind of blend in the textures in
regards to making just using custom type of paintings. So firstly, do that. We're just going to go ahead and simply go on to UV editing. We're going to get ourselves the usual dream texture setup. We're going to make sure
that it's set as 2.1. And we're going to get
back to the texture setup. Then we're going to
make sure that both of them are seamless like so we're going to make use
out of something like a dirt type of a texture. But I think the rest is
going to be okay for us. Let's go ahead and test it out. If that will work out, I will close down advanced since it was a little bit bigger
in regards to tab itself. And let's just wait it out
until we get the right result. And there we go, That's
what we're going to get. This doesn't look quite as nice. Let's go ahead and try again. Let's see if this hill, well, if this will help us
out a little bit. And I'm going to go
out of the object, out of the edit
mode since it was affecting the way the
lighting was set up. I'm going to add something
like dirt simple like so. Let's go ahead and
try it out now. Let's see how this
will turn out. I think this is looking a
little bit better overall, it's looking quite nice. We're going to make
use out of this. This is looking
quite nice actually. Just in case though, I will actually upscale this as well. I'll just go ahead and I'll
need to cancel that first. I need to change it
up to up scalar. I don't need to change
this to a dirt. So now I'm going to
go ahead and do that. So I will make sure that I
get back to the usual dirt. So now I can go
ahead and do that. Let's just wait it
out a little bit. Anyway, since seems alright, let's go ahead and
copy the name of it. We're going to go
back on to shading, select the grass actually. Or even I'm going to go on
to the material itself, going to start
making new material, create a new material like so. And then I'll simply
call this one like that. But I'll go ahead
and add an image. What a material image. And add the name of
that dirt, a go. And I'll add it in. And also I'll make sure that I assign this material
to revert itself. Alright, so what I want you
to do now is first of all, I want to make sure
it's set up in a similar way as
the this material. Let's go ahead and just do that. And I'll make sure I had myself a real nice type of a basic setup for this
type of a material. I'm going to go ahead and do that to make sure that
this roughness is set up, the normal setup and
everything of that like so. Normal, like so. And now let's make sure that the overall material
is looking quite nice. I'm gonna go ahead and
see how this looks like. And I will take off
the clamp overall. Minimum, maximum, set
it to a proper values, darkest values over like so. And maybe I'll just play around with it
a little bit link. So I'll go ahead and check
out this looks like, this looks quite alright. And I think this is okay. Let's go ahead and actually
make use out of this. Maybe we'll set it up with a bit more of
a roughness value. Let me just go ahead and
check that out real quick. I'll just looks like I'll make sure we make it a little bit. There you go,
something like that. And turn this to white. And yeah, this looks good. What I'm doing right now is just simply adjusting the
roughness value, making sure that
the overall values are quite nice in
regards to the setup. Like so. This is looking much better. And all in all this
is looking good. Let's go back and see
how this looks like. And it might not be
completely tiling. But that's okay because
the reason being is that we're going
to make use out of this to get a bit of
a higher UV setup. Let's go ahead and do that. I need to make sure that we
control this overall scaling. The reason being is
that if we want to overlay other textures
with this one, we need to make
sure that we have certain control over the
overall scale of this. So let's go ahead and do that. We're going to find ourselves somebody called
mapping, like so. Then we're going to go ahead and attach this to the vector. And afterwards, we need to find ourselves
texture coordinates. So let's go ahead and do that. Texture coordinates like so. Going to get ourselves this, we're going to attach the UV stood a vector just like that. And we're going to get ourselves
back to the usual setup. The only thing now is that we can make use out of the scale. And we're going to set it up
this to be 0.5 on both ends. And you can see it's
giving us this result, so it's adjusting the UVs. We can grab ourselves
this type of a look. Okay, so nice, good setup. Now we can go ahead and play around with the
upper parameters. So what we need to do
now is first of all, play around with this
overall setup over here. After the clamp. The reason being is that we also need to set ourselves up
with a certain Alpha. And I'll show you the
reason why in a bit. Now though, I'm just going
to go ahead and drag it out and search for
curvature again. Like so. I'm going to hit
Control Shift, tap on, uh, on this area and we should get
ourselves a nice actually, this is attached to fracture, which is not what we want. Let's go ahead and make sure we have it attached to color. Like so. And it's going to be much, much better in regards to that. Need to make sure we
get ourselves something like this, a go. But basically we
have some variation overall in regards to the setup. Like so I want to do too much, just a little bit. Cut off where the darkest
parts are and whatnot. Just want this kind of a
noise looking texture, which is going to be great
for what we're going to do. For now though, let's go back
onto this click Control. Shift on to the material. And now we're able
to finally make use out of this overall setup. So let's go ahead and do that. The way we're going
to actually do it now is going to be
by first of all, a painting, the areas
where we want this to be. For us to do that,
we're going to, first of all, I'll actually just go back onto
the grass raking. That's the best way to do that. I'm going to go back
into edit mode and assign this back onto
texture like some. Alright, so the next step
that we need to do is go on to the texture paint like so. We're going to make sure we create ourselves a new texture. So let's go ahead and
do that single image. Create a new like so. And we can call
this third opacity. Just like that. Click, Okay, and we should get a cell, something like this. Make sure it paints. If it doesn't paint,
make sure it's not set to the upper end. So right now it's not painting. And the reason being
is because I don't have the white color selected. So let me just go
ahead and basically reset the color,
saturation and white. And here we go. Okay, Now it should
be done on the top. Actually froze my overall setup. So I'm just wondering
why that happened. Even a second until and
unloads itself. There we go. Alright, so let's see
what's going on here. Well, for starters, this UV is actually a little bit messed up in regards to
the overall setup. The reason being is that we were playing around with
the V stem cells. So let's go ahead and actually
grab this entire setup. Click back to the
UV, unwrap like so. And now we can paint it
over just like that. And it should give us, I'm just going to
click Smart UV unwrap. And it should allow
us to paint it over. From the other end. Doesn't seem to want
to go over this part, which I'm wondering
why that is the case. And go back onto UV
Editing real quick. See what's up with that. Simply doing, alright, I'm just not sure why that was happening. I might need to go back now onto Detection pane and see if it works and now it
works perfectly fine. Alright, so first things first, let's go ahead and
there is a fill brush. If we want to reset
it, we can do so. I'm going to change it by clicking X to
change it to black, which is the secondary
color on the bottom-right. Use this as a black
starting point. Go back onto the
Draw mode, click X, go back to the white color and just fill in the areas where
we think the white would be. And I'm wondering why it's
not working again for me. In regards to the
setup, it washes working fine just a second ago. Now it's not working. Again. I'm going
to take it off and makes sure that maybe
there is a mask on, which might be the case, making sure that
it's not on you. I'm not sure. It might be just too
close or I think I was in trying to paint
over where yeah. The lighting we're
causing issues. The square box is the ones
that we set up pretty easily. I'm just going to click
on this button over here and take off the lighting. There you go. Now it's going to be allowing us to do that. And we're just going to go
ahead and paint over our mask. Like so. Okay, so now that it works, I'm just going to
go ahead and just it's a variations over here. A nice area, alright, type of setup.
Something like that. Let's say that is what we want. We might also need some bits
in the background as well. So I'm just going to add some better one
extra noise like so. Something like that perhaps. Alright, this looks alright. Let's go ahead and
make use out of this. Make use out of it. All we gotta do is just set
it up as a material and will also need to fix up this
overall setup over here. Since right now, but
we don't have is an actual setup for the scale since we
made use out of that. So we're actually going
to change up the dirt real quick and we're going
to come back to this. So yeah, I'll see you in a bit.
36. Overlaying Dirt Generated Dirt: Hello and welcome back to
Brown to ai and pretty art, a course for digital artists. In the last lesson,
we left ourselves off with an opacity mask using the texture paint we
just added bit of an extra and just a quick thing. I tried doing it closer bit
to the rock so we'd have a nicer transition
and maybe some bits over here as well,
something of that sort. We don't need to worry
about that because we're going to come back
to that in a bit. Now let's go back
onto the UV Editing. And I'm actually
just going to set it up similar to what we had. So we're going to go to the shading and
we're going to set it up similar to what we
have with dirt over here, which going to copy
these two nodes. We're going to go back onto
the grass and we're going to paste it in and added to
the vector over here. So basically we have
the same setup. Now we're going to add 16
by 16, something like that. Let's see how this
would look like. Even more actual 24 by 24, maybe even more for the two-by-fours into
something like that. We can always adjust
that later on. Now, we need to set
ourselves up with some dirt. So the way we're going to do is actually we're just going to drag the dirt material
onto this area. We're going to select
the material itself. We're just going to select
everything up until this green one and
not material output. We're going to hit
Control C to copy. Go back to the grass and
hit Control V over here. And that's this way
we have ourselves a material graph within a
material graph basically. And now we're going
to set it up oh, for them to be used for
the material output. So the way we're going
to do it is we're going to hold tap shift and a, we're going to serve
search for a mix shader. And we have two shaders now, we're going to basically place
both with them in like so. And that can one shader and the final output shader is
going to go on to resurface. And you'll see what will happen is going to give us
some bizarre results. And we can see that
fraction is going to control the dirt mount. And I just realized
that the dirt now needs to be fixed up as well. Actually, the reason being
is that we changed the UV. So let me just go
ahead and do that. I'm going to set it up
something to 16 by 16, maybe by 20 to 2022, 22. Excel. Alright, this looks much better in
regards to the scale. Let's go back to
this real quick. We have ourselves
the mix shader. So On a zero is going
to be a pure grass. On one is going to be dirt. We want to make use out of the mask that we set
it up and then we can control it to come back
to it and make use of it. For us to do that. We're going to hold
Shift Tab Shift a. We're going to
search for an image. The image that we're going to
use is going to be opacity. Opacity, the one that
we just set it up. And we're going to add
this to the color of the fraction and see
how this looks like. So there you go. We're going
to get ourselves this. If you're seeing the opposite, just flip the shaders over basically and you'll
get the result where dirt is being used on the white opacity of the
color. So there you go. Now the other thing that
we need to talk about is going to be how
we can make use out of the additional
information to blend in the values better. The way we're going to do it
is we're going to make use out of the Alpha that we
set it up previously. So this is the one
that we set it up. We're going to make
use out of this. And we're going to mix
it up as an overlay. So let's go ahead and do that. We're going to now go ahead and hold Shift and
a tap on the thing. We're going to search for a mix. So just put it over
here. Oh, sorry. I added it onto the wrong line. Let me just make sure I added
onto the right light like so I'm mixing it up and I'm
setting it up as a color. Like so actually we need
to reattach term like so. Just like that, I'm
also attaching it by just dragging
it outwards onto the end and making
sure it's added onto the fracture like soap
onto this connection. Now, let's go ahead and talk
about what we just did it. So basically, we're
mixing this type of a texture together with the
Alpha that we had over here. If I were to click
Shift and Control, we can see where we need
to basically mix them up. And right now, it's only
mixing it up by default, so it's not looking quite good. We need to mix it up
using a different mode. So we're going to mix
it up using an overlay. So let's go ahead and do that. It's a real nice type of functionality which you
can see how it works. It basically gets
those middle points to add more detail
in regards to that. And we can just control
the way it works. And then we can just
make use out of it in order for it to be
added to the fracture. And then we can
finally connected. I'm just going to tap shift and control and tap it
on material output. And we're going to get
ourselves this type of a result, which
is pretty nice. Let's go ahead now and go
on to the modeling tab. And let's see how
this would look like with our settings also, let's not forget to turn on the lights in case
we had them off. The selection. Just making sure that
the object types of disabilities are all on. Clicking zero go into
the render view. And let's see how
this looks like. Of course, Let's go ahead
and take this off as well. And there we go.
We got ourselves a real nice type of a setup. Grow quite like the barbed
wire, to be honest. So just a quick tweak in regards to the
setup going to click zero and going to add some bit of a barbed wire
at the bottom as well. Let me just go
ahead and do that. I'm going to take the
two icons over here. So Shift D, G is
just going to put them a little bit on
the edge as well. And I might need
to flip them over. So I'm going to
do a quick way of fixing it to make sure
that there's no symmetry. I'm going to do S y minus one and our z just going to
rotate them back in like so. Now they're going to be nicely flipped that are
not going to be in the same position
in regards to that. And they're going to be
married and everything is going to be nice if we go. Alright, so now let's go ahead and see how
this looks like. So zero, take this off, go to rendered view and see how this would look like. Right? And of course you can go
back onto the texture paint, go back onto its
draw tool over here. Yeah, it's probably
because I need to select this type of mesh. First day go. Let's
try it out now. Going back to the
texture paint mode over here and we're now able
to take she painted. We can go on to the texture, viewport shading is itself, and then you can
start painting over the texture and you
can see that it will actually go,
we'll start working. So let's go ahead
and just do that. And African just go
ahead and just add a bit of an extra in regards to the
dirt itself for the back. And actually we're
going to continue on with this in the next lesson. So thank you so
much for watching and I'll be seeing in a bit
37. Readjusting the Blender Render Layout: Hello, Welcome back everyone
to ai and pretty art, a course for digital artists. We're almost done with
the overall project. I just want to ideally set up a nicer shape around
this overall setup. So I'll just go back to
modelling and I will actually check this is within
the edit mode. I'll just go to the
object mode like so, and see how this looks like. It actually move my camera. So let me just go ahead and
click zero to go out of it. And let's see what we can do a fit with the
overall terrain itself. And yeah, the way
I'm going to fix it real quick is I'm just
going to go on to tab. I'm going to click Control
R at couple of edge loops. Legs are a lot of edge
loops actually, but before. So I'm going to do something
similar on this end as well. Now what I will do is just, I'll go on to the top-down view. I'll go to the face view. Let's see to go to my circle
selection and I'll just grab some of those
edges. Like so. Just like that, something of the sort going to hold Shift and just de-select
couple of them. And actually did a little bit too much in regards
to the selection. Something like this. Alright, so now I'll go ahead and just click back onto my move tool. Alright, This looks okay. I'm going to click
Control and I to invert it is said to drag it a
little bit downwards like so. I will actually make use
of proportional editing. So it's going to be here. So I'm going to drag
them outside like so. And this looks a
little bit better. I'm going to click zero to
see how this looks like. And we might even grab
a couple of other ones, a couple of our edges as well. I will go ahead and
do that. I'm going to click Control Z to undo that. I'm going to go out
of my camera and actually went to positioning to be something of that sort. Want the edges to be from here. So I'm going to select the bits that I
definitely want to have inside. Like so. Something like this. Alright. Like this. Integral is zero. Select the top again, like so. Maybe deselect this one. And then just going to go
ahead and click Control. I like it did before. Over everything down and it seems like I had a
selection underneath. So let me just go ahead and actually the isolation button, which is next to enter right away to deselect
everything inside like so. Now I'm going to go ahead and
go out of isolation mode. He said, Love it is down
a little bit like so. And actually I'm just going
to go ahead and delete it, going to then select it all. And I will go to Edit Mode, select it all up, divide it like so. Then I'll grab all the edges going all the way
around like so. Actually, just like that. I'll just go ahead and make
sure everything is selected. Now we're just going to
simply relax the vertices. Let's right-click and go into, there you go, smooth vertices, which is going to
make sure we repeat that little bit extra.
Just like that. It's quite alright. Something like this.
I'm going to click also part of
proportional editing and scale them out a little
bit outwards, like so. Like this, it looks quite okay. Is that a little bit of an
extra just a little bit more? Something like this. Yeah,
quite like this overall setup. Let's go back onto
the camera view and see how this looks like. Yeah, this looks much,
much nicer overall. We can also scatter a couple of prompts that we had before. So I'll actually do that a little bit outside
just to make sure I fill in the
overall scene. And I will just duplicate, grab all of them as
they are. Though. Top-down view Control D. If you drag it
somewhere like so. Bring them around and whatnot. I'm played overall
with the values and I just realized that I'm not
actually move them downward. So let me just go ahead
and grab them again. Perhaps this
de-selected and G said, pulling them downwards, like so. That's what a right is a
floating a little bit. So let me just go ahead and
just lower them down like so. Just playing around
with the shapes, making sure we have some
nice clusters and whatnot. Overall So that's going to
be quite alright. Final thing that
I'd like to do is ideally just to grab ourselves
a nice render out of this. So let's go ahead and
do that real quick. After I'm done with these couple of pieces
of paper like so. Alright, let's see
how this looks like. Yeah, this looks quite nice. Where all the lighting
is already set up. All we need to do is just
make sure we have ourselves a nice camera setups
or Resolution. 1920 by 1080 seems
to be quite alright. We're going to do maybe tweak couple of extra settings
actually disposal box, I'm going to make it just
a little bit smaller. Rotate it around a little
bit like so just smile. Small repositioning. Like that. Yep. Okay, so the final thing is going to be a couple
of world setting. Setup right now is just set up as a basic
type of a color. If we were to render
this by going onto the top button and clicking
render still image. But we're going to get
something of this sort, which is looking
alright, but again, the background might not
be quite there overall. So let me just go ahead
and fix that real quick. I'm going to go ahead
and simply go onto the world settings
and just change the background to
something more manageable. So maybe a blue tint like this would be quite, quite nice. Overall. It'd be even brighter
a little bit like so. Go ahead and see
how it looks like. By the way, we can click
F2 for an image or render. But let's see how
this looks like. A little bit too bright for me. I'm going to go ahead and
lower this down. Actually. Just lower down the color. Pick off the saturation
even a little bit like so. Playing around with
overall settings. And let's see how
this would look like. Again. Now, I'm not quite feeling it. I feel like there's a
piece missing over here. The reason why it's set
up like that and whatnot. But what I will
do is real quick, I will go actually and generate myself a texture out of this. Go to the two 2D view and just grab something nice out of this. So let me just go
ahead and do that. I'm going to change
disabled diffusion. Get the subject, makes sure
it's set up as a consultant. I think that's going
to be quite alright. Family photo, Emily, or something like
that would be quite nice. And let's just go
ahead and right away, just render this out. Something like that. Perhaps I'll make use out
of another generation. Want just fewer
members a little bit. The image should be
a little bit larger. So I think what
we're going to do is we're going to spend one more lesson on this
in regards to the setup, just getting some
extra final touches, and then we're going to
finally present the work. So thank you so much for watching and I'll be
seeing you in a bit.
38. Creating 3D Picture Frame Prop Using AI: Hello, Welcome back
everyone to ai and 3D art, of course, for digital artists. In the last lesson, we
left ourselves off by trying to get ourselves a
nice render out of the frame. And by getting ourselves an overall setup out
of the render already. Shaping out to be nicely, but we're still not
quite done with the overall settings since
I feel like overall, this piece over here is
a little bit too empty, so we're going to go ahead
and fix that up real quick. Yeah, going back to the two dv, I'm just going to re-render the setup that I
had families photo. And we'll just go ahead and
see how this would look like. And maybe more specific overall, not giving us the right
basis with the AI. So I'm not quite keen on this. I'll try to render it again and see how
this would look like. And it's just checking it out, making sure that maybe we have different types of settings or the overall prompts
that we're adding. And yeah, this is a bit better from a distance is
going to look alright, I'm worried a bit
from the close-up. Since this AI, as you can see, it has like extra
hands and whatnot. I'm not quite keen on that. And I might use out
of the first photos since I was quite
happy with that one. First. This looks quite alright. I reckon we can make
use out of this one. Okay, so what I want
to do is real quick just add a picture
frame into this scene. I'm going to click zero to
go out of my camera view. And just going to go out
of the render view or completely going to add a plane, which should be added over here. There you go. Alright? And then within this plane, I will add a material. Within the material,
I will make sure to add a nice photo
of family photos. Let me just go
ahead and do that. We'll click zero for
this one as well. Reposition the camera. And now let's go ahead and
just simply add an image. Let's go ahead and do that. Texture. Grab the first one
that we had that add in, and that's not the one. So let me just go
ahead and just grab the image name out of this one and go
back to shading and just real quick,
just find it over. Here. You go. Alright, it's
looking quite nice. I will cut down the
edges a little bit. Photo. Inside. Don't want to have a completely
square type of a frame. And I will go back
actually real quick and I'm just going to
type in photo frame. So to see what we get. And while we're waiting,
I'm actually going to go back real quick and
then readjust this. I'm going to make this quite
a bit rougher, though. This would look like this. I wanted to make it look
a bit shiny overall. You go from sort of a
glass on top of it. And I will add a Metallica little bit thing that's going to give
us a nicer result. When I'm working with glass, sometimes I like to
add a bit of that. As it makes it look
like there's a bit of an extra eye of a glassy
look on top of it, which I think looks
quite alright right now. Okay. Let's see what's this? It's not giving me
the right results. Let me just go ahead and
ask for a photo frame. Metal. Let me just go ahead and I
will need to change it from a concept art photography or although this
is looking quite nice, just go ahead
and lay it out. It's not quite there though. Let me just rabbit a new one. And this one is going
to be photography. So it should be giving
us more realism, which doesn't seem
to give us anything. So I'm just going to leave
it as a custom images. Go ahead and grab a
custom photo frame. This time I will
turn off the metal. Let's see how this
would look like. Here you go. We're getting ourselves a
real nice type of a setup. That's quite alright. We just
need to cut out the frame. Let's go ahead and do that. I'm going to go on
to modeling actual, real quick, going to set up a frame based
on this section. So election to cursor, going to put it back
in here, like so. And a simple plane that's going
to be a little bit above. And this add a new material on this one frame doesn't
really matter at this point. And we can go ahead now and
add the image onto this. So let's go ahead and do that. We're going to simply
search for image. So here, grab or Celsius photo. So let's go ahead and do that. Back to shading with
the name in like so. And actually I will want to have this specific
one that's PBR. I don't do I didn't do
it for the photo itself. But for this one
I will want it to be a little bit more like that. Let me just go
ahead and do that. We'll grab this
shader over here, go back onto the setup base, this n basis in like so. And a whale This one's a little bit, we'll put this basically
all the way at the back, like so take this off. We don't need them going to hold Control and just
reposition them like so. And now we should get ourselves a nice setup for this material. Let me just go ahead and have a quick look at seems
like the nice setup. They'll, I'm going
to go ahead and add the roughness value like so. And of course the normal value
as well. Just like that. And there you go. Alright, so the next thing
that we need to do is just make sure that we have ourselves a nice type of a frame. Let's go
ahead and do that. Actually, we will do
it is real quick. I will simply go
through top-down view. I'm going to go from the
render view like so. And just simply a cut ourselves out with this type of setup. So I think the best way
for us to do that would be if we were to just simply
cut out made part like so. Then I'm going to also
know the way I will do it. Actually, I will cut
out the outside part is the reason being is because
I want to use insert mode. I think that would be the
best way of doing so. Let me just go
ahead and do that. Now after this, I
can click Enter. I can select this link
I to insert it like so, all the way to like this. And then to this. Alright, Now, what
do we need to do is just move these vertices. So the way I'm going
to do it is I'm going to click G1 and then
I'm going to click G again to make sure we are in the move or in a slide
tool, in a slide selection. This way we're able to
slide the vertices without affecting the UVs themselves. Or alternatively, instead of doing that if were
to just move it, it's going to give us
this kind of a setup. The other way of doing it is if we were to
go on to our tool, there is options and there is something called
Correct face attributes. So by selecting this, we're now can move this around and
you can see that it's not going to affect the UVs itself is not
going to warp anything. So that's quite nice. Full interactive. Select the backside, delete it. So I select the middle
piece and probably insert another one like this
and delete the image itself. Like so. Or actually I will
leave this in and I will just extrude it in words like sono, replace it afterwards. This, I'd like to ideally
the outside just to click G and just kinda
bring it in words. This way we actually
have ourselves the texture on the side
as you can see like so. And I'm just wondering
if that's alright. There is an image on the inside. So that's why I think
this kind of result. Let me just go ahead and
put this in words like so. And there we go. We've got
ourselves a nice photo. Going to make sure that
back is filled in as well. Maybe not to this point, I'm just going to go ahead and now grab this go to UV, perhaps. It's not really important. The backside, I just
don't want it to picture the other side as well. I'm just going to go ahead
and just banded leg. So put it on the
side just like that. As you can see,
I'm just changing it would have this sort of look. I think that's quite alright. Maybe even more really worried
about the backside exam. Alright, going back to shading, let me just go ahead and
see how this looks like. I'm just going to go ahead and
just join them in like so. And this is a nice
photo to have. Alright, so now we can
go ahead and just put it up on the side
of this setting. Like so we want to look to
straight, but at same time, I want to make sure
they're of a nice, tidy type of a setup. Like so something like this. It'll look quite nice. I don't like the metallic
value at this point actually. I will take that off
from the picture. Let me just go ahead
and do that real quick. Sometimes it works,
sometimes it doesn't. In this particular case, I
don't think it would work out as much because in
regards to the frame itself, it would just look to do
Shiny to glossy and whatnot. But for this type of a setting, that's quite alright
to have it like so. Now we can click zero. And actually I will go
back to the modeling mode, click zero onto the setup and see how this
would look like. There we go. We've got ourselves
a nice setup. And one more final thing that I'd like to
do is just quickly add maybe a couple of rocks
in the background, like so. Let's go ahead and
do that real quick. So grabbing these rocks, like adding them
in the background. Just a couple of extra detail
basically just to help us break down the overall
edges a little bit. Maybe like so.
Something like this. That's whenever we're seeing it, you can see that it helps
us to break down this edge. And I'm not going to worry
about the overall setup too much. A little bit like so. Maybe grab these, put it
on the other side as well. This would look like, oh, it seems like a move the camera, so let me just go ahead and
reposition it real quick. Just like that. All right. One more final touch. One more final look at
how this looks like. Yeah, I think that
looks quite nice. I think it looks quite
alright overall. So let's go ahead
and keep that as is. And maybe Cameron is simply move to the
side a little bit. There we go. That concludes our journey through the course. We have explored a range
of AI tools designed to enhance greater workflow,
particularly within blender. We began by delving
into text-based AI, discovering its applications in a problem-solving research
and artwork publishing. Moving forward, we delve
into image-based AI, where we learn how to leverage generated concept
starting point. Next, we delved into
blender base, pretty AI. So all in all, I think that these skills will be useful
for you in the future. I sincerely hope you enjoy the course and I look forward to the possibility of welcoming
you back in the near future. My name is Luke happy
modeling everyone