Transcripts
1. Intro1: Hey, everyone. Welcome
back to the course. Today, we're diving to a full through the
workflow from start to finish as we model texture and render this
simple stylish bag. So in this course, we work through
every step process. Whether you're beginner or just looking to
sharpen your skills. This project cover the
essential technique you can use in all
kinds of design. Here is what we cover. Chapter one, modeling. We broke out the shape and refine it into a
clean low Cory mesh. Chapter two UV and wrap, you learn how to
prepare your model for textuing with an
efficient UV layout. Chapter three lighting setup, we create a simple
studio light ring in Brander for final render. Chapter four Smart material
in softens painter, I shall show you how
to bring it back to life with realistic textures
and smart material. So Chapter five is going
to be finally rendering. Let's do we render out our ba with a green lighting and
post processing setting. So let's jump in and
let's get started.
2. First chapter modelling: Hi, everyone. Welcome to the first chapter of the course where I'm going to teach you how you're going to
be able to create this type of bad
that you see here, and you're going to be
doing this all in blender. So before we get started, there's something
that I have gave you in the class
description that you're going to be able to use and follow along
while leading the Do. So I gave you a PDF in the description
that is going to help you to actually know all the shortcut keys of blender that you'll be
going to be knitting. A lot of time when you're
going to be modeling, rendering, all of
the things that you going to be ting in blender. So you have to go first of all, in the class description and then pick up the PDF and
after taking the PDF, take it and use it for seeing all the shortcut keys that you're going to be using. So now let's get started. So I have shown you the bag, and now what you
are going to do is go and create the first SM and it's going to
be here on you, and then it's going to be
here on general, right? So now, once you go to a new SM in nda they're going
to give you three objects. Before diving into
these three objects, the first thing that
I have to show you are the panels that you're
going to be using, right? So there are these tools
that you see here on sidebar that is going to
help you to model anything. And with the PDF that I gave you the description
of that document, with all of those shortcut keys, they're going to help
you for creating any shape you want in blender. So let me explain to you the
tools that we're going to be using in this first chapter. So the first two is
going to be this one, which is called Select, which helps you to select any object. So for example, if I can
select on this object, you can see it is
selected, right? There is this second chapter, which is, I mean,
this second tool, which is called the cursor
that helps you once you want to once you want
to bring any mesh, where the cursor will be. That's where the
object is going to be. And this can help you also like for moving your
object for example, if I select this and put if I select this and
select the cars and put it here and press Shift S and
cursor to selection to Csa, you go to see that script
to follow the Csa, right? So this is like the guidance for where
your object should be. And then let me press Control Z. And another thing that
you have to understand is that you have to
ways you have to go to front field first and
make sure that this cursor is actually at the wood origin
in the center of the X axis, Z axis, and also
the Y axis, right? And there is also
this move too, right? So this one helps you to move like an object on
the Zaxs on the. There's this Z axis
cross to the top. There is this Y
axis on the back, and there is the Z
axis on the side. And also it can even go down on the front and
also on the other side, and the link can also
bring it down, right? So let me press Control Z. So with that PDF on the
side is going to help you, it's going to help you for
all the shortcut keys, right? So once I have press Control, Zs going to come back, Yeah, and it is put my object to selection to carsfs
in the word origin. It's going to be
in between, right? So now we have a object here. So let me tell you about also this object that you
see in the seam. So, this one is a cube, right? So the cube is the one
which we are going to be using for
creating any object. So this cube is called
the Da foot cube, which always come every time you open blender
at your first time. Every time you open a
new ceiling blinder, you're going to be
seeing this cube, right? And there is also this
camera that you see here. So this is like a real
camera in the real world, the one which is used to take all the shot that you
see in the scene. For example, you have created your bag and you
have to render it. You're going to be
using the camera. So this is going
to be the camera. For example, if I press Z, let me just first of all,
go to to camera view. By the way, going to
camera view is zero. So once you prey zero, and let me show you something a simple trick and go
to camera to camera, you put this break,
and I'm going to come and you can see that
now it is taking the shot. So this is what Brander is
going to render, right? So now you have
understood that, right? So there is also this lamp. So this lamp is the
one for reflections. So, you know, in the real world, every oblet has to have
reflection, right? Maybe have added a material to a metallic material to your object and you
want it to shine. So if you wanted to shine, you have to use this light. So this is going to be used when you're starting to light your
object in lighting it be. There is another there
is a scene that I mean, there's a chapter that
I'm going to be telling you on the light, right? So there are four lights blind. So there is this point light, the sun, the spot, and an a light, right? So we're going to be using
this to this point light and a light once we go to
the lighting section. So for now, we're going to
be sticking on modeling. So let me go in front
and press A and press X, and then the lead,
and I'm going to press shift A and grant A. A cube again. So wondering why I
have lifted that and brought back
the cube, right? So this is essential
for aligning. You can see that the
X and Y and Z are 00. With this cursor in
the word origin, it's going to be started
in the word origin. It's going to be easy for
me to get started, right? I have pressed this
one in the center. Now, I'm going to start. But before I get started, there is something that
I want to show you also. So we're going to go
to the modifiers. Let me express to you the
modifiers that you're going to be using in
this first chapter. So now is the mode for
that want to tell you, there is the
subdivision surface, which help you to make
your object look smooth. There is this one, which is called the mirror,
which will help you. For example, let me show you what does in actions
that you instead. Let me select this spot delay
the faces right front w. Ca go to X mode, select this spot X. I know. X and faces. Right, now you can
see what's going but let me go to solid view. Let me first of all,
activate this clipping to. Then even this mode, make sure this one are
actually selected. Or active. So now what you're going to do here is
come through the front view, and if you move
one side is going to be it is going to me
moving the other side. So this is why the
mirror mode file can help you. It's
going to help. It's going to reduce
the work of rather than working on one side and going
back to the other side, it is going to help you to actually only
work on one side, a de is going to be reflected or mirror to the other side. So that's the usage of
this mirror mode file while we are actually model. So there is another one. Let me first of all, leave the top part so that you
will understand this. Let me go to, let me
just first of all, get out to X ray mold. So this X ray mold is like
it's like this wire frame, you want to select
behind and see that one. So it works the same way, right? W the same way. It just I just let all
decide at the same time, the back, also the front, and also the you only select the front and then
select even the back, right, because it's activated. You can see that if it
selected and I select this, it's only going to
select this part, right? But if I select this
and then I select this, you can see that also
select it all of the side. Right? So let me press Control T is something
that I want to show before we get started by modeling
our object all the back. So I'm going to come here
and delete the top pot. So let me first avoid
join this together. Let me use this. The vertex can select this pot and press G x So the red line is one, kind of, yeah. And so you have to know the arrangement of object the mirror is always
on the top so that it reflex the other side
and the subdivision to I has to go under the
mirror notified so that it is connected
very well, right? So now I have deleted
the top part. So what I'm going
to do, let me view. There's another modifor that
we're going to be using, which is called
solidifying modifier. So this one adding the
thickness to your object. Let me show you what I mean. So let's see, this
is the solidify. You can see there
are some thickness actually coming to our object. And if you want that you're going to just align
the thickness, and it is going to be adding the thickness
without actual. You're going to go through
the extrude, all of that. So this helps you want
your actual to have some thickness on your object
because at the first time, the cube is just
like a paper, right? So if you adding the thickness, it's going to look like
have some on the part and it is with
this modified help to adding thickness around. There's one thing also I
like to do is this one, which is called only the reg, so that let me fill this only the ring so
that I don't get too much because all we only adding all the facts and
don't work that you. Okay. So now I have showed
you all the tools that you're going to be needing in
order to create our bag. So now, let's get started
by creating the big, and I'll be showing you also other stuff while we are
doing the nod ling, right? So now, let's get started. I'm going to press here and
the press X, then vertex. Then I have deleted
all of my object, and I'm going to
press to object view, and I'm going to press Shift A. And after pressing Shift A, I'm going to bring
back my cube, right? So with that the
modifiers added, I don't even need
that right now. What I'm going to
do is first of all, add in the first of all, add the mirror modifier and the lead the verte so that it's going to be easy for me to actually mirror on the
other side, right? And then I'm just going to
bring this on this side, remember that I'm
in front of you, and I'm going to bring
this on the other side, then I'm going to rotate this, and I'm going to
remove the X ray mode, go to select faces, and I'm going to
select the faces and press X and lead the
top faces, right. And now what I'm going to do
is select this and press X and the Scalet on the y axis. And by the way, I have pressed X on scale. And what I'm going to do
is adding a root here so that I just start aligning
my object to the way I was. So the bag was looking
like this on the side. And maybe I can even bring
this one here, right? So now, I'm going to
go to the front view, and I'm going to start
adding in something. Maybe I can even bring this on the front and maybe this
one, bring it here. And I'm going to
add in some cats, and I'm going no by the way, adding a root catch this line
that you see is Control R, and let me add it
again by pressing Control R. Then I'm going to press Plus after pressing plus. It's going to be
scrolling up like so. And then I'm going to
press another mark, and I'm going to press it here. And now we have
this simple simple this simple object chart. It is going to be a
back in a few minutes. So now what you are going to do is I'm going to go to front view and adding
a simple modifier, which is the solidify modifier and going to come and adding
the thickness and I'm going to adding
thickness only the namlt only the rear I'm going to screen it so that
it's not too good back. The thickness of the
bag is not too much, and I'm going to come here and adding the
subdivision surface. So now you can see that it
is starting to get somewhere along and I'm going to
give it on level two, I start to see that it's starting to be
smooth and then I'm going to press A and then I'm going to Um, I want No, let me go first of all about object
mode and yeah, shade all smooth after shading. Auto smooth. Now I can
see that it have actually been had been had been
smooth on this side, and then I'm going to
check for the nomals. So what I'm going to do is come here and check if
the normals are correct. So let's see and I'll set up this car with cheese
that can have the stuff. They'll be able to look
just looking well. And see the mockup and. Let me walk with this product. So now what you're going to
do is to check the normals and let's see face orientation. Let me see the nomis I
think they are fine. Probably they are fine, right? Yeah. The nomals are fine, so it doesn't need
to do anything. So what I'm going to
do is come back and from a Has orientation,
just move it. And I'm going to start by
adding some cuts here. So that the back
we get some sides. Then I'm going to break
something around. Here, I'm going to add
something around here and maybe adding what we've got here also and we got here. Let's press stop and
go to object mode. I don't know why this is
having this weird stuff shake. This one has maybe in between. Remember bred dishes. But they have
something going on. I don't understand
why it should be something what's
comes in and the bit. I don't know what sell. Alright, so let me show
you what I did see, right? So I want to corret that don't
corvet maybe the bottom. And maybe I was I
just need to lay the bottom part and let me see, I deleted this part, and I'm going to come and start extruding it so that I
make it the way I want. So I pressed eggs and
deleted the faces, while holding control them, I selected these edges, and now I'm going to
start excluding some of it like son and I'm going to exclude it gag and again and
then press pf, right? After pressing F, and
you got object more, now I can see that the
bottom looks pretty clean, but I still have this so I don't know what is happening
around here. So maybe I could I add roof cat here. And another roof cut around Benother one about well and also adding
another roof cat here. And another roof
cat, maybe around. Probably like this. This is
going to work. All right. So now we have I've
actually completed the bag, but let me also on the top, just like skillet on the
skeleton of the edges. I'm going to come
here and like this but I'm going to come here and skillet on x in
the Let me add to it, and that's like Vax. So this is this one on the
good proportion editing rack. So you just do articulate this
on the proportion editing, and the shortcut is all
and just just press all. And you're gonna also
see it in the PDF that I have gave
you. There, right. So now I think the bag is ready. But let me just get
it on the x again. Maybe like maybe like so now you can see that we have a pretty
interesting bag, right? So now, move the cavity back. There is something
I'm not liking here. I think this part to be like
a little little too small. Machine there line on worry. Henki has this frog, right? But it's not even
necessarily need there because we're not even going
to be doing that, right? So now we have finished
the bag, right? You to finish the The first
part of the bag now going to come and start creating the handles where a person
actually takes the bag carry. The way we go to doing this
is by using curves, right? We're going to be
using curves so that we're going to be able
to make it route, right? So let me show you how
we're going to do it. So we're going to go to the front view and come
here to the edges. After coming here and I'm going to select this H
and then I'm going to press shift and
cursor to serect it, it's going to come and it's
going to be snapping there, and I'm going to press to object mode and then I'm going to press shift A and add in the curve. And I think I'm going to
go with a the knob curve, let me use a Bs curve, right? So now once I have done that, I'm going to come here
and go to edit mode, and I'm going to start
aligning this the way I want. Right? I'm going
to come here and select this and I'm
going to bring it, like so come here. Come like this card and I'm going to come
and select this spot. I think the basic curve is not working the way
I want it to be. So I'm going to
have to come here and delete this and I'm going to shift A at the nub curve. Then I'm going to come
here and bring it here and bring it on the
side here. Let me see. We can just photo press shift
and set this and press, escalate on the Z axis and bring it here
and just the mode this and this one and I got
to call and I press E Z, I'm going to bring
this on the top here. I'm going to press
and sorry for that. I'm going to come
and bring this here. And I'm going to bring this one. Eggs and rotate it just, like, so they're going to come just at there like so now
we have done that. What you're going to do now is adding some like the
geometries, right? So we're going to start
we're going to cave to the curve settings and here. And I'm going to
car now it is say geometry and that way
to scroll down to the depth and then
going to scale it like. So right now we have
created a end look, and now I want this to
be going to the top, so I'm going to bring it, so maybe bring it. Like, so it bring it down. The way I'm going to do it, I'm going to press A in
that bring this here. So now I'm going to go edit
inside because it's going to be it is going to be at the picture is going
to be taking on the front, but when you come
and press shift and duplicate this R Z parent, bring it back sheet, D, right, and Z, 180 degrees and then just
rotate it on the other side, and then I just bring
it like so, right? And I think what I'm going
to do is select this one and maybe just come up and select everything
this proportion. I'm going to come with this one. A So the way, by the way, the way I selected one object where they were actually attached
to each other. The way I did by a a. A, So here, what happened is that they
got snapped to each other, then the way you
separate them because I forgot to actually go back to object mod and make
it separate one. But there is no problem with it. You just press P and you just
separate them and then one goes on the other side
and you be able to edit one at a time, right? So now you can see
that I'm able to edit 11 curve or the time. I want to bring this on
this side and this one on this side also here
so that it is aligned, not not going to zoom me. I'm going to zoom out, and
I'm just going to bring this inside and this one inside. Standard is going to this. Is one got to object
mode and that the side. I can see that something
is carrying out. So I'm not going to be joining this together
because I'm going to be seeing later on once I make another course of
animation of this bag, then I'm going to
show you how you're going to join this
song but for today, I'm just going to be stopping
here for the first chapter. Alright now, guys,
so if you have take until the end
of the first chapter of the coast, thank
you very much. So I showed you how
you were able to create your bag in blender. So now the second
chapter is going to be lighting this
object in blender. But before we go, um I want to show I want to
actually add in an object. So that's going to be
sticking down, right? And I'm just right. Let me just input
this object, right? I'm going to input
an FBX FBX FBX. I'm going to come here
to my download on press. And after I've been
going to compressed, I'm going to go to my assets, and I'm going to come and
see what say the plan I tends on the assets. Song just says want to
buy the care divorce. Right now, I'm going to
come and input this as an FBX downloads braced assets, and I'm going to come
with plants and input this So now I'm got to scale this I'm
got bring this ****. Just to chill up say what? I'm shack. I was so ble. I Is not supported. I'm just going to come
here and copy this. I'm going to bring
it slice library. I'm just going to input
it as an BJ Copy it here. Input this and input an BJ
that I'm going to come. I'm going to download call
first assets and share LBJ. Wave input on the OBJ. But why it bring in this one? This is not the one
that I want to use. This chair. See. Be Alright, so now this is the one I want. And I'm going to come to here. And the rotation. I'm gonna pound that
maybe 100 in there. 180 180 minus R X -100. As to set I think. Dude. I'm going to give you this chair so that you can use
it to follow along. So I only added this
chair so that it's going to have a nice kind of um I did this because I want this back to have a nice
piece to be sitting on, don't lay on it's
going to be adding the orzing those stuff. Is going to behaving good. It's going to be looking
good with this because I realized that only making
a produvisualization, and modeling one or just
lighting it is not good. So you have to have
some assets that you're going to be using for
a good demonstration for what you page so that if a person see it
like a sitting on a chair with all
those details on which is going to
give your object. It is going to give
your product or what you're actually
creating look very more good because art it makes your
object look white better. So that's it for today, guys, I thank you very much for sticking until the end of the first
chapter of the course. I'm going to see in
the second chapter where I'm going to
teach you how you're going to be able to start lighting your object in blended. So now, I'll see you
in the second chapter.
3. Second chapter: Okay, guys, welcome back
to the second chapter of the course where I'm
going to teach you how you're going to be able to get started lighting
your object. So now in the first chapter, I showed you how we can just model a simple
bag and blend that. With a lot of doing, and I can just put it on a portfolio or your
clients for the front. But I told you
that I didn't join these handles on the top
so that you're going to be using this later on in the upcoming in the upcoming course
for animation of the bag. So now, guys, I'm going to show
you how you're going to be able to light
this object, right? So the first thing that the first thing that
you're going to do is I'm going to show you the tools that you're going
to be using here, right? So we're going to be using
these lights, right? So we're going to be
using this like one, two, three, four lights and
this background light also. So let me tell you which
light we are using here. So you're going to be
using this area light. There are four types
of lights in Bina. There's this point light, the sunlight, the spotlight, and the Nia light, right? So all of this light
have its own use, but there are two ones which
I never used in my life, like this one, like
the sun and the spot. But maybe the spot, but the sunlight is really
bad because you can just even you can even use an HGL light rather than
using the sunlight. So I think this one is honeymoon useful for, like,
product sualization. But this area lights and the
point light they are useful, but we're not going to be using the spotlight in this
demonstration here, we're going to be
using this area like now let's get started
going, right? So, the first thing
that we have to do is I'm going to show you
what we have here. I'm going to come
here and press H. Hid this and one, right? So we have this, and you can see that this is just like an empty space, right? So this is where we left
on the previous one. So we're going to come here and go to the word
and first of all, make sure that the
word is at black, and the strength is zero, right? So that we're going
to let me hide this So that once we
go to the outline, let me just hide
all of the lights. Let's see, we're going to
hide all of the lights. And you can see it
is completely black. So what we're going to do is show you something
you didn't know. I'm going to be
using like this one. I'm just not bring this one. Maybe bring this one
on this side, right? So if we add in the
light on this side, we're going to come
in here and render. You're going to see it's
going to start adding one like for actually
the shadows, right? But in order to do that, we have to have a nice
background on that part, right? Let me just bring
back not this one. Let me bring this fro here. So for the materials of the fro, what I did here is that I
came and selected this fro, and I made it completely like I made it
completely like a grass, right? So on my principal BSTF, I increase the metallic
and to go all the way to one and I decrease the roughness all the
way to zero, right? And then I add
this light, right? So now the light is hitting
here and you can see that you're starting to get the
shadow on this side, right? So let me go back
to the outliner and I'm going to come here
and bring back another light. This is going to
be a back light. Now you can see that you want
to bring the light here, let me show you where it is. So this is the
light that we have. So this is the
light that we have. So now we have two reflections
on the back at this side, and I'm going to bring
another one on this side. So once I bring this one, it's going to be like it's going to be casting the
reflection on the front, right? So now you can see
that this light is bringing the reflection
on the front, right? So now you can see that we
start to get somewhere, right? So now the light is hitting
on this front side. Right? So now,
once you see this, this is actually going to
help you to understand. So this is like
three point lights. But I don't use
three point lights. I use like four lights in the
pride from the background. And then I just added this one. So there is this
live which reflected here in this live from the back, and this one is
hate it different. And by the way, the way
you move your light is, the way you move your lights on its normal axis is by pressing G and pressing and G. Sorry. So the way you move your light
is by pressing G and ZZ, and it's going to move on your
normal on its normal axis, the way it is, dislps your
light in moving your light. And this one also you just press G and ZZ and
you move it to its axis. Because you can see that
there is no access here. You can also use this by moving any object on its normal
access the way it is. Now, I want to bring back another light so
there is this light here, right, which is going to
be the top light, right? The reason why I brought
this one is to just cast also the reflection
on the top, right? So now you can see that we
have this one, all the lights. So we started from this side, you saw that there is what
was a few light hitting here, and there was another light
hitting on the pipe for actually getting
this kind of detail. And also the first light
for actually showing this front part and the top
part for the top, right? And now for the final chip to show you how
you can set this, you're going to have to come
and activate the plane. And once you hit the plane, it's going to light the back. So the background we had was having these two
sides, show you. Can you see it is
having this side and this side for not casting the light for the light
bouncing in between here. And with this plane with
this plane with the meter, it's going to actually give you the best light on the back. So what you're going
to do is come here. And I'm going to
come to the shadow. Let's select this one
and come to home. So now, my emitter is 3.4 of power so that it is able to
actually emit this light. So in so how can you add the emitter request
Shift A and search for the emitter and it's
going to pop up here. You can just bring it
light, so Alright, so now you have so that you have seen the emitter and
the power of it. Come and you open this. You make this type of shape, and you bring a plane, and then add, you give it
the node of an emitter, and you're the one
who's going to actually keep its value. If you want to follow the
value that I have used here, let me go back to the
properties panel and show you. So I have used 10,000
words for this one, and I have used like
10,000 words for this one, also this slide here, and I have used this
also for 10,000, and this one And this one
I gave it 1,000, right? So you can see there
are three lights with one light on the
top, hitting here. The reason why I added
this one on the top is for giving a nice
reflection on the top. And with this background, with this background of
metalness and roughness down, it kind of comes it looks
like a grass or a mirror. And we don't like being cast
on the back from this plane, it is going to make
it completely white. So now, once you've done that, you're going to see
this type of render result this light
reflection here, which will give
you the results of the render that I
showed you in the intro about So you're going to get the result that I
showed you in the intro about that image of the bag. Alright, now, so, guys, thank you very much
for sticking until the end of the second chapter of the course where I
showed you how you were able to light your
object in blender. So the third chapter is going to be on how you're
going to be able to make some Uvian rock and
show you how going to be able to e put in
substance painter and make it before adding materials. And the next one is
going to be adding materials and show
you the way for the node groups that you're going to be using and
how you can actually the detail of your objects so that you'll be
ready for rendering. So if you stick until the end of the second chapter
because I'm going to assume the third chapter where
I'm going to show you the UVNrp and I really appreciate your time for
sticking until the end. I'll see you next time in the
next chapter because. Bye.
4. Third chapter: Hi, everyone. Welcome back to the third chapter of the course. We I'm going to show you how
you're going to be able to UV and wrap this object, right to all this back. So in the previous chapter, I told you how you were
able to light this product. So now I'm going to
teach you how you're going to UV unwrap this product. So the way you do this first is by knowing
what you have to press your seam where you're
going to UV and wrap it. So the way I did this
is just that, um, I came here and I selected this and I press but to edit mode and I started
making the same. So the way the UVN wrap
works is this way. So you have to find a way to cut your object so that
it will be a flat plane. There is a lot of ways. For example, if it's a cylinder, you have to go on
the top and like, let me let me open a new SM
me a new sending blender. Let me just save this. All right, for example,
this is a cube, right? So for example, you're here and you want to
ven rob this cube. Let me go to some like go to new to the
animation I don't see. So you're here,
right? So now you want you want to
ven rub something. For example, this is
a cylinder, right? Let's say that
this is a cylinder and you want to use it wrap it. And you have a
circle around here, and maybe the vertex. So the way you have to do it, you have to maxing on the
top here on the circle, and you have to
bring another line here to cut it into half so that this area will be flat so that it'll be
looking like this, right, so that it will be
looking like this. Yeah. So now if you put a line here, it will be cut in here
and then to be flat, you'll be left these
two circles here, and you can lay down and use
that rap whenever you want. And let me show you
for like a cube. You know, a cube is like a
cube is like this, right? Sorry if I'm drying badly, but a cube is like this. Right? This is a cube. So if you and rub this,
it's going to be. It has to be looking like this. So you have to find a way to
cut it and maybe one here, another one here
because this should be the top and another one here. You have to find a way to
do this super for the cube, it is easy because you
can just you can just use Smart TV project because the b doesn't have a lot
of detail one, then the Smart UV project, we just like UV this one, so is then to deflat
and this like this. But this is what the wrap. It's a way to find to take an object, which
is like a cube, a cylinder, a cone, any object, and be able
to cut it into half, make it flat so that if
you add in if you add in a material or a UV or if you add in a
material or a texture, it is going to be able to know how it's
going to read on it. So that way will be written on the flat surface of the Uvenap. So br now, we cut
it and that will be flat and then the texture will
be able to be added to it. So that's Uven wrapping, right? So the way we do that once
we have a complex object, but the bug is not too complex, actually, but for the bag, you can see that they have
bag some seams, right? So this is like a cube. So for me, I want it
to be stretched that I separate them into
different parts. So I took every part of
my let me go back to Obliq mode and hide this
edge and edge and edge. He. Let me hide this for now. Alright, so now you can see
that this is This is our bag, right? This is our bag. So the way I do it, I just I just cut it every piece into its own
individual by marking the scene. So, for example, if this scene
is cuted here and it goes down here and it goes
down here and here, so this is going
to be a flat climb once it is V and wrapped. So let me show you
in the UV details so that you can understand this. See, they are all separate
individual, right? They are separate
objects in the UV. So this one is like
this side here, and this one also is
like a side here, and this one also in the bottom, it is one side here. So it's better to just
if you sit there, you don't know how you're
going to envelop something. You can just go in the shape you have and find a way to cut the pieces that you want
into their individual so that you'll be able
to wrap it clearly. So this is the way I did it. I just went there and
I started to bar the same here so that blender
will know where to cut. Speaking of them, how can
you mark them, right? The way you do it is
that you come here and selt a vertex, the vertex? Yeah, this is an edge. I confuse them a
lot in the vertex, but it's still the same
thing. It doesn't matter. So one is this one is the edge. You just come and pick the
edge that work about the same. For example, I have
selected this edge here, let me just first of all, clear the CM now I
have cleared the SM, and now what I'm going to do is place ControF and let's shoot W. Sorry. I confuse them
with grateful again. Alright, so the way
you do this is by coming here and you just do the right click and you come here and select
what it says McSM. So once you select that McM, there is a red line which
is going to be put here on the part that
you have selected on the object that you have. So you can see that
even in the inside, I have actually separated
them because you can see also on the top that we
have this stuff on the top, right, with the thickness. So I even cut the thickness separately so that I
won't get any problem of even wrapping this so once I have cut in my seam
like this into the individual, then I went and pressed and I even wrapped
in the way I did it, if you're using a new
vision of blender, you're going to get this one
which is minimized stretch, and the one you play
the minimize stretch, it's going to your view wrap. Right, and you're going
to get a clean V. So that's the way you can
actually build a graph this. So in the previous video, I told you that I am going to show you how
you're going to be able to export this so that to be
ready for substance painter. So the way you do
it is that you come here to file and
you come to export. And then you come here
where it says, right? So once you come here, you have to come here and
click your NTS selection only, and you just come in
pre selection only. And once you press that, something anything which
is selected in the same is going to be
exported as an OBJ. So you come here and
export wave OBJ. You can even export it
as an FBX if you want, but we prefer OBJ because OBJ E doesn't have any
materials in there to be adding the materials. So then what I did is that
I came to selection only, and then I pressed Export OBJ. And then I needed to buy it I actually put it on
the desktop here, and then just export
here. It was done. But before you do that, there's something that you
have to do first, is that you have to
come here and activate your you have to have something which is
called the material, right? You have to give your object, the material so that once it reaches into
substance pinter, it'll be easy for
you to know where to actually give the
material to your object. So now, guys, that was
for the Uvan wrapping. If you have stick
until the end of this chapter where I
showed you the UvN wrap and how you can expot substancepnter,
thank you very much. I will see you in
the next chapter where I will teach you
how you're going to be able to where you're
going to be able to use substance pinter and
add the simple material to your bag and
be able to create the result that I showed
you in the intro. Now, guys, I'll see you then.
5. Fourth chapter: Hi, everyone. Welcome
to the chapter for adding material to
your object and blender. This is the fourth chapter
where I'm going to teach you how you're going to be able to add in the material
to your object. This is substance printer. Before we open blender, there's something I
want to show you in substance printer pretty
quick before we get started. I'm going to show you the basics on how you can add
in the material and the things you need
to know before you do anything in
substance printer. So this is going to be
your first scene once you have you open your
substance painter and you want to add the
material to your object. This is the scene that
you're going to see. The first thing you
have to do is to know which materials that
you're going to use. But first of all,
let me show you how you open a new thing, you come here to file. You just plain
control and you come here and select an
object that you want to select and I'm going to
come to the desktop. I'm going to scroll
down let me bring the and bring the bug, one BJ open. It's going to be selected there. I'm going to choose the
resolution that I want. I'm going to see this one. There is this 2k4k, 520 512. These are the resolution
that you're going to get, but loved to be better if you
just use the K resolution and change this to direct
X and then press Okay. And it's going to show minutes and it's going
to open the back here. Remember in the previous one
I showed you how you can add in how you can add
in the materials. Now you can see that I can
also take around here, this is the bag that you
have created in blind? These are the UVs
that we have here. So this is what happened once you have UganrbT is
the usage of uganap. Once you have the
best Ugan wrap, it's going to give you the best quality material to your object. Now you have done that, what you are going to do is
let me just put the sideline. I'm going to first
of all, explain to you the things that
you're going to need. First of all, you have to know the
materials that you want. I'm not going to go for
details on the materials, but I'm going to show
you the best way to get the best quality materials that are going to go
to customization. Here here in the material tabs, by the way, the materials
are on the side. Here is where you
find your materials. The one of the materials
and smart materials. There are also smart mouse, file, brushes, art environment. They're not going
to need this one. I'm just going to be
focusing on these too. There are these material, this one that have a
lot of details on it, and there are also the cross
mart material which have the best quality material
to give to your object. So me, I prefer using smart materials because
sometimes they're not realistic. You can just go and
customize them, but the way they are made, you don't need to
go from scratch. It's a building material inside the substance pen there
is no need to do that. Now, if you drag and drop
your material to the object, you're going to see
that it's actually going to bring it to this. But you can see that
the details are not way aligned
the way you want. Let me just, for example, show you this one. Let me just like this part
here and you can see, there is no problem around here, but it's not there is a
thing that you have to know in substance painter
before you add in anything in substance painter
other than in blender. In blender, you just import you just add in the
shades and the textures, then you bake later. But in substance painter, that's not how it works. The first thing you have to
do before you do anything in substance painter is that you have to come and change
this and first of all, bake the bake your object
before you do anything. So you have to compare to mold and come to say bag
beg maps, right? And once you're here, you're going to see these
big selected textures. But first of all,
let's first of all, change the solution to
two k. That's the way we want it to be and
then just bring this back and you just
bake your material, your materials as
it is like that, and now it's going
to bake your object and it's going to give you a pretty nice result
after baking this. Now it's going to be baking this and it's going to bring in the it's going to bring in a nice quality object and then once you
add in the material, it's going to give you
a nice result laid out. Let's return back to
the painting mode. To go back to your painting mode and you're going to come and search for which one can use? I'm going to be
using labor so that um that can I'm going
to be using it. Let me just come
and drag and drop this one and maybe
you can see now that the details I give it to to your material
to your object. You can even come and add another one. There
are different ways. You can see all of them
that they look pretty nice after baking in the details
nowhere to go and everything. You don't need to do a
lot of things here like going to the nodes
and doing that. This is not all about substance. You can also come and
paint and customize and make a good result
in your object. This is how you're adding
material substance spin. I just easy steps. You don't need to go too
far. For me, this is. I don't want to
do that because I don't want to go for
details on adding other materials or customizing them or adding mask or stuff. I'll be making another course for substance painter only so that you will understand more deep into
substance painter, how it works, how the layers
work, and everything. Stay tuned. I'm going to
be making another course. On selbstt spender only. This is how you just add in the simple material
to selbst spender. Then there is the last thing. Once you have done this, I don't want to even go through
all of these the normal. I don't need to go through
all the normal there nothing I don't want
to have more like a By the way, before we go, let me tell you how you navigate
it to substance painter. It's art and your mouth and you move with your mouse
and it's going to actually go through that. How you zoom it, it's scroll, you pin and scroll on your mouse and then it
is going to scroll as that. That's how you add in the
material in substance painter. Here is how you
export your material. You just come here to file the export textures and you come and set the
price where you want. You want to actually put your
texture to here to back. I just making you
fold may be textures. I'm going to make the textures
and set the textures. Select the photo and
then I just hit Export. Now my textures are going
to be ready for use. Now I can close my
substance painter with this simple material
that I have added on it and just go to blender. I'm going to come
and hit blender. After going to blender, I'm just going to come, and activate the non regular
don and no regular don. I can just press control shift and T and
just add in the materials. Let me show you the steps. Let me show the steps and
actions that you know how to use it because I want to go step by step without doing something heavier because I realize once you're
learning something, if a person goes first
into deep and the first and to give
you more information in just one tiny piece, you're not going
to get any But if a person just show you small tricks and you
do something tiny, and then you grow on it, and then you grow on it, it's going to help you a lot. Let me show you what I mean. This is the bag.
Now we are here. I'm going to come here
to the shadows and I'm going to come to my shadows. I'm going to come here
and delete this one and delete this this one and this one and this one Shift B. I hope you're using the PDF that I gave
in the curt description. Now, pressing
Control Shift and T, then you're going to come
here to the desktop where you save your file save it on the desktop and I'm going
to come back textures. I'm going to come
in to textures, press a select and
they're going to come let me go back
to Object mode, press zero to go to my
camera view and press Z, Brandon, and I'm going to
check what happens now. You can see that our
material is added to our back as easy as to dug
through all of these nodes. Now you have understand that there is something
that I want to show you that will
increase the results. You can see that this
node doesn't have anything where it
can attach to it. The way you do this is by
precix Shift A and I search for Cara mix, call it arm mix. Mix color. The one. Mixed color and just come here and you connect this
one to this one and connect this one to this
one and then you connect this one to this one, you can see that you have
changed the color and you just come and change it
from mix to multiply, and then it is going to
even add in the details. This one is the
ambient inclusion. Now you add it there and you can even add in the
car ramp to just control it. You just press them car ramp
and connected here and you can just to I made a mistake. I and connected
here, and I think. A bit creen come and
control have been creed. The way you want it to be, this actually are more
you taught your objects like the shins and
the because a lot of times the sect don't bring in than coming here to
just move this node and other one will be
better if you use this one but you can see that
the light here is actually working very well. You can also come and change up your settings and device to get the results
that you want. But for me, I don't
want to go far than this because I've been making advanced one coming courses so that I go there
because this one is for people who are
intermediate and beginners, it's better to give
you information that will help you
to understand. Few tricks so that you'll be
able to move on to the next. But first of all, understanding the
small things that you can make anywhere you are. Let me I think I'm just going to bring
back the way they were. So this is the bag, don't save. I'm going to keep
it the way it is. Object. By the way, by the way you save your
substance pens also cons you just save it and maybe name it by call it Bag save it. And now, see that it's saving
and I can enclose it. Now you have
understand the we can just add in the simple
bateria from something spinter to blender just simply
using a but material here. Now you can come
here and save it. Before we go, I want to tell you something that
you have to understand if you don't have the node
regular pest control shift and g and be able to actually
align your nodes pretty well. You have to come here
and let me return back. You have to come here to
render edit preferences, and you come here to
add on and search node. Non regular dm and activated by pressing
this tick and then you come and save if you're going to add a
material to your object, you're going to come and select your ob best control ship T
and to be easy and you have to come and select your like this one best control shap t and you'll be getting
this where you say, you have your textures and you just principle texture set up and to be added to your
object easy as that. So that's how you
add in the material to your object from substance
painter to blender. Those are the first step. I'll be making another full
course on substance painter so that you know how to
add in those crunches, how you can add rust
to your objects. I'm making that
courses also and I'm going to be making that
courses also here soon. So I will see you there and the next chapter is
going to be rendering. I'm going to be showing
you how I'm going to be able to set
up your camera. Also a depth to field and remove your denise and remove
your noise to your object. I'll see you in the last
chapter of the class.
6. Last chapter: Hi, everyone. Welcome back to the
last chapter of the case where I'm going to show you how you're
going to be able to render your object in blended. So what you're going to
do here now is one thing. Let's me, first of all, go back to Sorvi so
that I'm going to show you the first
thing that you have to do before you
do anything, right? So you're going
to come here and, Come here and first of all, bring in a camera by pressing
Shift A and then you're going to come and come
to log in the camera. Then let's send it to active by pressing light click and you're going to get
it on the side. And I'm going to bring it back. So the way you set your
camera is by bringing here and pressing
control art and zero, you're going to come to
view on your viewboard. Like, for example,
if you want to get this view of a
chair on this part, you just press the
camera that you want to set a press Control
art and zero, and it is going to actually get the shot
the way you want it, and you're going to
bring it up like so. Another thing that you're
going to do here is actually um adding in an empty
for the depth field. So what is the depth field? A dept field is
something that helps you to actually attach to
the thing that you want. For example, if you want to actually if you want to actually get something if you want to take the shot
of a particular place, you just go and add in an empty, you add in an empty and
after adding in an empty, you bring it to the top, like so and where
you want it to be. Where the empty is, that's where the camera is going to focus on. So the usage of Dept field
is actually, you know, in the real world, once
you're seeing something, other things on the
environment they are bright. So you cannot see everything
at the same time. You only see what your
eyes is focused on, but remember there's still going to be environment
around you. So what's going to
happen is that, or what you have actually focused on is
going to be the one which the dept field is going
to show and the other one are going to be br For example, if I come here and
select the camera, I'm going to add the
dept field and pig up this one and bring
this one here and I'm going to bring
this F stop to 0.5 after 0.5 with
a press render. This is going to be
the dept field here. You can see that. Let me
fo bring it down like so. You're saying this, you can see that the chair is actually bro. Your chair is broad and you
cannot see anything else. But the bag here
is actually heavy. It is not brad. It's
also shown in the scene. So that's why it's better to use dept field because it gives you the best quality where you actually actually
focus on what you're editing on and the other is going
to be environment they're going to be br shoving
there's something behind, but you only see what is
focused on the camera, the the only thing that you
want your camera to show. So that's the usage
of the dept field. So you have I love
using like 0.4 film. And after doing that, it actually shows
it shows this one. And once it is done, another thing that I like
fors is that you have to come and add you have come that indicated
this concentration for the camera and bring
it back just tiny. Let me just it like this part. It back. Now I have shown you I can set your camera
at the best way. Always remember guys to check if your foe current is at least 80 to get the
high quality image, and also that there
is this depth field here that is going to
cast on this part here so that you show the camera will only show what you
want people to see, what your camera is
going to be focused on, and also take this one for for the to make it a make
the fo correct to be eight so that the camera is zoned
in a little bit that's how product that's how
protector at shot in the rear wood camera on the rear Wood photography
and once you have done that, another thing that
you have to do is to include this part here and the pass peture so
that it is going to be all the way to the top that
feature at the full minimum. So at least you
have to reach one, so that everything here
is going to be broad. The settings for this
is in this camera set. Now once you have done that, you're going to
have to come here to here a lot of time for
you is going to be even, so you have to
change it to cycles. Once you have done
that, you have to come here to render and that makes something of at least 100 so that your render
will render it first. For you, the dfor the
thing is going to be 40,095 I guess I don't remember if this
is the correct samples, but this is this how far your
samples are going to be, but you have to
change it for 100. The reason for this is like, doesn't it doesn't matter
how much samples you add it, but don't go beyond
100 or both 50, your render will become so your random will be low quality. But if you increase
it or make it 100, it's going to be high
quality, in that case, it's going in that case, so it's going to be if you have added at
100 s to be in between, so it's going to be looking good so that it's going
to attract people, and you're sure to be
looking very well, even in fo k. But if you adding more sample it's
going to take longer to render and lay down, it is not going to help. It's not going to provide
anything for you. It's going to take
you a long time. It's going to be looking
the same as also like a person who have
rendered at 100 sample. And here you're going to
behave in 0 seconds, right? So the way you're
going to do this is by actually changing this 0-60, not one but 60. Because the reason for this,
it is counting in minutes, you know, you know, like 1 minute is
made of 60 seconds. So if you add it to 60, that's going to provide
you 1 minute, right. So here, if you add in the
time limit to 1 minute, it is going to make this look. I mean, it's going to
render this in 1 minute. So make sure that it's
going to be like that. Now I'm going to
go and, um, yeah, there's another thing
that you have to understand before you go to render here on the Filmmk right? Fm exposure, the windows. As you have to make it
transparent if you have an HDRI, I see for user tiles. So your user tires is
going to be like 202,056. And the better if
you decrease so that you remember at
small trees, right? So the tires are those
when you're rendering. There are some squares that come along when
you're rendering. So the smaller the tires, the greater, the
greater the render. So you make sure that you
you decrease your tires to 100 and this is going to
be enough for you to render. And so now you have to come
here to care management, and yours is going
to be non here. So the load depth is
going to be like that. So what you have to
do here is change it to high contrast, right? So once you change it to high controls no behaving
issue with any, I mean, your render is going
to change very well, right? So for example, let me show
you if it is like that. The way is going to
keep looking like, n just lab that here. So now you can see that
this is not good right, but if you change it from here from noon to high contrast, you can see there are some
changes which happens here. So another thing is
to move the noise. But before we go to the noise, let me first of all, show you how to change your resolution. The way you change your
resolution is that you have to come here to
the output properties and this here where po I have attached my mouse
so that you can see it here. You come here and the
resolution is going to be like your going to
be like this one, 190, you have to come
and change to fc. Once you change it to four K, you're going to come here and reduce the topon so
that integers this. Shape sig so that the camera will be not in like
a started shot. That's how you're going to
be able to render this one. You have changed
this from ST to foc, and you have to come here to here to the output
property here also and change this one and
locate where you want your file to be
saved for example, if you want to sell it
to your desktop, a. Now, what you're going to
do here is change, I mean, come and select the
photo that you want your file to be saved
this is on the desktop, you have to come and put on the desktop and that is going to be saved on your image is going to be saved on
the desktop, right? Or you can just even save it
later in the final random. This is where you're
going to actually pick up your file by format. Me, I just wanted to be PNG, but you can change to
JP if you want to, and you have to change
this to the RGB. This no, this is going to be all the colors
now black and white only. There's another thing that
you have to add here in the you have to come here to simplify so that it renders more faster
than it should. And once you have done that, what you're going
to do is come in to the compositor and
also search for this the noisal and
shift and search for the noiser and once
you have brought it, the noser you're going to
have to connect it here. For you, you're not
going to be heavy all of this point on the
surrender layers. So what you're going to do is
come here and first of all, find a way to change it. The way you change this
is come back here to your properties and come here, the change it to going to
come here to your layers, D layers, and I'm going to
activate your denoising data. Once you have activate
your denoising data, you're going to come
here and go back to your compositor and you're going to see this
result and you're just going to
connect this result, then connect here
and your noise will be removed once your
render finishes. So once you have done that, what you going to do is come
here and then it's rendered. You can just press EF 12 or just come here and render
and render your image, and that is going to
render so fast with the small samples given it
is going to render here. What you're going to
do once you finish it, you're going to co and
come to your image and save us seven
let's make it finish. Let's let it finish the washing, I save this image. I want to see how long
it is going to take. So if you're starting, you have to know that
sometimes the renders are going to take a few
minutes to render. But if this was that
thousand samples, it's going to take a long
period of time to finish. It's better if you just make it. It's better if you just add a few samples to it
and then let it. It is going to render
up to 1 minute. You have to reach
1 minute without actually finishing
it go to cut itself because remember that
we have actually set this to be time, one time or one time limit. So it is going to render first trying to find
a way to this one. The tires are squares that you see here and
the rendering now. After rendering, it is going to I is taking too long to render null All right. So now, guys, I think this
is pretty much this windows. But I'm going to show you
once it finishes the way I'm going to be giving you the details once your
render finishes, the way you can just
save your image first without going to go to that
output and save it there. I'm going to show you
after reading your image, how you're going to be able to how are you going
to be able to save. I'm going to be
putting some scripturs of the final render in the
class description so that you will see the way you can save your image after being
rendered in blender. So now, guys, thank you. I have reached the end of
the course, and now finally, I can say that this is the end but we're going to be meeting later
on other upcoming courses. For example, I tell you
that I'm going to be bringing a full course
on substance painter. Now, guys, thank
you very much for sticking to the
end of the course, and now I'll see you next time in another
upcoming course of B.