Blender 3D & Substance 3D Painter: Architectural Modeling, Texturing & Rendering | Alaa Eddine ZAIR | Skillshare
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Blender 3D & Substance 3D Painter: Architectural Modeling, Texturing & Rendering

teacher avatar Alaa Eddine ZAIR, CG Artist

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Trailer

      3:00

    • 2.

      Introduction: What to Expect & What You'll Learn

      2:44

    • 3.

      Part 01 Perspective Matching & Bathroom Modeling

      14:23

    • 4.

      Part 02 Modeling Bathroom Fixtures & Mirrors

      16:40

    • 5.

      Part 03 Modeling The Urinals & The Doors

      15:31

    • 6.

      Part 05 Uv Unwrapping 01

      14:20

    • 7.

      Part 06 Uv Unwrapping 02

      16:43

    • 8.

      Part 07 Substance 3D Painter Workflow

      18:51

    • 9.

      Part 08 Lighting & Rendering

      15:18

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About This Class

Welcome to my course, where I'll share my extensive knowledge and experience in Blender & Substance Painter. Get ready to unlock the secrets of creating stunning 3D models, including the iconic Red Bathroom from the movie 'The Shining' (1980), and texturing them in Substance Painter.

-For only a small sum of money, the course includes:

•A 2+ Hour eight-Part Video Lecture that explains:
•How to match your camera to a photo
•The workflow between Blender & Substance Painter
•UV Unwrapping
•Applying materials & textures
•Lighting & Rendering
•Exporting a RAW render image from Blender to Adobe Lightroom for post-processing

Meet Your Teacher

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Alaa Eddine ZAIR

CG Artist

Teacher
Level: Beginner

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Transcripts

1. Trailer: Hello and welcome to this course where I take you in a journey through the workflow of making this real-life bedroom. From the famous movie The Shining from 1980. You will learn how to model the bathroom in Blender, UV, unwrap it, texture, it is Substance Painter, and even process your final render in Adobe Lightroom. So let me introduce you to the things you will learn. Perspective matching. You will learn how to match your camera to a reference photo and laying the first stones with little to no guesswork. Modelling. I'll guide you through the modeling process of a variety of 3D models, namely the bathroom itself, the ceiling profiles, sink faucets, matters, urinals, and even the lights and the air ventilation system. Uv unwrapping. You heard right? You will learn how to UV unwrap uv pack your models, but also how to ensure all the UV islands are scaled proportional to each other. So you get no stretching, a no mismatching. As far as textual density is concerned. You will get an inside look into some of the tricks to reuse textures and get to uv maps of multiple objects to work together without overlapping substance, better workflow. I have in there the nerve wracking learning curve of the workflow between blender and substance Bader. So we don't have to suffer yourself. I'll teach you absolute best workflow that I have learned to work for me. And it will most likely work for you as well. Say goodbye to color maps. You don't need any of that. All you will need is exporting your model as is. And I will teach you how to export the texture sets without hassle, you will not need any external tools to merge your texture sets. There will be ready to use straight out of substance Bader, layering to rendering and guide you through the writing process, as well as how to set up your first shot. I'll also teach you how to export a role render image to do the post-processing where it is best done in an image. Post-processing software such as Adobe Lightroom. Don't miss out on the opportunity for an inside look into how I made this artwork. 2. Introduction: What to Expect & What You'll Learn: Hello and welcome to this course where I teach you how to model texture and render this iconic Bathroom that was featured in the famous movie, The Shining, which was released in the 1980. You will learn how to match your Blender's camera perspective to a real-life reference photo and eliminate a lot of guesswork. After that, I will teach you how to model the Sings, the faucet cartels into your geometry. Make the Mirrors and the light pads, the Urinals, the Ceiling light pads, and the ventilation system, and even the Toilet Stalls. You'll also be learning how to model The Doors, how to add Ceiling profiles, like so when it comes to Uv Unwrapping, I'll give you tips and tricks to UV unwrap your model and make sure that all the Uv islands have the same Taxol density. So you get accurate results when texturing your model. And it will not be difficult to align the tiles of the different walls to each other. You will also learn how to export your models one-by-one to Substance Painter, I have discovered the ultimate workflow for blender that eliminates all the hassle that you may be familiar with already working with sepsis Bader, and Blender can be as a huge hassle if you don't know how to approach it correctly. And that is why there are external tools that will allow you to merge different texture sets by with the matter that I will be teaching. You either have to deal with any of that. Your textures will be cleanly export it from Substance Painter to blender. You will not need to set up any color id maps or anything like that. As a matter of fact, you can export your model without any materials. Once we're done with the Texturing phase, I'll teach you how to set up your camera and light your scene properly, only with emissive lighting, no fake lights, only emissive lighting. Once we do that, we can render unexplored the render as a raw image. So we can use a post-processing software such as Adobe Lightroom, which is heaps ahead of Blender's built-in compositor in terms of usability, can house fast. You can obtain the results 3. Part 01 Perspective Matching & Bathroom Modeling: It's time to start. We are in a fresh project. Let's activate the shortcuts. You can see the shortcuts on the right side of my screen. To do the Perspective Matching, we need to create a camera. So shift a, create a camera and then go to the camera view by pressing zero on your numpad. Then we go to the camera properties. We scroll down background images. Add. You can increase the opacity of the image by using the opacity slider. Now we need to use the perspective plot or add-on to match our camera to the scene. You can access the Perspective butter from the end panel. I got it under camera because I'm using the simple tab add on to group my add-ons under categories. Plots Perspective. Now we need to align the green and red handles to the lines that appear in the scene to match our camera to the scene and to preview what we are doing. We are going to create a plane. Now, let's move the green handle like so. You can read the documentation on this add-on to learn more about it and how to use it. We can scale our plain to see what we are doing. Let's move it down. Scale it. Maybe we can see that we are getting somewhere. Let's try to be a bit more precise with these handles. Your mileage may vary with this add-on. Results are not 100% correct, but it will be enough to get the first stones through the door and eliminate a lot of guesswork. Maybe we can move this red handle to the left side for a better result. It's looking better already. Let's substitute this plane for a cube. To start modeling our Bathroom. Let's scale the cube. Go to wireframe, move it a bit down. We need to know that windows, so we are going to create one. So what we can do here, we can go to Edit mode, go to face select mode, select a roof, move it to the top. Like so. Now we can see that the cube is aligned with the room, but we don't have it aligned with all of the Bathroom. That's because we need to create the rest. So for example, we're going to create this site. Before that we are going to create an edge loop, control or make the edge overlap with this edge here. Now, we can grab this face and extrude it. Like so. We can grab these two faces. Press G, move them to the left. Now let's create the exit door. Let's create a new edge loop. Control our move it to where it overlaps with that edge there. Create another one. This one to this side. There we go. Now we need to select those faces that we just created. Extrude. Now the Bathroom is a lot larger than this. We're going to grab these phases, maybe go to Solid mode to make it easier. And drag these to the back. Now if we go into the cube, we can see that we're getting somewhere. Let's do something and turn on back face calling in order to see the cube from the outside. But we can do that because the normals need to be recalculated. So go to Edit Mode, face orientation, select all ALT N, recalculate the outside. Let's change it to the inside. There we go. Now we can see the From the outside. Let's disable that face orientation. If you pay attention here, you can see that we have a counter near the emitters or it can put your stuff in order to create that, we need to go to the edit mode. But before that, I would like to move this side forward so we don't have this wall much larger than this one. So we can do is select these edges, Control Alt, and press any edge. We can select these manually. Press G and move it forward. Now we can select this face, move it forward. Now, let's press Control R, create a new edge. Select this face and extrude it. Like so. Maybe move it a little bit to the back. There we go. But we still got this wall here larger than this one. So what we can do is simply pushed this one even further. So we are using the GI button and constraining the movement to one of the three axes. In our case, we are using the X axis to constrain it. I still feel that this side is a little bit too small. So let's select these G and move them to the back. So if you pay attention, you will notice that the Bathroom that we got so far is a lot smaller than the real thing. And for that, we are going to bring in another reference photo. You can see that we don't have this part yet. And that's what we are going to create now. So to simplify our process, we are going to disable back face calling. Go to Edit Mode or bringing the shortcuts again. Go to Face Select, select all these faces. You can press C to go into this select mode and press Delete and choose faces. Now that we have deleted those faces, we are going to go into edge mode. Select this edge. Enabled a slapping, make it into edge, snapping, extrude, and snap it to this edge. Now what we can do is select these edges here. Extrude. Now we can fill pen. In order to fill this area, we need to create a vertex here and a vertex here. So we have clean topology. You want quads all over, so subdividing will allow us to do just that. Let's change the snapping to vertex. Snap it to that one. Move it up. Now up to that one. Now we can create faces with clean topology. There we go. Now let's extrude Ceiling. We can, let's select these and fill them. Let's create a vertex here. We are subdividing. Let's move this here. Now we can join these two by selecting them and pressing Jay who you want to symmetrized our bedroom as much as possible so we don't have to worry about topology later on and Texturing issues So maybe let's try grateful. There we go. Now let's select this face, extrude it. Maybe move it a little bit further. Then let's select this face. We extrude this one to. This one needs to go a bit further. Like so. If you pay attention, we have this edge here not continuing. Let's correct that by pressing Control R. Creating this one. This one too. Now we have duplicate vertices here. We can do to fix that is selecting everything, pressing M, merged by distance, or we got four vertices that have been removed. We might have to adjust the dimensions later on, but we have the base geometry. That's good for now. Now let's work on the Ceiling and go to the front view and switch to wireframe mode. Let's go to Edit Mode and select the top vertices. Let's bring them down a little bit and then extrude them back upward. Now let's go to Solid mode. And if we deselect these edges here in the middle, because we want to bevel our Ceiling. If we bevel now, you can see that two edges are clashing together. So what do we need to fix that is moving these two vertices to the side. You can easily do that by pressing G twice. Now we need to re-select those edges, press Alt and Shift and click the edges so that you can quickly select the flowing edges. Like so. Now you need to bevel Control B and add as many edge loops as you see necessary. Now let's go inside our Bathroom. And when you bevel, you get this window, you need to change it to custom and replicate the profile that you see that they have drawn here. And this is the result you will get. Okay, that was the first lecture of this series, richer Egypt, the next one. And if you have any questions, feel free to the VM message. Anywhere you like. 4. Part 02 Modeling Bathroom Fixtures & Mirrors: Welcome to the next lecture. So let's start by creating the Mirrors. To shift, to select it, Let's create a cube. This first shape is going to be the light pad. Then we can duplicate it and turn it into ohmmeter. Make it even thinner. Maybe more. I think that's enough. Let's create two edge loops here. Let's disabled snapping, scale those edge loops. Let's grab these two phases here. Extrude upwards. Like so. Let's apply all the transforms. Let's select this face, press I on your keyboard to insert like so. Maybe extruded bit. Now what we can do, we can grab this face, press shift D to duplicate, and move it to the side. Let's maybe grab this edge that's enabled the snapping again to the bottom. Let's grab that side. Move it about there. There we go. So now we can extrude this mirror. Actually, let's disabled snapping. And do that again. We need to recalculate normals. So ALT N, we calculate outside. Let's inset this phase G and move it a bit to the back. Like so. And we got ourselves the mirror. Let's go to isolated mode. Let's move. This may be closer to the light pad. Let's use the array modifier to duplicate these without much effort. So we got 123456 light pets, six light beds and 5 m. So let's make six. We'll see what happens. We can always apply the array modifier and adjust them as we like. Like so. So maybe let's move the mirror to the other side. Now we can apply the array modifier. We need to delete the extra mirror. Go to Edit Mode, select one phase that control L to select the link geometry and delete it. Now, if you notice here, we have like a board going on there and we can easily create that. Go into edit mode, selecting this face, Let's duplicate it, and then press P separate selection. Now we can select it, go to Edit Mode, select that face, extrude upwards. Like this phase. It's enabled the snapping. It's maybe make this side snap to Phase snapped to that edge. Now let's get holes into our Geometry. Select the phase shift S cursor to select it. Create a cube, add an array, and make it five. And it seems that we have a cube under every meter. So we can go to the top view and try to position the cubes under the Mirrors. Like so. Let's create a Boolean modifier. Select the cube. To see what we are doing. We can go to Viewport, Display, change, display as to balance. Now we can see the holes. It's create a duplicate of these cubes with them down. Before we go forward, Let's go back to texture mode. Let's go to top view. Maybe make the cubes smaller. Like so. Let's create another Boolean modifier. We can simply duplicate that. Change the display mode to bounce. Let's try to flip the normals, see if the Boolean modifier will work the way we wanted. Keep changing the options until you get the result that we are after. Let's flip the normals on these two. Like so. Let's move these cubes even further back. Now, for the labels, we have six labels. We can duplicate that, which if we can go to Edit Mode, that might not be necessary. Let's duplicate this Boolean modifier. Let's select these. Move them to the back. Perfect. I'm having trouble with the shading. Maybe enable some of the options we have here to make it easier to see what we are doing. Now I would like to model the sink so we can simply duplicate this Boolean cube. Let's give it back its original shading. Let's delete the array modifier control a. Let's apply all the transforms. And now we can simply bring this face down in sets with I and extrude downwards with E. Just like so. Maybe Control L to select everything that disconnected and bring it forward. Let's select the back face. Let's extrude. Now we can add a bevel modifier, add more segments. And we got our zinc. Perhaps we can select the bottom phase control plus to select the next connected faces and bring it down. We need to bring this two. Now, let's create the faucets. Let's create a cube. Scale this cube. Go to Edit Mode Create edge loops, doesn't matter how many. Let's create one on this side with Control R, scale it and bevel it with Control B and use the mouse wheel to add more edge loops to it. Let's select the middle faces. Like so. Let's extrude. Move forward, rotate while constraining the rotation to the y-axis by using the key. Why on your keyboard? Extrude one more time. Scale. Let's create edge loops here. And then we select some vertices. Like so. Right-click. You need look tools for this. It comes pre-installed with Blender circle. We get a weird result because we have not applied the transforms. So control a. Apply all you go to Edit Mode. Circle, extrude this circle. Scale with S, constrain it to the z-axis. Type zero. To flatten them. We go to face mode, intersects with I, extrude up. Now we need to select these vertices here. Right-click circle. Scale them down, Extrude. Extrude another time. Let's select these faces by holding Alt Shift and clicking Alt E extrude along normals. Add an edge loop here. Bevel it. At another one there, bevel. Now let's add the subdivision modifier. Let's add an edge loop there, bevel it. Now to get the handle to the other side, we can symmetrized the model, but for that, we need to apply the origin to the 3D cursor. Now, edit mode, select everything, bring up the search menu. Type symmetrized minus Y2 plus Y. That are better ways to model this faucet with cleaner geometry. However, it's not that important, so we did not put too much effort into it. Now we need to add the array modifier. We need five faucets. Let's go to the last sync and make sure that the faucet aligns with it. Great. Let's maybe click the faucet. Go to the search menu and search for Shade Smooth. Now let's create the drains to face select mode. Because it's selected, let's create a cylinder. Let's make it really small. Let's go to Edit Mode, select the top face, inset, and extrude downwards. Like so. Let's make it even smaller. Now we need an array modifier. We need five of them. Let's go. Let's go to the last sync and get it roughly in the middle, right there. For the labels. If you pay attention here, we have labels in these compartments. We can easily duplicate the Boolean cube, change its shading back to textured, go to Edit mode, alt N, recalculate outside. Let's kill this cube to become very thin. So let's move it to the back. And we got our labels. In the next part, we will create The Doors, the Urinals, and hopefully even more. If you have any questions, you can contact me on these links. And social media 5. Part 03 Modeling The Urinals & The Doors: Okay, We are onto the next part. Before we go even further, let's adjust the level of the floor. Go to Edit mode. Press control seven on your keyboard. Select all these faces here. Press G and move them downwards. Now it's time to create the Urinals. Let's go to Edit mode. Select these two faces here, extrude, select this phase shift D to duplicate P separate by selection. Select the new face, extrude upwards. Select the back face, bring it forward. Create a new edge loop. Level. Cursor selected, create a new Q. Go to Edit Mode. Make it resemble a tall urinal. Select this edge here, move it to the back. Select this face, delete the face, create a new edge loop. Select this edge here, extrude it. Now apply all the transforms be to solidify modifier. Let's give it some thickness. Make it even thickness. Enabled, only rim. That's good enough. Apply it. Now we need to add another one. Same options. Let's apply it. Now. Add a subdivision surface modifier. Now go to Edit Mode, select everything, search, menu, crease. We need edge, crease, Shade, Smooth. Select this face here. Let's scale it. Now. Maybe we can create an edge loop there. Bevel, it creates an array. We need five of these. Let's apply the subdivision modifier. I'm leaving some space for the boards that fall between them. And on each side of these Urinals. Let's create a new cube here. Let's make it as high as the Urinals. Let's enabled snapping. It's create an array modifier. We need, I think seven of these. I actually need six. Change it. Maybe make it thinner. Now, keep adjusting the Urinals and the boards until you get a good fit. You can press Shift while adjusting these sliders to make even finer adjustments. If you pay attention here, you'll notice that we have some details that we will need to create. So go to the main urinal. Selected The Uv sphere. Scale it by constraining it to the z-axis. Disable, snapping. Like so. Now let's create a cylinder. Let's rotate it 90 degrees. Scale it to become really ten. Select the middle face in sets, extrude, bevel. And we got ourselves The Urinals and their accessories. Now we can create the door. But if we compare the size of the entrance or the exit door to watch, we have what we have is smaller so we can go to top view, go to wireframe, select everything in the scene, go to Edit mode, go to vertex select mode, select the left half of our Bathroom and move it to the left. Now, create an edge loop in the middle. Bevel it right there. Create another one maybe here. Now we can select these faces. Press P separate by selection. Delete these modifiers that it inherited from the Bathroom. Now, we can use the second view to help us model the store. Should forward cursor to select it. Now we need to set the origin to that cursor. Now we can rotate our door like so. Now let's go to the bathroom again. Edit mode. Select these edges, press shift the duplicate, move it forward. Press F, then P, separate by selection. Delete the modifiers again. Good phase, edit mode. Insert this phase. Like so. Delete this face. Let's delete these edges. Select these two vertices. Snapping mode to vertex. Right there. Let's select the surrounding edges. Move them Back. Select these edges. Scale to the side. Now let's create an edge loop there. Bevel it and add more loop gets to it. And we can use a profile. We need to scale it so that the profile could work. Now we can bevel these. I had to move that edge backwards to be able to add a profile. Maybe move it forward. Press G twice to achieve this. Now let's bevel again. Move to frame forward. We need to flip this frame and we will do that by scaling it negatively. Scale with S, press Y, and then type minus one. Like so we get this result. We will need to scale the door. Go to Edit Mode, bring this face higher. Let's extrude this part of the floor For the door handles, we can simply create a cylinder rotated 90 degrees, scale it. Let's move it there. Let's create an edge loop. Create an edge loop there. Scale. Let's select this face. We bevel it. We will use the same profile as the door frame. Select that face, extrude it. Maybe select this edge here. Select these faces, kill them. We select that face there. Now we make sure that parallel with the door. Go to Edit Mode, duplicate, rotate, 180 degrees, Shade Smooth. And we got the door handles. For the other door. We can simply create an instance of these. But before that, let's apply the origin to the frame because we want it to inherit this origin. Let's select them in this order and then Control J to make them one object. And then Alt D to make an instance. Rotate this instance 90 degrees. Go to top view wireframe. Let's bring it here. Instances save memory because it's the same object, but if you modify the original object, the instance will also be modified. Let's go to Edit mode. Let's create edge loop here. Let's look there. Let's delete these faces. Turn-on blackface calling. Like so. Let's go to the original object selected. Select the surrounding edges of the frame, extrude. As you can see, the instance has been modified. Great. Maybe stop this door from overlapping. Those black artifacts are caused by Z fighting, so make sure your faces to not occupy the same space. Like so. Let's extend the floor here. Alt and recalculate the normals. Alright? In the next lecture, we might work on the ceiling prompts and probably the toilets and their stores 6. Part 05 Uv Unwrapping 01: Hello and welcome again. In this lecture we are going to work on on the Uv Unwrapping. But before we proceed, I would like to make sure that my bedroom is ready for that, such as applying the necessary modifiers and making sure that the faces are facing could the correct way. The first thing I would like to look at is the Boolean modifiers. So as you can see here, we have Boolean modifiers. We need to apply those in order to UV unwrap our bedroom and prepare it towards the texturing process. Now, let's select the cubes, press H to hide. We don't need the sinks either. I'm going to select them. The faucet to we don't need the Mirrors and the light pads because they will be textured inside Blender. So let's hide dose. As you can see here, the door is not facing the correct way. If we enable face orientation, is able back face culling. We don't want to see Red inside of our Bathroom, only outside. So let's fix that by going to edit mode. Select all ALT N who recalculate outside. The instances also corrected. The Urinals have an issue too. But as you can see, some parts are red and sub-parts are purple. We don't have the necessary thickness. So all you have to do is add a solid if I modifier. Now we do it to be a good idea to separate the floor from the rest of the geometry of the Bathroom. So what I'm going to do is select the Bathroom, press forward slash, go to the bottom view control seven. Now let's go into edit mode. Let's select these faces. You press C to go into that select mode and click and drag. So no P, separate selection. Now the floor is separate selection from the rest of the Bathroom. So let's hide it. Now what we have to do is go to Edit Mode. This is where the Uv Unwrapping begins and it begins by adding seems to your object. So the software can know where to or how to apply a image texture to your 3D object. So as you can see here, it's a mess. And if we press U, UV unwrap, it's a mess because we don't have seems like a teddy bear. It's not one object but it's stitched together. Those stitches are actually the seams. So we have to tell the software where those seems a beer for an object like a Bathroom. Now what I would like to do is add seems to the major edges of this Bathroom, namely the corners and wherever else we see fit. So let's select these corners. I'm pressing Shift Alt and select an edge to quickly select the connected edges. Now I will add, seems to this because I want to texture this part that has been extruded separately because it's not a wall. We will add seems to this because we wanted to texture It's separately as well, because it's not a wall. It will be the same texture as, for instance, this part that has been extruded. Shift and click again to deselect. Right-click mark scheme. Now what we can do to speed up the process we will apply seems to these corners as well. But we don't want to select a manually. So what we can do is select every unique edge in terms of length. Search menu. Select similar This is the shortcut length. Let's go to wireframe mode. Not all of them have been selected. But let's proceed mark seam. Now let's select this edge linked. Right-click mark seam. We forgot that edge there. Mark scheme. Now let's select everything you on your keyboard unwrap. And we don't want to see any kind of stretching because that's indicative of missing seems, as we can see here, this part is larger than this part where we can do to fix that is enabled this Uv sink selection button. Let's select a face there. Control L, the select linked by siem. Let's press Hue, smart Uv project to Uv Unwrapping separately. Let's rotate it 90 degrees. And let's bring it up there. What I would do next is add materials to my Bathroom. So let's create a new material to moles. Now let's delete this window here. Shift a. Look for image. If you have denote regular add-on, you can simply press Control T to get the mapping nodes. Now what we need to do is add a new texture. Let's select color grid. Now, if you have the node where angular Add-on installed, again, it can simply Control Shift and click on this image texture to connect it. Let's go to the material preview. It looks big. So what we're gonna do is increase the scaling to seven. The next thing I would like to work on is the rotation of these Uv islands. So since we have the color grid applied, we want to be able to read the letters. So for example, let's select a face here. Control L. And if we scale it by minus one in either X or Y axis, we might be able to fix that. So let's try it. Let's try the x-axis and fixed it. So let's select this face, for example. Control L. So rotate 90 degrees. To do that again, Shift R to repeat the last action. Let's scale it by minus one. Let's scale it by the x-axis, minus one. Let's rotate. There we go. We can read this wall as well. So let's do this for the rest of the walls. So it's coming along nicely. As you can see here, we can read the letters on these walls. And I will show you how to do it for this wall. So our 90 degrees shift our deal with again. Now let's scale it by minus one. So press S. If you, if you look at the top-left, he sees scale X. So we need to remove the x-axis by pressing X. Now we have removed it. Let's type minus one, minus one. There we go. We can read the letters on this wall. So let's do it for what I believe to be the last wall. Patrol L. Let's try to scale from the get-go. So let's scale by minus one. That fixed it. Now, let's do it for the red structures. So let's select this island L. Let's make sure that it flows not the same direction. You don't need to be able to read the letters, but at least like make it flow like for example, we see that this for F4, F4 is upside down. So let's get these to be upside down as well, at least. So let's rotate it. And there we go. It's upside down. Let's see, Let's see, let's make these upside down as well. Maybe Rotate 90 degrees. And let's, let's select these as well. 90 degrees, upside down. Let's select these upside down scale minus one. So we can make them face to the right direction as well. So let's do it for the cubes as well. So what I would like to do next is assign another material to this geometry because we have the walls and they have their own texture, and we have the red structures, and they have their own texture as well. So let's create a new material. Let's call it red structures. And let's select the faces that will be assigned to this. So we have all these faces here. Let's go to the top view to wireframe. Let's select all these phases. Again. Let's select these faces. That face there. Make sure you don't miss any. And make sure you don't select anything that is not part of the red structure. Now what we can do is click on the new material and hit Assign. So if we go to the material preview. Now it's textured Individually. Though was part one of the Uv Unwrapping. Make sure you don't miss the next lecture where we continue our Uv Unwrapping process. If you have any questions, please don't hesitate to ask 7. Part 06 Uv Unwrapping 02: Now what I would like to talk about is textual density. What is textual density? Let's go to Edit mode. Let's select the bathroom walls material. Hits select to select the walls that correspond to that material. Now let's deselect Uv song selection. Now. Imagine this is our image texture. Each island will occupy a certain number of pixels. If an island is big, it will occupy more pixels. And you don't want islands occupying varying amount of pixels. This same model because then you will have some parts that are detailed and some parts that are not detail. So what you can do is use add-ons to recalculate the textile density. In my case, I'm using the Uv pack master. This is not a free add-on, but you can find free alternatives. So what I can do is select everything, go to the end menu, go to Uv pack master. Now, I will disable the rotation because we have already fixed orientation for our walls and we don't want that to be messed up. And this is the option where it, to recalculate the textile density and scales, everything Art, consume the same amount of pixels. Normalize islands. Now you can stop here and texture your model. Or you can do another trick and make the islands overlap, but make them so that they occupy the same amount of pixels. The way the reason you would do that is because you can export a smaller texture, but your model will be highly detailed. So how we can achieve that is by selecting everything. Let's scale like so and keeps selecting the islands one-by-one and moving them inside the Uv space. As long as you don't go outside the Uv space, You'll be fine. So make sure that you largest islands still fit in the Uv textures space. So we have a limit to how much we can scale everything because we have some large islands. For example, here I think this is one Ireland and it will not fit. And this corresponds to the back wall because it's quite large. So what I can do here is simply create a seam there. Mark scheme. Now let's go back to face select mode, and let's select linked. Now, let's UV unwrap these again, and we need to fix the rotation. So one of them or both, I think bowed. Yeah. So maybe scale minus one, rotate 90 degrees. Okay, So this one is fixed. Now let's focus on this 190 degrees. One is fixed to, let's select this Ireland, bring it up. And select this island. Bring it up. Now let's make sure that this one is not outside of our texture space. Right there we go. We can scale everything a little bit. Just the little. Just to be sure. Now what I would like to do is work with the red structures. And since we are texturing multiple Red structures with the same material and the same textures. We're going to have to make them work together in the UV map. If you go here, you can see that each object has its own UV map. But if we don't want them to overlap, that, we will have to go into edit mode with all the objects selected and packing them into Uv space. But since we are allowing them to overlap, we can at least make sure that they have the same textual density. And for that, we need to work with them at the same time in edit mode. Forward slash on your keyboard to make everything visible. Let's go into Bathroom again. Let's make sure that these bases have the red structures material applied to them. Assign like so. Let's go into this skew smart Uv project. Though, as you can see, we get a real result because for example, this face is not that small. So what do we need to do is control a, apply all the transforms. Know if we Uv Unwrapping again, it will make sense. Now what we need to do is select a Bathroom. And these boards here go into edit mode, disable Uv sink selection, make sure that you have applied. The red structure is material two, these are boards. Now let's do that again. Select the Bathroom to read boards. Now, we can press Select and we get all the faces selected and we can see them here. Now what we can do is pack these and normalize them as well to their textual density is the same. But as you can see, it doesn't quite work. And that's because we have not applied the transforms to the bathroom. So Blender does not quite know how large or small this is. So let's try that again. Red structures select. Now if we pack again, we get more natural result. I would like to do now is make the Uv islands overlap and to simplify our process, we will increase the margin pack. Now let's increase this. And we, as we can see, we have some large islands and we want to make sure that the largest island fits in our Uv space like so. Now we can manually move these inside. Control L. One important thing to make sure of is that nothing is outside. Double-check this. There we go. We can now select the Bathroom moles, copy this image, texture, paste it, Control Shift and click. And as you can see, we have our Red structures material setup. Now let's UV unwrap the Ceiling. Select the Ceiling forward slash the Ceiling is quite straightforward to UV unwrap towards we are going to do is select all the corner edges, hold Shift, and click any edge. Right-click mark scheme. If we Uv Unwrapping now, we will get a strange UV unwrap. Well we can do to fix that is by way to the top view. Actually let's go to the front view. Let's select these faces here and press Control plus wants the dog faces are, have been selected press Control Z to go back one step. Now let's invert and go to the top view. You can invert with control. I will. Let's go to edge select mode. Let's deselect the middle edges. We only need the border ones. Right-click mark scheme. Now select everything UV unwrap, and we get this result. So let's create a material Ceiling and plus the ceiling tiles. Now let's Control V. Okay? It's bring the textures from the other objects. It's good to the material preview. No stretching that I can see. Now let's UV unwrap the floor, which is the easiest object to work on. Let's unhide it. A few. Select everything. Uv unwrap. Now, we can work on the door. The placement of the scenes is pretty straightforward. So right-click mark seam. We need a siem around there to mark seem. We need the seam around this door. Right-click work seem like everything. Uv unwrap. We have a mess because we need to UV unwrap the handles Control L. After we have selected some geometry of these, you smarts Uv projects. These are not important, so select everything. Let's back. And we have our door UV unwrapped. Let's make sure that it is facing the correct orientation. So space these. And I'm going to flip the faces so that the world looks natural. So we have this result here. And I'm going to pack again. Maybe pick another time. Let's select these handles. Patrol L. Let's kill the manually. Select everything. Disabled, normalize because if we want to keep the scale of the handles and we've got our door Uv Unwrapping. We forgot to UV unwrap this objects here. So I'm going to select it, go to Edit mode. Let's apply the older transforms. Use smart Uv project. Now it has been UV unwrapped and we can apply the material read structures to it. Now to make it the same textile density as everything else, we can go into edit mode with both the Bathroom and this objects selected. And there is a useful option in Uv back master that allows you to adjust the textile density to the unselected object. So let's select this, adjust TD to unselect it. And there we go. We have our object having a similar textile density, but it's not quite accurate yet. So maybe let's select both of these. Okay. So let's select this face and do it again. I would say it's working. That was the trick. Now let's move it to the Uv space. I have taken a look at the Ceiling. I noticed that not all of the plaster Uv islands PowerPoint the same way. For example, here, they are upside down. This, these are sideways. Sideways is fine, but upside down is not because you might actually be able to tell that it's not pointing the right way once it's textured. So let's rotate it. These are sideways. Sideways. These are not sideways. Rotate. Alright? As long as they are sideways with the same direction, It's fine. Now what we need to do is select everything again. We need to pack once more. We will also need to UV unwrap the labels. Let's apply all the transforms. Good edit mode. You smart Uv project for simple objects you don't need to mark, seems to matter will leave. You can simply use more to Uv project. Let's create a material for it labels. Now what I would like to work on is the Toilet Stalls. We visually have many objects, but we only have to because we have an array modifier. So let's select all of them. Go to Edit Mode, select everything, pursue smart Uv project. So far it looks good. Now let's add a material to The Doors, Toilet Stalls. Now let's select the other objects and then keep the doors to be the last thing we select, Control L, link Materials. Now we Fruit press Control V, ear and Control Shift click. We can see that we have the same material applied to all of these. We don't need to do any Ireland correction because as I can see, I'll do long edges are vertical. The world would look natural because the wood has some kind of lines and you don't want those sideways, you want them on the long edge. There wasn't. The next lecture we are going to work on the texturing process inside Substance Painter 8. Part 07 Substance 3D Painter Workflow: Welcome to this lecture. In this lecture we are going to work on the texturing process inside Substance Painter. To make that possible, we will have to export our objects one-by-one into Substance Painter, texturing them, and then exporting the textures from Substance Painter and applying them inside Blender. So what I would like to picture first is the ceiling itself. So let's go to the ceiling. The way I would export it to Substance Painter is through File export FBX. Now I'll select the folder, changed the object type to mesh selected objects. Now let's go to Substance Painter and imported. Alright, this is Substance better. Let's go to File New. Hit Select and browse to the folder where you export it, the file and select it. Like so. Let's hit okay, discord the current project. Now, here's our ceiling. I'll search for bear plaster and drag into our model. We want to mask it. So add a black mask. Now, we want to use tool here called polygon fill. So it has multiple modes. Triangle fill, polymorphic till Nashville and Uv chunk field. This is what we want to use so you can select that and drag onto our Uv islands that we want to texture. Or you could do it here. And it's faster. Now what I would like to do is import our ceiling tiles texture from outside Substance Painter. So drag it from your File Explorer into Substance Painter. So here's my Substance Painter material, and I will drag it into the assets window. Drop, Current Session, import, drag and drop. At a black mask, Uv chunk fill, select the ceiling. Now we can select this ceiling and resize it. So make sure that a cube here is the same size as a light pad or an orange or red, because we want those to look realistic and blend together. So this looks good to me. What I'm going to do now is go to File Export textures and find the folder where you want to explore those textures. Select the folder. I want to leave it at eight bit data array. I want the size to be two K. But before you export it, we need to select the output template and Substance better, unfortunately does not come with a Blender template. So the closest thing to it, perhaps, is the unity universal pipeline. You can duplicate it and make it look like the world I have here. You can drag from here, the ones that have squares next to them are the ones we are exporting. So focus on those. Or you could Google Substance Painter to Blender export template. And probably you can find a free one in arts station or guides in YouTube on how to create yours. I'm going to export. No, go back to Blender, Select these delirium Control Shift and click. Now we will use the Node Wrangler add-on another time to apply the textures. So Node Wrangler, while this is selected at principled setup and browse to it. As you can see, we have our ceiling. It fits. Now let's work on the room itself. So I'm going to export the room. We will not be exporting the bathroom, toilet, The Urinals boards because it's not necessary. We will reuse the texture that we are exporting in the next few minutes. So I'm going to export a Bathroom itself, File export FBX. Now let's go to Substance Painter File New. This occurred. Now we have the Bathroom. It looks weird because there is a lot of face calling going on. So you can probably fix that by going to shader settings and change that to maybe PBR metal raphe with alpha blending. Let's see if that fixed it. Okay, that worked. I'm not sure why I'm getting this weird result here. Okay, Let's move on. So I'm going to apply the Alamo and Hellman ceramic tiles. Going to put these here? And the color I'm going to be using is we do not have need to mask anything because Substance Painter also works with Materials. And we can see that here we have the material Bathroom walls, whatever faces are assigned to them material, there will be textures with this, so we don't need to do any masking. Now, let's change the color of these tiles to something like this hex color. Now let's work on the red structures. I will use the polystyrene material and I'm going to drag and drop. And we automatically got switched to the red structures. Now what I want to do with this is disabled the color and add a fill. Now with the fill, I'll paste that text color again. Now we can scale it down. Not the fill color, but the texture file itself. Let's adjust somewhat of the settings. Alright, there we go. Now what we have to do is export. I would like to mention that some walls don't align and we can easily fix that in Blender. Now going to export to the folder of my choosing to malls. And maybe let's rename it malls and do Red shrug tours. I'm going to export into K eight bit deterring, same output template. And let's export. Now let's go back to Blender. Choose the room. Delete these. Control shift, click. While the principled shader is selected at principal setup, browse to your room. Now as you can see, there have been mixed together. So I'm going to choose only the wolves. As you can see, it's working. Now as you can see here, we have the walls not aligning with each other. We want the tiles to end at the same height as everything else. And we can actually fix that. So how can we fix that effortlessly without much hassle? So what we can do is go to Edit Mode, Add a plane, scale it, maybe, and assign this shader to it. And now we can actually see our texture here. But we don't want any sort of glitching going on. So when we move our islands to align the tiles, we don't get those issues appearing in our model. So if you go to Edit Mode again, let's select the faces assigned to this. You can see that the plane here is encompassing all of the Uv Ireland. If we export the FBX again and go to Substance Painter, re-import the mesh. Now you can see that the texture fills all of the Uv space. Now, if we export again, reapply the textures in Blender, delete that to moles. Now you can see we have no glitching and we still have the textures applied to our Bathroom. Now we can easily move the islands and align those tiles. So how exactly do you get these walls to align or these tiles to align? It's pretty easy. So let's go to Edit mode. Let's select the face patrol L. Make sure you are on seemed to select the island. Let's disable this option here. See what we are doing. Press a while, you are hovering on the Uv space and move it like so. And get this slide in the middle, the next wall. Control L a and move it as well. Let's get that wall in the middle. It is a chore L. And repeat this for, let's do this for this wall. Let's select this L a, move it. Let's zoom in to make fine adjustments. Select that. Let's select this face again, move it to the x-axis. So let's select this face. Let's select this face. So I think there is a disconnect here. Yes, there's a disconnect here because these lines don't align. And that's because we have somehow not made sure that we have the correct pixel density for all the faces. So what we can do is select this wall Control L, select any face here. Now, de-select if you have packed master. This is the workflow for Pack master Uv pack measured. Now if you select Adjust TD to unselect it, it will fix it. Now we can try to align that fall again, and it does work. Let's do it for this wall. Now we have seen there. Okay, This one needs to be fixed to. Now it's fixed, right? Select that face L. Let's do it for this one. Alright, select this face a. This is why textile density is very important because it saves you a lot of headache down the line. Okay, we got our walls are all aligned. Now it's time to work on the door and the floor. So let's export the door. As FBX. We will export the floor. But before we do that, let's extend the Florida a little bit so that it looks natural in renders. Now we need to UV unwrap because we have edited the floor and we can export it. Now let's export the toilet stalls as one object. Now we are in Substance Painter and there is this nice wood texture that I'm going to use. We need to rotate it so that the lines are vertical and I will change its color to be bright. Now I'm going to apply a mask to the frame because I want the door itself to be red. I'm going to use mesh, fill and click on the frame. Copy-paste, clear the mask. Now let's select the door and change the color to red. Just like so. Now for the door handles, I'm going to look for another texture. Use a mask and select the door handles. The floor. I would like to show you the process because I had to come up with my own pattern, which we are going to use on top of our resonate boxy material. So drag-and-drop your PNG file into Substance Painter. Now we will have to use some other options than the default ones. For example, let's change projection to Uv project and Uv grab to repeat. Now we can tile this like so. Let's look for resin epoxy. For the labels are I have a readymade image. This is how it looks like. So I'm going to import it as an image and put it on top of the labels. Drag-and-drop, texture. Current session. We can simply drop it there. Like so, we can know export this. Alright, so we are back in Blender and I have just finished applying the textures that we have exported. And a bedroom looks really good. No issues whatsoever. In the next lecture, you will learn how to set up the materials inside Blender for the remaining objects and set up the lighting and get to rendering 9. Part 08 Lighting & Rendering: Alright, welcome to this lecture. This is probably the last lecture where we set up the remaining materials, set up the lighting, and do a test render. And I will also teach you how to take that render and process it in a photo processing software such as Adobe Lightroom. For the materials we will not go in depth into how to create metal, ceramic and the legs of that. I have an asset browser Library and I'm going to import materials from that into my scene. I would like to start with the sinks. Silver Dragon job. Now for the drain, I want it to be silver. So silver. And for the sinks, we're going to search for ceramic. This one we will do for the urinals. We have to use two materials. So I'm going to apply the ceramic one. Then go to Edit mode. Let's enable overlays. Let's press and select Control L. Now let's add a new one. Let's look for silver, but we have just used and click Assign for the toilets. I'm going to get creative. Now let's delete the default material from the toilet itself. And then we can select the other objects and then the toilet Control L and copy the material setup to them so you don't have to delete the default material for every object manually. You can just copy the material set or bad. It will be deleted for everything else at once. Just make sure the toilet has a material placeholder control. L. Know all of these do not have a material. Now, let's select ceramic. Now for this one, I want to use a darker ceramic for this metal part. Silver for the ceiling light pairs and the air vent. We are going to upload materials as well as make them matched texture. So let's go to the light pad. Let's zoom in. It's good to edit mode. To enable overlays. Let's select this face here. And let's create a new material. Let's call it emission. Now for the emission, we will have to select an emission color and an emission shrinked. So I'm going to go for three. Now with the space selected, we're going to press Control. I. Just select the inverse. Let's add a new material. Select silver, assign. Now our light paths will have the same texture for the event. Let's do same silver. Now let's go to the top view. Let's make sure that these match the texture of the ceiling. Let's move that there. And now let's adjust the array modifier. Just like so. Let's do this for these ones too. Now let's do this for all the rest. Now for the mirrors and the light pads, we will apply the same principle. So select, go to Edit mode. Let's select the first light pad and go to the search menu. Search for similar parameter. Go to the materials, create a new one. Search for emission. There we go. Now, let's select Link Control L. Let's de-select the emissive power to manually while holding Shift. De-select these, create a new material. Look for silver Now for the mirror, they're going to click the meter parameter again. Create a new material. We are going to create our own mirror material. It's quite easy. All you have to do is reduce the roughness all the way down. Get the metallic all the way up. Control, Shift and deselect. These. Create. Actually you don't have to create. Just click Assign. There we go. If your mirror material does not work, make sure that you assigned it to those faces. Now, before we continue, I would like to add some walls outside of our bathroom. How we can do that? It's pretty straightforward. Go to the top view with the floor selected, go to Edit mode. Let's select these faces. Friends view, it showed up. That's enough. Now let's select those faces that we have newly created. Let's bring up the UV editor again. Let's press you, unwrap. Let's add a new material. Choose bedroom walls, assign. Now we need to fix the textual density. So what we can do is select the bathroom and the floor and go into edit mode. Select the bathroom to select the face here. Go to the UV space, Control I to invert and choose the add all of your choice if you are using UV pack measure, you can follow along. Adjust td to unselect it did not work because we need to apply the transforms. Let's try that again. And just like that. Now why don't we go and do a test render. Go to the render tab, make sure cycles is selected and press this button. I would like to increase the intensity of the light pads to something like 20. If the scene is too bright, you can simply go to color management and play with the exposure. I also strongly advise you to get something else other than the default, the blender color profile. There are third party color profiles such as the filmic color profile. It takes you renders to the next level. We can also apply the doors array modifiers. So we can open at least one door. So let's apply. Now click this door. Let's go to Edit Mode. Separate by loose parts. Select this face cursor to select it. Now, origin to 3D cursor. And let's rotate. Just like so. I have imported some assets. These will not be covered in this tutorial because they are not fundamental to these lectures. But you can easily find assets online or blended add-ons that will provide you what assets you can use. I'm going to create a camera. Now. I'm going to go to you to wireframe. Shift a camera. I'm going to rotate it 90 degrees. I'm going to scale it. Bring it there. Now, you can press Zero on your numpad. And as you remember, we created a camera before and it's still in the scene. So you need to change the active camera to the new one. And let's drag it into the sink collection. Why not? Now you can press home on your keyboard. I would like to change its resolution to 1080 by 1080. But let's bring it back. I think that's good enough. Maybe higher. It's good to the front view. Let's go forward 25. And let's bring it to the front. Like so. Maybe 25 is too much. I like this. So I'm going to the render view. And there it is. You can set up your camera or however you want. I advise you to take your time and test your renders until you find out sweet spot. Now the other thing we can do is enabled depth of field. Once you have made sure that everything is good and you like the angle, you can simply go to the render menu and hit render. Once you do that to render with start. And we can wait for it to finalize. Now once my render is finished, I would like to export this as a tiff image to import it into Adobe Lightroom, the post-processing. But before I do that, I would like to add some glare to it. So go to Window, add a new window, go to the compositor, enabled the backdrop. And to get these nodes, you need to enable use nodes. Now what we can do is shift control click to enable the viewer. Now shift a search for glare. Put it there. Let's change the mode to folk glow. The quality to high, and the size to six. I'll tweak it now we can export. So go back to the render window. Let's change the render result to the viewer node. Now we can go to Image Save As, and we need to change the file type to TIF, the color. We'll leave it at RGBA, color depth to 16. This is crucial. Remove the compression to none. Override filmic. This contrast. Hit Save As image. Now once you are in Adobe Lightroom, you can import the image. Here's my image. I'm going to click import. Double-click. Once you are in Adobe Lightroom, you need to adjust the settings according to your taste. So I'm going to do some adjustments. Now let's add a vignette. Shall we? Once you're done, you can simply export. This is the menu where you can export. Can choose a folder. This is the fruit of our hard work. I strongly recommend that you try every combination that comes to your mind, different materials, different settings, different layer, room options until you reach the ultimate best you can achieve. And with that comes the end of our lecture series. Please leave your feedback, whatever it is. And I hope to teach you again soon enough.