Transcripts
1. Introduction: Hi. So another class all about texturing
in substance painter. Hi, my name is Harris, also known as the fridge. I am a 3D artist working in the industry for
the past seven years. Today I bring to you the
continuation of my last course, which was modelling of
the forbidden blade. This time we're going
to be texturing our blade and we're gonna
be using Substance Painter. Going through the basics
of Substance Painter, how to UV unwrap your models and export them from blender to
be used in Substance Painter. And then we're gonna
be going through the basics of substance painter, the layers or the brushes and different things that you
can be using in that. And also we'll
just be looking up on how to export textures from Substance Painter
and then adding them important than black to Blender. And then rendering out our
scene after lighting it just a little bit so that
we can get a nice result. So hopefully you've
been following me through the modeling
course as well. And if you are, we can
continue with that and we can texture are forbidden blade and hopefully get
some good results. So hope to see your renders
as well and enjoy the class.
2. Preparing Model For Export to Substance Painter: Okay, Welcome guys to
this texturing class. Hopefully you were with me in the last class in which we made this awesome little dagger from our reference images over here and mixing
and matching a few. And now we're gonna be
working on texturing this inside of
Substance Painter. So we could do it in the texture paint workspace
or the shading workspace. And it could look fine. But I wanted to show you guys a substance painter workflow and how you can move
your assets from Blender or any of the 3D
program that matter into Substance Painter and
start texturing in that and get some
amazing results in that. So let's go ahead and
start up with this. First of all, what
I want you to do is before we make any
changes to our file, we just gonna go and
save as and dagger. And then we underscore,
oops, dagger, and then we texture ring. So that we know that this
is where we start to texturing and anything
goes wrong in the model. We can just come back
to this default state and make any changes. Or we have another extra backup. So we don't need this. I'm just going to go read of this and the camera can stay. And we can just reset
our cursor. Cursor. Okay, so for texturing, we will need to
unwrap this model. Of course, if you don't
know what unwrapping is, it is basically opening up and opening up these
objects as if there was like a paper or wrapping paper or fire
or something stuck on it and we strip it and wrap it to convert this 3D object into a 2D object on which we can paint on hopefully
the image over here. We'll make some sense
and tried to get you to know how that works. So for unwrapping our
objects, first of all, we need to apply these modifiers because these modifiers are
only working in vendor. And when we move to Substance
Painter for example, if we have this one, will only be getting half of it and
that's not what we want. So we've saved our model. If you want, what you can do is just select all of this shift D. And now we have a copy of our model and we can just go
ahead and move this to Our, move this to our archive
in which we will have our model and anything else that we can go
back to if needed. We also saved our project. Now, let's go ahead and
apply the modifiers. Now how you want to
apply these modifiers are from top-down. So the one you added first, you will apply that first. For example, let me show
you if I apply this, then I apply this. Now we have applied them and now it is hard baked into it. Now we have all the
geometry and we have no, no modifiers. But now this is all one thing and we can just use it to
edit the mesh as well, which will be really good. And there's another
whole process of baking your high poly mesh into a low poly mesh and
using normal maps and stuff which we may
again to in a later class. But not right now. We did this. Now let me just show
you if we can undo. If we would have applied the subserve first
and then the bevel, and we get our results are changed because then
it applies a subserve. First, it may look similar, but we lost all that detail that we tried so hard to make. So just check your
settings once more. Number of subdivisions
to perform. And this is the number
of subdivisions to form when rendering. This is only going to
work when rendering. So when you want to
actually sub-divide this, when you apply it, it will
apply the level over here. So we would like a higher level. So three is fine. So let's just try
this and apply this. So we've got that
same with this. Everything is fine,
nothing's wrong. We merge it. It's merged anyway. So you can apply
our mirrors and now we have mirror applied. Then we can apply that bevel. So now we have the nice
pebbles applied and we'll go for three and
apply this as well. Now we have a high res model. We can do this too. This one only has a
bevel just to play this nice and simple. The Rings. Play the bevel. We can move this to two because it looks better on two things. You've got to three. Now
three is over. Two is fine. Same with this. Apply our bevel, apply our nice smooth
texture and apply. We have a subdivision subserve
fresh list that I guess because we don't see
our bevel right now. Do we want to bevel
it now because we have these weird artifacts
that we were getting. Kinda looks fine, but
that's why we want our subserve first and our bevels second wife,
you don't bell at all. If you don't bevel at all, It's fine as well because
we did do some edge loops. You know what we could do? I just thought of this. This is a model and these
spaces are totally extra. It might interfere with
ours in the UV mapping. It might not because
we can't see it. I guess it's pretty big area. I guess that's fine. We've done the two. If you do come to some
problems with this, come back and edit it later. So I'll just go ahead and
apply the three subdivisions. That's fine. Too. It's fine to apply
the bevel as well. Same with this
flight, the bevel. This is only one. Definitely 23 is the way to go and mirror definitely
tomorrow this as well. So now we have a nice edge. Now, if you just want
to select it all, I'm just going to edit mode. You can see we have nice edge. We didn't subserve,
subdivide this. And I think I'd like
to subdivide this. Let's go select
this, imply this. So let's just go ahead and
unhide this and see what happens if we actually
add a sub surf on it. You see it kind of
tightens up a bit. You kind of lose a little bit
of that geometry as well. Um, I think we should apply this observe so
we get a smoother result. And we should still be
able to see these lines. Maybe if we want to
make it a bit tighter. This is making a funny one. Okay, I think that's fine. I think we should
apply this as well. Let's say if we apply both
of these, that looks nice. It's a lot tighter. We should do get the
edges that we wanted. So I guess that's fine. Setup script. Now if we just outage and
we can compare the two of these, almost the same. But if you realize that we do get some nicer edges and
not these jagged edges. I think we will go ahead and
apply a subserve to this as well on the level
of two or three, but that's really not
necessary to is fine. And then apply. Make it a bit tighter. We apply the scale
you apply is blind. So now we have nice
topology for this as well. So now everything has
nice topology and is high-res as compared to this which is not good. And I'm supposed to
unhide this, save that. And now we are ready
to unwrap our model.
3. UV Unwrapping Model: Now, if you know how to
unwrap, that's good. If you don't, we just go to
the UV Editing Workspace. We don't have to, but it's
easier to, so we can see it. Let's go with our blade
first is select the Blade. Edit Mode, sector bright, we have to be an object mode. Edit mode, press a,
select all the faces, and this is unwrapped
model already. If you might not have this or
it might not look as good. So we'll just go ahead and just go ahead and sexual
this press U for unwrapped. You can click unwrap, but that doesn't
really work sometimes. And it's not really
the best part that we just do smart UV project. This is the angle
limits separates these what we call as ui
islands based on the angle. And this is the iron
margins of increased. This increases the distance
between the margins. So keep it about
0.3. That's fine. Area wait, we don't really
need what does it say? Wait, project, right? Predictions vector by faces, large area. That's fine. Okay, and that's unwrapped. According to our scene, this is really close
together actually. So I want to do this again. Make it 0.1. That's
nice and separate. So that's that unwrapped
will show you in a bit. Check if you
unwrapped correctly. Actually, I'll just show
you that now if we go into the texturing workspace, now we have we don't have
any materials or missed. I did go ahead and
just name them. Gave I will just remove these so that you
can see why I did. So. When you click on your blade, you'll have no materials. You just click new and
a new material pop up. And you can just go
ahead over here or here, and you can just rename
it to whatever you want. I'll go with blade. Blade and now we do the
same to the other one. This is our cross guard. And this one doesn't have one. So we can symbol or
something, insignia. That's where we can
add on this insignia. Right. So that's how I did the
other ones as well. Nothing fancy. Just so we can have an assigned
material to this so that substance patient can pick up which material is associated
with which object. So now what I wanted you to do to check is
if you just click on the base color and
click checker texture, this will give it a
checkered texture, which you can see right here.
Let's go to our shading. We don't know what's
happening over here. We've got a checker texture
and tie this so that we have, according to our UV's, UV's. That's how UVs look. And if you just scale
this up a bit like ten, that's how you is. Well look, now you
want these to be, Let's go into top. You need these to be squared. And you want these to be about the same size or all your models and all
around your models, which looks pretty much fine, pretty good actually
overhears that way. Whatever texture we apply, it won't have any stretching. Apply really nicely
around our model. Okay? So let's just go ahead
and do the rest as well, so that we can apply them to the mall and see how that looks. So just quickly,
click on your model. Press tab into edit mode, press a to select them all. Pursue unwrapped. You can use all
these other acute rejection cylinder prediction. If your unwrapping
doesn't work as smart, you reproject is usually the
quickest and the best way. Thank 0.1 might be in a
much point to, let's see. Yeah, that's good. Decent amount of space inside. It. Looks good. Even this one we can just plug. This is all wrapped
because it's cylinder. If we just go ahead
and smart your project again, Let's do it again. We didn't really need
to, but it's fine. Go into our ring.
Unwrap. This is also already a cylinder. So smart you object
0.02. That's fine. Nice margins. If substance does not
allow you to accept this, it's probably because it's
not within these margins. This is the 0 to one space. Anything outside this box will not be able to be textured. So we just have to
make sure of that. I'm just going to
keep on doing that. With the other objects. Smart object, smart object, smart UV project. And everything looks
fine, seems fine. Nothing's wrong. Everything we clicked
on and textured. And now we just apply
the same material. How we're gonna do that, just to check right now. If you just select all
of them and then select the one that we have
the material on the blade, press Control and r. And we will have to link our materials and then they
all have the same material. Okay, I did forget. Two, I'm sorry, I forgot to
turn on my screen cost keys. I hope that wasn't too
mature problem already. So now you see it. Now if you go back
to our shading, actually just go to
our layout mount. Nice and big. So we have a nice
texture over here, nine squares and all round
if you go, It looks fine. Same with the ring. This part, this part,
everything looks good. This might have a little
bit of stretching. Let's check that in a bit. This is kinda normal to have a seam in which
there is distortion. But this does have a bit more. So we can change these
cylinders a bit. These rings look good. This looks good. This ring does have a little
bit of stretch in AC. We can take a look at that. This looks fine as well. So take a look at
these two and this. If we go to our UV
Editing Workspace again, let's just fix this first. Let's see. Now the
stretching is we can be fixed because
of these jagged edges, the disconnected
from each other. So it stops here, starts here and kind of creates this kind of jagged
edges that we see. Okay, so kind looks fine. Let me just obviously we
don't need these two sides, but I guess it's doable. If we don't like it, we'll check this out
version assumptions. If you don't like it,
then we can change it. But it is pretty doable. I guess we won't
be able to tell. So let's just keep
it at that for now. All these look pretty good. We're going to
check this. I think this is pretty doable as well. You shouldn't have too
much of a problem. So if you click
this, by the way, you can see the selection without selecting otherwise you have a and then you can see, and if you don't select that
part, you don't see it. You can always see
it with this anyway. So I think that's fine. That's good, that's good. I think we should stop now
and move on to substance. So just checking again. We have everything
unwrapped and wrap. Just go ahead and save it
File save As I did crash. That's why this did do
a bit of a weird thing. Where to move in. Let's check our scale for this. Press N and go to our item. Item. Item. Inject them into the
longest average is 20 meters and dagger is
definitely not 20 meters. It's about maximum,
I guess six inches, maybe a bit longer. So in centimeters, maybe
20 centimeters at max. So when you divide
this by hundreds, we just grab this scale
this down by 0.0101. Now we have a 0.2 meters, which means 20 centimeters. That's still pretty
big, to be honest. Let's find it well, there's
still a lot more relatable. So that's the actual
scale of the model if you just selection to cursor. So now we have it easy. So that's the actual
scale of our model. Now we can go ahead and
save it and export it. We are nothing else
in our model, right? You can just treat the
camera is just going to know according to
our scale anymore. So we can go ahead
and export this. Now you can export
this by selecting all or just went to File Export. And you can either do FBX or OBJ FBX and do it wherever
you want on desktop. And I'll write. Texturing is fine. That FBX, and if
you just looked at a few urgency and a select
few selected objects, otherwise, it's
frightening thing. Otherwise everything
else should be fine. Export FBX, and that
should be done. And I guess I'll see you
in Substance Painter then.
4. Assigning Materials to Object Components: Okay, so we've opened up
Substance Painter right now. If you haven't used Substance Painter
before, that's fine. I'll take you through
it step-by-step. It shouldn't be too hard. We'll be touching on most of the things that
we go through. I'll show you how to
monitor a texture, your model as we go through it. First of all, let's just start and then I'll tell
you what these are. Everything is four
as we go through it. And that should be easy to
understand and remember, just click a new file. This is where we make a new one. According to your choice,
software of choice. You can change this like short lens Maxwell non
PBR, unity and veils. But I think metallic roughness
is fine for alpha blend. We can do this either for the overflow and
select your file, which we did make texturing. Okay? And resolution is how much you want to,
your textures to be. You can upscale this later, but let's stick
with two K for now. Direct X is fine,
everything else is fine. And I'm just like okay, if this imports fine, that means we unwrapped fine. Everything else is according to scale and there are no issues. If it doesn't, then we'll
have to go back into Blender to obviously
edit our model. There is something
we're over here. What's this? I think this is
our plane that we used on the other model. So we'll go ahead
and we import this. So now we know what's wrong. So the best way I used to do, I always do this. I just didn't do it this time. Just select what
you want to import. I don't even import the empty. So this is fine. And now we can go ahead and export it to FBX and the
same name and selected only. That way. We know that
none of these archives, because we were getting
our archived info as well. That's why it was
running our scene. Just go ahead and file New
and select the file again. And it will just update
with two gay textures. And okay, we don't want
this lonely scene. That's why that took a longer
time as well, I guess. And now we have our model
already to go. Looking fine. So, whoops, I just
painted on this. Whoa. Did I just paint on this? They all have the
same materials on. My apologies. We can see they all have
the same materials on. So let me just quickly go. And this is the blade one. So we've already named them. This is the cross card. We can put this
on the cross God, this is the handle. And we'll make another
one from the handle so that they are different. Just so that we don't
have a problem. Now a 100 top instead, so we know that
it's the top one. This is the palm out. This is ranked three. Ring, three, ring to bring one. This is the blade and we
can just remove this. Remove this so that we have
this is also the blade. So we can just give
this a new texture. Call this as we actually already have one
insignia, right? Insignia. So now everything
has one texture to it. They have different
textures to it. If you want, you can go ahead. And this is another method that if you just give it a
random color that you want, this is supposed to be
a different texture. And whoops, button. And we can make this like pink. We can make these purple
and orange and the yellow, DL and dark blue. This can be missing. Green. Rehab green. It doesn't matter, we can just
keep their weight as well. That's fine. So now we
have different textures. Now what you can
do is make an ID, an ID map, which is basically our vendor
of all these maps. So you can just click the color and it will
select the model. But we have different
materials anyway, so it doesn't really matter. That's just another method
you can use. Save this. Now. Now. Now we can properly
hopefully import our model, export our model,
and it shouldn't have any problems whatsoever. Selected objects, the different materials and good thing we found out before we actually started texturing. So now we have that saved. Now just import a
new model which is the same one to K and discard. So now we've got our model and we'll
just paint on it real quick so that we can just
check if we are yeah, we're just painting on
the blade right now. So this is the blade
and there's no kind of not any problems with that. Okay? So we've important
to our models. Now, obviously you scroll wheel
to zoom in and out, okay? And Alt and left-click to just move around and Alt and
middle mouse button to turn your shot. If you press Alt than they do
show you all these cameras, translate, Zooms and stuff, wherever you do need. So that's really good. Now we can go ahead
and save this file. Save and just save
it to my desktop as our dagger texture. Oops, dagger tech sharing. Because now we won't, even if you crash or
anything, That's fine. So we won't look at
these right now. We won't look at
these right now. Let's start with the blade.
5. UI & Basic Texturing: Okay, So starting
with the blade, this is where we
see our textures. Remember the lectures, we made the cross guard,
the handle insignia. That's where we made
it all and we can just turn them on and
off from here if you want to see them.
Yeah, that's about it. And you can also just use
that if you only want to see the blade or if you want
to show or hide or whatever. That's where you start this
from, these other layers, just like in Photoshop, this is where you'll be stacking
your materials up. These are properties
of the paint, the paint I'm using. And I'll get into
this a bit later. And that's about it. We don't
need the Python console. You can cancel that out. And these are all detections
and the texture settings. And these are all the textures
we're gonna be using. So let's start and
then I'll tell you. So we're going to select
the blade if you want. You can just unhide
everything else. So we only have
the blade with us. So now let's apply a texture. So if you go to All, that's where all the
textures will come, but they also have this
Alpha maps and everything. So we have the project, everything in our project, the alphas are for alpha. I just like for stickers, are like brushes you could
say to use for your paint. And grand j's are obviously Grainger's and
everything like this, procedural textures,
hard surfaces. These are just what do
you call it, normal maps. Anyway, skin as well,
lots of stuff in it. And then we have this
smart materials. Smart materials is basically a collection of materials that people have already made
night they come with the substance and they are, for example, if you hover
over like this fabric, then you can see that there's already like a textured fabric. Or if you go to a fabric pump, you can see that maybe on
the edges that there are some like grime and
grungy and everything. It's already pre-made, which you can also make if
you just actually use the surfaces and stuff that we already
have been given. Given. So we can either
go to textures, Textures, we can either go to Materials and select one from
here and work from there, or we could go to
smart materials. So I'm just going to show
you smart materials for now. We do have we can either
drag this up if you want, searches, so we can search
a metal. This is a blaze. It needs to be
shiny and metallic. Steel, bright layered. Doesn't look so good. I want one. Still might be good. A silver armor
might work. Aaron. Still ruined. If we wanted to make
an old maybe a dagger, and then we could
have gone for that. But I am going with
something similar to this, which is pretty much clean. This one has a rebel
scratches and stuff. As you can see, something
like this might be a bit more worn out. So according to the
style you're going for, you can choose one of these
exactly aluminum as well, still dark and you can always change the colors
and stuff for these. So think start where the steel
scratched, still stained. Let's have a steel scratched. See how that looks
like. So apply the material and loads up
and then we can see it. And if you want to change
the lighting for it, especially shift and you
can right-click on it. Just changed the
lighting so you can see how that looks in our model. And you can see how that
looks if we zoom in. Now on another
thing I would like to add right now,
if, for example, if you use this machinery, you can see how it
looks over here, right? Like Dustin grime. And if you move it onto this, obviously we're adding it on top so we need to delete
the first one. So this layer, and now we
have the machinery on, but you can see it looks
nothing like this. The reason for that is because when you enter
substance painter, the first thing you need
to do is bake your maps. So if you go to texture
set settings here, and let's go to the last
one where we have HashMaps, bake mesh maps, and these
are all your maps right now. We have the UVs, but substance painter has not calculated where the curves are, where the sharp edges or are they ambient occlusion,
everything else. So if we just bake these, then there'll be able to
decide where the edges are and where to put the rest and grime and all
that kind of stuff. So if you click on bake mesh, just say your output size, you can set it to as high as AK. But let's just go
over to care for now. These are all the maps
that's going to export. We don't read thickness because thickness because we
have a solid object, it's not anything like
skin or something with subsurface scattering
or anything like anything with thickness like a glass maybe or something. And we also don't
need normal map normal as far as I
told you before, when you need to bake a high to a low poly
and then you can add your high value over
here and it will bake that onto this. The rest is fine. We don't really need to mess
with any of these settings. Should it be good? And they can bake the blade because we're
on the blade right now. Or you can just click
Bake selected textures. So all these textures will be. We'll be baked. Now, we have selected
all of these. If you don't want one
of these, you can just uncheck it, that's fine. But we do we do need
to do all of these. Okay, so everything's alright, and we can just
go ahead and bake textures and you can't see
the other ones right now, but you'll be able to see the maps being
generated on this, like the mental illness, the roughness, the
ambient occlusion, I can say ambient
occlusion being generated, the curvature is
being generated so it knows what's sharp
and what's curved. Everything for the
ring 12, everything. Right. So I'm just going
to fast-forward this. As soon as it's done. We'll back. And then you can see we're
about done with this. And as soon as you sign
it's done a 100%, okay, you can see that this has been applied and this
looks a lot more like the machinery that we were seeing in the crevices and everything where we
need this material. And if you apply the
stain, what was it? Scratches. Again. You'll also see that there is a little bit of a difference. I'm not sure if you need
help with this manner. Anyway. Maybe if you can you can tell a bit better
with the steel painted. Look. As you can see that it
is in the grime and everything on these edges, the wear and tear or wherever
you want to call that. Okay, so let's just go back to R. So let's check
steel stained again. We don't want stains. Do we want stains or
do we want scratches? I think I'd prefer scratches. Scratches. And we are going to be
having these layers. So whichever one you decided on, delete the rest because that
will be affecting that. Okay? So that's where we have. These are the smart materials. So in the smart materials, you can just open this folder. This is where all
the layers are, which you basically made from just the normal materials
and masks and stuff. We can close it down. We can look at that a bit later. And let's just go
ahead and apply basic materials to the whole
dagger and then we come in, start to paint some
more details onto it. So I'm just going to
unhide everything else and start paying
more stuff to it. So on the crust guard, what do you think
would look nice? Maybe something darker. Not damaged, not clear coat. Medieval style, Gun, Gun, gun man, dark stain, dark age, I think. Gun. We could try gun painted. See how that looks. Let's try a different one.
Dark stained and delete this. That looks good. I
think I like that. Nice dark, nice
dark cross guard. We try this drug
aged one as well, just to have a look.
Maybe it looks good. Not bad actually. But it's very similar to this. Let me just open
this and this is how you would want to change the color if you want
to add, whoops, whoops. Uv protection and make
this a bit darker. So if you go into the metal that's giving
the color the finish, we have the color. Now. We have the color in here. Whereas the color,
yeah, this is it. I want to make it a bit darker. Add some nice aging to it. I think it looks fine. It's a bit darker
and I kinda like that because with our reference, this is a pretty
dark. It's grayish. I guess this could
be Celebration, could actually make this
a little more shiny. I will tell you how
to do that in a bit because it's not too
shiny kind of ways. But for a dagger, maybe it should have
been a bit more. And you see this box
that's because of the, the projection, will
just set this to UV so that it just uses our UVs. That's fine. Okay. The grip, we could either
make it like this or maybe like a fabric
or something like this. But this was kind
of like a Emerald, like a stone. I'm
not sure marble. I'm not sure if
they have a marble, so let me just check marble. We could actually try this. See how that looks. Now it's way too big, so we need to scale that down. The way we do this is if we
go to our section settings, it does tell you don't go into our settings. And this, which is the scar, which are responsible
for the scale. These two. These two and then the
green room light spots. So the light spots
and the marble, the reference just going to reference and change
the scale of it. Now off the reference
of the where's it gone? Moisture of the fill
of the marble veins. You wait a second, where is it? Let me just choose this 1 first. The model veins here it is. Scale, scale it up. And if you just turn this
off now, we can do this. I think it's the moisture noise, That's what it should be. That's not what it is. The fail. Don't think it's that either. Is this marble is marble. Now, it's the ****. It's gotta be there. Oh wait, where's it gone? I'll come back to this. Just go to the half,
turn this off. In books, the light spots
spots can be changed by dirt. That's right. And we did get it. Right. This is
just weird and I'm sure why this is working. Groups. They just destroy
that UV projection. Mumble veins, right? So this is a scan through it. I'm not sure what's
wrong with that, but that's how it looks. And I don't think that looks
good for a handle anyway. I don't know why I
was missing with that anyway for so long. Close this and let's just
delete this and that. And let's use a plastic or
rubber or should we use a hard glass like a glossy one? No advisor. Plus film, dirty
nerve, fiber loss. Maybe a five lawsuit work. This isn't scaled correctly. I'm guessing because
it doesn't move. Doesn't quite look
like it should. So let me go ahead. There is Metal Edge grinds scale. It's auto saving. This can take a bit of time. The grand scale refers. I think this is it. This is it. So again, just the
fiberglass Moss. Who is the scale? Let them anyway. I don't like I don't like this. I don't know why I'm
using this again. Anyway, let's just go
with a rubber baby. Maybe black rubber
tire like rough. This kind of a cracked
one might work. Yeah, that looks that isn't bad. That looks pretty good.
I don't know the color. We can change the color
to something blackish. Could reuse Bu plastic
hexagon, that striking grip. Grip, right? That looks nice as well. Maybe make that dark. You couldn't go with plus pick movies that a
fake leather know, could go with leather. But now, let's go with a
plastic losses scarf for this one and see if we can find
something that looks bad. I'm kind of liking this hexagon locked because I don't want
it to be all just black and white is going to be. But let's go ahead and
use this in this as well. Delete that, delete this. May want to scale it up a bit. Actually, let's just
change the color of this to something like mutual
groups switching from one. Something dark.
Room is too dark. Grayish. Yes, and then grayish and maybe the hexagons should be smaller, whereas if they should be able to see them, That's way too small. I mean, something like 20. Well, not 12020. Yeah, just a bit bigger. We'll do the same to this. We can actually just
copy that up to screen, just control C. Or we can go and copy layers and then go
to the handle and bottom. This has the same one but the gun and delete
that and paste layers. The same one if you want
to use the same way. Okay. And do you
think we should use, let's use a nice, grungy
texture on these. I see this, yes. Okay, That's nice,
grungy texture on these. So let's go from metal again. Dark Age. Iron forged. That may look good. That looks good. Good. Old Forge kinda looks nice. I think I'll stick with this. For copper. Look actually if we
wanted to maybe try a few different ones to planning for me, man, I haven't old. Maybe. That's nice as well. That is nice. We'll keep that over here and go with Ivan forged and the
two ones in the end. I'm not sure how he's
going to grip it with the thing in the middle. I guess ours is a
little thicker. Maybe. We can send that
down just the middle one later as well.
So that's fine. This has a nice
punch to it already. And we can give which
one Aaron silver armor. Let's check the silver armor. The farmer loading loading, skipping one or more lines
of the same contents. Cache desk usage. Okay, We've got some variation. I guess we can use this just for different steel
chrome don't want from Blake it black actually so that it kind of
resembles that of the steel. Dark stained. And delete. This loop is two k, So same. Like I might want to change
this one to that as well. Yeah. Let's try this. Yeah, I think that
gives you more detail. Just like this better leader. Now we have the same one
at the top and the bottom. Top and the bottom, and
the one in the middle. So this is our basic dagger. Doesn't look so good right now. Could maybe give us some color,
change the writing of it. But if you don't want
to use this lighting, we do have environments here. You can choose any of these. He's Tuesdays. There's another one called
Studio Studio auto. You just click and drag it. And then it'll give you a bit
more of a neutral lighting. In case you're
seeing in vendor or your rendering software has
different kinds of lights. This will give you a more neutral look like this. Anyway, I like over clouds. Now, if you choose a HGRI, that's kind of panorama. It's going to go something
a bit neutral in shade, either this one, but I think
we'll go with this one. This might be the one that we
started with. I'm not sure. That's fine. Different color shades. Anyway, that's what
we have for now. So we've textured
the basics of it. Now gonna go into a bit of
the detail texturing in which we'll be using brushes and checking out what we can
do with these layers. And just messing around with a few things just
to make this look a little bit more nicer, starting with the front of
the blade and then we'll work our way up just like
we did the modeling. And we should be done soon.
6. Adding Details to The Blade: So let's start with modeling, texturing properly our blade. So keep it all visible so that we can reference how it looks with
the whole thing. The first thing I
was noticing was maybe this should be a
little more shinier. So let me tell you how to make this shinier
in a few ways, also using paint brushes
and the material editor. Okay, so if we open up our
stained steal drugs chain, now, we don't want to affect
basically the base metal. So this is a base deal. And if we just go down and there is a roughness
channel in it, a roughness channel in groups. We are touching the cross guard. My apologies. You to go to the blade. Now, we have the steel base
and now we have color. Remove the roughness. That's pretty shiny,
metallic, the normal height. And that's just the dirt and receiving staffed on it anyway. We don't
want to do that. We want to keep all
that. So the way I do this is add another mask. We have all these words. Delete. This is to add a group. If you have multiple of them, you can group them like
these are grouped into. This is the preset layer. We don't really need this, but just same thing as the
fill layer is basically a fill layer is basically we just added it
to the steel scratched. You don't need to add that. We can add a fill layer, and that's going to add
another colored fill layer, whatever color we want. But we don't need that. And the actual thing
is this layer, which adds a paint layer. Now you can paint
on top of this. Now, what we need to paint, what we can paint is all these
things that we just saw. Color, height, roughness,
metal, metallic, normal. So if we paint a color, we can choose a color and
we can paint that correct. If we also went to
paint a height, which means depth, or if you
want to paint inside it, so you can see
it's going inside. If you want to paint. So choose out words, it's protruding outward,
you can't really see it. So well. If maybe a crank it up a bit. These are the two
differences we have here. Set this to 0. Then we have roughness. So if make it black,
that's totally matte. If we make it white,
That's Toby reflective. I'm saying that
wrong way around. That's totally
ineffective. Okay. So then metallic. So it's already metallic, right. So if we turned off everything like we don't
want to cut out or height. Don't want normal. Maybe the roughness,
maybe the metallic. If we just paint roughness, you can see that that's
gotten a lot crispier. And if we make it metallic, that means we are painting
on metallic as well. So now you can see that we have the metallic roughness
on just the roughness. There is a difference to
it, a slight difference. I'm not sure if you
can appreciate it. Kind of like this metallic. So we're just going to
set this over here, a little bit over here
and check out that looks then just made it my drainage so it's already pretty rough. So let's just see how that
looks if we paint this. So that's what we had before
and that's what we've got. Now, if you just look at this, Which one do you
like better for? This actually looks
kind then to effective. And I think if I just take off the roughness as
well, just paint metallic. It's not gonna do anything because you're already metallic. So if we just paint roughness, that's way too much roughness. So we need to pay something
like this. That looks good. I think the last one we did is probably the
most appropriate. So let's just. Okay, We're saving. So if you want to change the
size of your brush, you can just control
and left-click change. You can just make
this really big. We can just paint
right over this. And we can paint
the bottom as well. And that's pretty much done. Right? The thing nothing else needed. Okay. So we have a
nice sharp metal. Rarely reflective. I don't know. Whatever your choice. Maybe you can do it. You can do whatever you want. I like this. I'll keep this. Come to think of it. I
don't really like this. If you want to just
change it now. Back against such as
displaying kind of toggle between how it was
before and after. I could keep it,
I could move it. I'll check it out in the end. It looks a little fake now. Turn it off for now, but
we'll keep it with save that. And well, it's a blade and supposed
to be sharp and shiny. So I think I don't want to add the grime or
anything to this, really. Not too much. Or the scratches and stuff from smart material is
already pretty good. Where two cases, when
we go to flag for k, k, this will look a lot
better close up, but it looks fine from far. So what we're gonna do now is make some nice adjustments so we can make this a
nice little dagger. What do we have here? This looks odd. I
think the normals are inverted or something. Check that out in a bit. So we have this insignia
thing that's acting weird. I think the normals
are reversed. No issue. We can quickly go. That's why we have this file. Our normals, face or mutation. I think I may just go check our normals. If you go over here, face orientation here, you see this is blue and
the rest is greater. That means this is reversed. So we can really click this. Go to Amazon S3 type flip. Flip. Yeah, and then
that should be fine. Then we can just re-export this. We just select all of it. File export, FBX, the
same thing again. We can just do texturing again. Same name, export. As soon as it's done.
Yeah, that's done. So now if we just go into Edit Project configuration and we just click on
this to update it. That should update and keep the rest of the
textures as well. Let's see the updated to see. So that's fine now. And I think it's going to
load in the textures again. Yeah, So now we're
back to where we were. This is fine now. So come
back to this in bed. We want me to give us, give it a smart material. Maybe something gold
and bronze armor. That might look good. Let's try the bronze armor. I get a feeling the normals
are calculated on this. So we'll do that
in the end again. Let's just move on for now. So this one, we can add
some details onto this. We already have some edge where. Let's go ahead and check
our reference image. We could add some
designs, I guess. So if we go into our brushes, these are standard
brushes that we can use. But you can also use
alpha as brushes. So I'm going to do that. Alphas. So what do you want over here? Maybe something like
a sometimes this. So what we're gonna do is
we have to grab the brush. So while we're on the ring one and you're going to the top, close this down, I'll
add another layer. You can see this brush icon. This means that you
can paint with it. Now, this is how our
brush looks right now. So if we want to use an alpha, we just click on this and we
got a circle, double circle. They can destroy a
circle, double circle. And that's it. We have this alpha. Now let's have a look. Now. This is, you can see our
brush is way too big. When I change the size of it. You can change it from here, the size, the flow, the opacity. So we just bring this down. You see, this looks good. And you can also use Control. And you can see on the left, we have all the options. But if you use the right mouse and scroll left to right,
can you see the top? We have, we are altering
the flow top-left, which basically
means opacity nine. If you move up and down, we will rotate it. But this is a circle
so you can't see it. If you use the left mouse
button with control, then you can increase
and decrease the size. And let's just size
it down and just click it once and
it paints in UC. But why has this painted in? That's what we want to see. If we go to the bottom and see we are
only painting roughness in. So what I would like to
paint in is a mosque. It's how we do this is
if we just grab another, another material that we want, we could use the same one. For this. I think let's
just go with height then. If we want to just increase or decrease
the height debate. So if we just chapter one and then just
decreases the height, and that's it. So
we could do that. And we want to do it all around. So instead of just
going like this and, you know, whoops, just
messing around with it. We could turn on symmetry. This is the symmetry button. Then we have symmetry settings, and then we have a
radial symmetry. And we can choose
how many we want. So if you want more, you do eight and
the angle span in case you want to probably
want this on 360, so it covers the whole thing. And then we can just
click over here. And if we click, we turn it on. They're there x. That's it. To 60. I'm not sure. If we just check our 3D and 2D. We can check out the lux. One here, one here, one here, 12345, and then 61 over here. Think that looks fine. Yeah, that looks fine. Also, if you want to get it in
the dead in the middle, we just go back to 3D. 3d only. If you want to get
into the middle, if you go into your
display settings and we have a Show
Mesh wireframe here. So you can see the wireframe. And if you want to get
a ride in the middle, that would help you with that. Anyway. So we have that nice little detail that
we added. With the height. We can turn on symmetry now. And what else do you
think we could add? Maybe we can add a line
going from here to here. That would be overkill. I guess. That's okay for now. Let's move on to
this middle one. If good, ring, to check out
what ring two is over here. Just for reference. So we
can put in some lines. Okay? So what we can do is
if we select another alpha, Let's go to our brand. This is our layer, right? So we can just leave this
copper. We don't need this. You don't need this either. So we add another paint layer, go to alphas, and let's
select a different one. Now. Let's actually choose
one from here. Then it's easier to
browse through them. I think let's go
with a brush long. Now. Let's go with
something a bit more solid for those names. Not going to work, but straight stitch generator and we will use this. So we only see how that looks. Something like this one. Or we could use that looks
like a nice scratch, right? Let's use this. So we only want to
paint the middle part. So we can either paint
on the 2D as well. If we just select this
here, that's the one. So I guess if I just move
into here and just Control, left-click increases
size, so it fills it up. Control left-click, and then just rotate it a bit so we can put in one 23. That would be three, right? And let me just do
another fourth one so we can get it are equal. So we have them. Then over here. Then if we just
choose I think it's this one. This one, right? Yeah. So if you just go
ahead and do this two, so 12, That's good. Let's do one here. Whoops.
Need to change that up a bit. Becomes the angle is a
bit different, that same. Scale it down a bit. Yeah, that's good.
And now again, we could have done this
with radial symmetry as well, but it's fine. You can do the
button ones as well. Let's just do it over
here. That's a lot easier. Scale it down just a bit. One, 234. It's not accurate. It's fine because these are
all wonky as well. So we should be fine. 1234. Now we have it all
the way around. Let's find now every detail going on in this
scrapped scratch marks or wherever you
want to call that. Good. Also, we did just do the
height as well over here. But we could have
done roughness, we could have them
color roughness. You want what else could we add? Maybe. You have some
scratches in here. It's already pretty good. C-spine, chest. So let's move on
to our next one. This one, and we
already have these. Go back to 3D only. And this actually looks good. I'm glad we did this in the 3D modeling process because that's pretty
defined feature. Actually that's a very, very deep, but that's fine. Let's add some more
detail to this. Let's try another brush
that I could show you. If we go to ring three
and close this down, don't need this again,
either paint layer. And if we add a mask,
There's another one. Add a alpha. If we add like dirt fingerprints, will add fingerprints to where you would
actually grab it. Let's see dirt spots. Now, this is going to, again change the height and we don't want to
change the height. Whereas it, with this, we
want to change, I'd say dirt. We want to add maybe
another layer. So let's grab another
decent grand juries. We don't really need
these random material. And let's search for like
a dirty one or a rust. Let's see, iron
chain, chain mail, steel rusted, where Rust, fine. Let's try that. If we use this, this is the middle. I think if we just delete this and then
add a mask to this, that should do the same thing. That's how we do it.
So now if we grab the Alpha for the dirt
that we just saw, which one did we just
select this one? Dead spots. And then we can add
dirt spots where we, where we think we'd like them. And also you don't have to like you can take the hardness and
the size and everything. I think I'll go with some dirt. The rest maybe in these
crevices a bit more. And just scale this down a bit. Pod scaling the size but the iron, something else. So let's just bring this down. See naked seeds are randomized. So if we go into jitter, whereas it Angle Jitter. Now every time we spray it's indifferent
angle relatively. So we could just paint
over it if you wanted. Something like that,
maybe something like a rusted look for your well, I'm just going to
undo that right now. Maybe make this rust and
a little bit darker. Go back to this and then
we can start painting. Then maybe I can add some
to the insides of this. Just as a way of saying that
maybe there is something, it, you don't really
need to do anything. It's just playing
around with it. Whatever you want, wherever
you think might be good. There's no science
behind this really. Unless you really want
to make those hands. Anyway. So that's just telling you how to
use some of that. Let's go back to
actually texturing this.
7. Using Stencils to Add Emissive Symbols: I really like this one. This one's good to, this
one was already good. Maybe we can add
some detail to this. We are planning to
add an item here. So in emission happen, we add an emission to this
like we saw in our this one. I want to add like
these symbols and everything and maybe
give them a glow, a little bit of a
glow, or maybe not, but I could check that out. So let's go to the
blade and try that out. Now how are we going to do that? Is because we don't have a alpha with any kind
of nice symbols, you see nothing nice. So what I'm going to
tell you, teacher to do is what we call as a, whereas it stands out. So let's just save this, go into Google and find some, I don't know what you call
it abstract language. Something hieroglyphics is, I don't know. Let's go with like, I think
it's like Greek alphabet. This one's pretty good.
Viking alphabets. Let's use this as well. Okay, let's go to Photoshop
and open that up. This one I'm not the
right kind of document. Of course, this does
happen sometimes when you download something
from the Internet. But no worries, paint is
always here to help us. I can just save this as a PNG. Open up that. Anyway. So we have this, many of these interesting. Actually, It's pretty
blurred, right? It's not even a good resolution. So let's open up the other one. That's better. Let's just select Color
Range and go with black. Select everything that's black. Okay? Turn this Lakoff control
I invert and then delete. So now we're left
with just the black. Then we can go ahead and
get rid of this manually. We don't need this elite that
you don't need to do those. This, right? So now we have
different symbols. If you want it,
you can go and add a whereas at Image Adjustments, Levels and just crunch that up. If we see anything changing. Yeah, we do that like two dots in between. That's fine. We can
we can use this. So we're just going
to save this. Save it as a PSD,
that's fine. Greek. Save that. Now what does a PDF? No, Save as PDF, man, PSD, Photoshop, Greek. Okay, so if we just
cancel that out, go back to substance. Now if we click this resource, that's the Import
button by the way. And we have our Greek PSTN, and we need to tell that it's not an alpha, it's a texture. If you use an Alpha,
I'll just get stuck onto here and we'll
use a paintbrush. We don't need that. Important to current
session shelf or project. Choose shelf and always stay here anytime you use substance. So if you wanted to stay here, you can make it that current
session means as soon as you close this window and go away and you're
able to use it again. And project means
that we'll be able to use the strongest where
using the project. And now we have the Greek
alphabets over here. So now we've gone to blade, going to the layer and we're
going to create a new, we already have a
brushless go to stem cell and go ahead and drag
and drop that inside. So now we have this tensor. So if we just go ahead
and line this up link, for example, let's use. Rest, S By the way. Groups. Then we can rotate. We have all these
like Japan to rotate. It's basically the
same thing anyway. So if we just, we can either use that or move the dagger itself.
It's the same thing. Let's move the lips. Let's move this to this one. Use these ones. I think I'd like to
rotate this object. That seems a little straight. Straighten up, dagger. Move it a bit. Now, if
we go ahead and paint, we have the stencils, so we want to paint a color. Let's see, we went to
paint a red color, whereas our brush, we
want to use no alpha's. Just a regular brush. Size. Size is too small. So enable that. Obviously. If we do
something to this, let's make another layer. This layer is for, I don't know what I think is the reflections that
we added, right? Which is selective. So we know we are doing there. So let me just say about that. Let me just add another layer and another layer and
we'll call these symbols. And now we can just paint on it. You see that we've painted we've painted the whole what you call it the
so-called, right? So what we want to do is okay, so we weren't getting
these red blotches. I figured out I'm getting these red brushes and I'm
trying to figure out why. And I think it's because this is transparent
and white substance doesn't really know
what transparent is. It wants to find out what
is blank and what is white. If we try and just paint the background
black, that's fine. And then save it. Then
we can go ahead and reload this and add
this to our strengths. So now if we, yeah, now we're painting and
now the rest is black, so it knows what to paint. Now. Not as good to
painting. And also we can just paint this in the 2D as well. Let's see. Now we want, Let's see
which ones we want. Let's just panic for symbols. On this. Rotate this. I think it's straight now. The blade is straight now. Okay, so you can
just move this and zoom in and place it
where we want to. I think we'll start
with an R. Now, what do we want to paint? Definitely not read. How
about a nice blue color here? And do we want any height? Or do we want any height? Yes. We want to dig
in a bit, just a bit. Do we want roughness? Maybe make this rough. Do we want any metallic
non-normal now? So now if we paint
into this loops, well, as high as we
do, we need it on. I think that's a good
that's a good size. If we just click here that
paint their own, right? And let's see what else. Other Symbaloo one. To paint. This one. Let's paint this one on. Oops. Just rotate it that way. Is it the right one? Okay, Now let's pain
Ron, this symbol here, this one thing that's Jim
bit wonky. This symbol. Maybe one more. This one here. Now if we go back
to our 3D view. I'm just trying to distance
or off for a second. So now you can see that
we have dug into it with the blue color and
it looks good. Now, that looks pretty good. What we could've done, whoops, I'm just starting to paint now. What we could've done is also
adds some emission to air, so it kind of goes into
that later as well. But if you'd like to
try how we do that is you would have to go
to your texture settings. And let's see, channel,
channels and channels. You go to add during
their visit channels. So then, so then
when you're here you have an admission and
you can click this. And then when you
start painting, this will be a miss if you
can't really see it right now. That's because if you go into your shader properties,
Miss have intensity. And she camera settings, post effects, layer.
Turn on glare. Now if you put it on, did we paint emission?
Emission is 0. Painter massive
Y2, that's wrong. That is very strong. Then we can go with another
like a same coloration. Let's just draw our
emission intensity down. Actually, let's keep on. Michigan speed. Decrease
the luminance of our glare. And I don't like this. So if we go down,
we can go to bloom. So we have this bloom
and also we can just increase or decrease
this, keep it subtle. Luminance a bit low. They give it 0 is
still a meeting, but we want the glare. If we go for intensity
0, something like 50. So we have a nice
emissive going on. Actually, I want the glare back stronger anyway,
that's way too big. So we can just go
ahead and ministers. And if you want
to do this again, we can have good thing about this is that we
are in our layers. So if you just turn this
off, we can turn this off. Now. If we, we can't just paint a mission that
will ruin the pointer. So we're going to have
to do this again. So you can use the
eraser tool as well. Just erase these. Okay, and let's go back
into 2D, but that's wrong. The eraser. Oh my God. Okay. So, yeah, let's go back
to the strands over to go. Add that back in
on the normal one. And now we want emissive. And we don't want this
square brush gun. You don't want
this square brush. If you just go on. Roughness is fine. Roughness emissive. Color is fine. It's
about the same. Everything's fine
and we can just go and use an Alpha. Let's see. Basic brush. Wears or abrasive brush going. Can we use the basic brushes? On the basic brush? It's fine. Okay, so
which ones do we want? Do this, do the same ones. I wanted to do different with
this used to be this thing. Maybe a bit bigger. B, b n. One follows this weird shape. Maybe. Okay. This one instead. For I think we need to do size. Let's go for this one. So there we have it. 3d only. Remove distance. So we can see it. And Rehab, we have these dots in our image. If you see like these
small dots, It's fine. It could have been cleaner, but it looks good as well. Now, if we go to like the glare and maybe
turn it up a bit, would like to appreciate
that kind of thing. Right. Nice fluids. Go ahead and erase
this because I don't want to miss just
don't want a cleaner look, although it won't be that clean, but why are we not erasing? Oh yes, we need to
raise everything. Can be get harder. Driving best to just
move these obviously, if you just do it in the
first place, make it burst, and then B, then it
shouldn't be a problem. Some people might like this gives an extra effect
like maybe like a plain paint
splatter wherever is totally a new
student, but whatever you want to save it finds good. Don't want to do all
that again, right? We can just go ahead
and resolve that. So now we've arranged most
of that and it should be fine looking from a distance. Okay, so we have our
hieroglyphics or whatever you wanna call it
Dan as well, greek symbols. So we are done with that. Now let's go back to the brush. I don't need this. So what would we like to
do next? For our DAG? I think everything is good. I want to change
the handle a bit.
8. Using Projection to Detail The Pommel: Let's find a different
material for this because because I
do not like it. Let's go with a word. We have a word. I'm gonna go like a plasticky. What would ship? Would, chest. What I could do charcoal, nitrate would or
could you what tends to look really weird sometimes because of the texturing
and everything. Looks badge. Let's try the word walnut then. Could go for a wooden
but you know what? Mine is not like
a wooden dagger, smarter, elite,
plastic or rubberized. So let's go delete this
treat this inhibition, just make it darker and
it would look fine. Nice pitch black, maybe
the handle top as well. That look any better?
Actually it does look better. Save that. So what
else can we do? Let's add our eye. We add our eye is
with decals. Decals. It's like a stencil, but stencil goes
into roughness and metallic and everything that
you want, all these things. But the decals only
applies the color to it. If you want the
eye to be emitting some kind of a light from it, that won't be possible. So let's go ahead and try
decals and import that I, that I have ever nice. I just wondering is as a texture for
the project import. Now we have this eye. So we're in Photoshop
now and I just opened up the eye and I saved it as a, In part, save it as a PSD. So if we just go ahead
and added the eye and as a texture
to this project. So we have the eye now. If we replace it with
the eye, should start. I think we do have a
bit of missing the eye. Yeah, there is there
is still a bit of weight which we can remove. If you don't make that. Just to check if it's
working alright, weekend. I had a black layer to it. I think I might want to
blacken these edges as well. Okay? Okay, I'm getting
carried away to me that just as fun
and paint it black. And if I just select the
ellipse tool and just select the eye, should look good. This control invert and delete. So now we have a nice clean a. So let's save that. And if we reload it, we just drag this in here again. Yeah, that looks a lot nicer. So we have the I that we wanted. I'll just go into the top. Actually, if you go
to orthographic view. So we have a flat surface, relatively flat Earth surface. Now, we want this to be, rotate it a bit. So let's just go ahead. Router care can see the eye. That, that's just a way
of painting, right? Another way we
could do this is if we go into protection mode. And at the same
one to the color, we don't want any of this. The same thing to the color. So now we have a few paint
over it just to paint. If we just nicely align this, if you can't see the background, you can change it from denser display pasty if we just get an
idea and we want this to be aligned to this. So let's go ahead and rotate it. Wrote, wrote fits,
I scale it down. Now we can see fit. And it's about straight. And say, just go
ahead and paint this. So we are painting
in black again. That wasn't happening
with the paints. If you just go ahead and
undo that and take that out, save it again and just reload that again and
put that in again. Now I can go ahead
and paint this. That looks fine. That looks good. Actually. Go back to brush mode. Now we have our eye inside this looking really,
really cool. I think it looks
like a gas go edge. If you don't, like a dragon or snake eye or whatever, you
do the same on the back. I don't think Should we are maybe we should
have made this like an high maybe bulge up a bit so that it would have
been more of an eye. I guess. We can do
that later actually maybe in Blender if you want to do the
other side as well. So if we just have, you can just do
that for ourselves. But let's just go to
projection mode again. Since we do have a
nice projection, we can see the eye and we
can just rotate it as well. Scared it up and rotate. So it's nice and aligned. I think if we change
our hardness, then we won't be such a fall off and just increase
the size a bit more. That should be center. So now we have a obviously it's because of
the light team Come see that so well been
the top one we can. So out of production mode and there we have a
nice texture on our, another thing as well. Okay, So now that's looking
good. Cancel this out. We have a nice thing if you want to actually
see how this looks, we can go into
viewport. You build. Whereas it God. Now did I make it crash? Yeah, rendering. I clicked it twice anyway.
Just click it once. This should render as in width, physically-based
rendering. And you can see
how that will look once it's rendered in real-time, as you can see, it's rendering
that this resolution. Now it's done. And if we change how much time
are samples we want, we can get crispier
view of this. Now that we looked
at it in this, we can actually get to see how it looks like in real life. And if it looks a lot better
than we were thinking, it was, still might want to
change the handle a bit. The thing I might want to
add some, this is too sharp, maybe like dense and stuff
into it so it's not so neat. And maybe a few like over
here or something as well. So let's go and
cancel this render.
9. Using Alphas to Detail The Handle: That looks good,
that looks good. This looks way to
paint. Let's put some fingerprints on here. So let's grab our
handled button. Add a new layer, and
let's find an alpha. Fingerprints. Added to the Alpha. Actually, let's grab a
top pond flowing, drop. Dirty bloody
fingerprints. Let's see. So we want the house to not go for the
height, the roughness. Make it very rough. Yeah. Okay. You can
see the seam, right? This one, but it's
really not noticeable, so we don't need to change
it on the uv maps anyway. So we want one of these
and we don't want it so strong so we can
decrease the flow. So it's nice and light. Even lighter for me. And also, if we set
it to wrap around, can we wrap it around? It's been around for around. So we have a big handwriting. So increase the size like this, like it's a proper home, grabbing it and
then put it down. How's that? Look? Let's check out our 3D and 2D. That's not going to work. So if I just rotate this bit, and that looks fine. Like this, wrap it, wrap it in a bit heavy. Decrease the flow of it. Increase the roughness of it. Hardness should be like nothing to bless. Yeah. Let's go there. Yeah, That's good.
Nice fingerprint on it. Nice fingerprint on it. But let's try. So now we can keep
the fingerprint even if we don't like it. Palm one. Pumping.
Well we do have a Han. Let's try this. Now wonder if we can undo this and paint
these two together. So, well. So let's rotate this like this. Should print on both of them. Think I did just do one of them. So let me just
look it over here. Again. I just did
it but I didn't. Okay. So over here and then if I go to Button and then more here, how does that look like a
hand Fred coming around. I can just decrease the
opacity of this a bit. Can we not? This is the layer, so this is the opacity, right? So how does that look? Think it looks a bit
too much, doesn't it? Means to be a bit more subtle. So what we can do is
we can add an effect. Levels can affect the
roughness of the layer. And if we can just move this down a bit,
that looks better. It's settled. Then we
can just go ahead and copy this effect and put it on to the same one over
here, face-to-face. And now that's decreased to
that looks that looks better. It looks good. So
apart from that, any kind of
imperfections we need to add to this, save that. Anything imperfections we
need to add do are handled. I guess we could imperfections. But what would that be? A displacement may be a bit. Now, we could try that actually. Let me just go to
the bottom one. Another layer. If I just paint with the
brush, brushes, brushes, brushes, brushes, soft brushes. And if I paint a little bit of height to this, it's not really
making a difference. Okay, that's making
a difference. So if I increase the size
of it and we dislike, dip it down a bit more. With more, you know, we won't be able to tell because it's a weird kind of chill. So we just get rid of that. We added fingerprints
for roughness or wherever else can we add? Roughness? We can add
Can we add color, color or roughness or height? We could add some
color, maybe add another another layer to it, another layer to it. Let's see what can we grab something that's getting exposed from the bottom, maybe. Like the rubber is
ripping up a bit. So it would be what, inside or like
plastic, maybe metal. Let's do a metal and
nice iron chain mail. Is that iron hammer? Grainy, not supposed
to be so smooth? Pure. Steel. Rusted where? Rest. Let's go to smart materials
and see if we have a rusted looking
one. Copper, maybe. It's too dark. Steel ruined. We could go for steel ruined. So let's add that. Obviously, I'll change this. We can add this underneath. That looks pretty good. Well, I just added it to this. Either steel wound underneath
and then we can add a mask. And I think if we start chipping away at
the mask with black, blue not dirt spots with
a brush that is soft. We should start
seeing this right? Metro from inside. Now. I don't want it to, I want
it to be like a scratch. Is there a scratch? Matches? Let me see. This week good. Unlike Scratch, like this, maybe we can add a size
is find the flow is fine. Spacing with pasty
snails jitter. We don't want the jitter. And we could use
the angle position. It's not like we're
painting this anyway. We're just going to
do it a few times. So I'm not going to go
like this scratch, right? Could do maybe just
one here, one here. Like random scratches. The one is weird. Maybe more on this side. I think that looks
fine. Now we see the paint being revealed
a bit from inside. Actually, I'd like to go in with mask is only
for color, right? Yeah. So we can't really
go in with this teal blue and can can we though? The paint on black. Okay, that's fine. Now
let's just go to them. The mask, layer, mask to this. Go ahead. So we haven't added
a layer on yet, which is fine because
right now we're just painting with the black, so it's gonna be white
as it is underneath. That's too much. Again, too much. That's fine. Now, if we go ahead and
copy the steel ruined, copy it under the button and just go ahead
and paste this. Maybe you can see
the difference. We should see a still ruin. Underneath. You see it's more
defined on what we have. Just gives a better look. I think that makes our handle look a bit better than before. Could have done many
things to that, but I think we are done now. We have a nice blade. We have a really battered
all the dagger, cross guard. Love the rings to be honest,
especially this one. Handle could still
be a bit better, but it's still a lot
better than before with a few fingerprints
and scratches and stuff. And then we have our eye. That looks fine, perfectly fine. But add something on
this side, to be honest. Shall we try something? If we go to the high Palmer? If we go to 2D part, maybe we can paint on this. Let's see. 3d plus 2D. Don't know what this is for. Already. Got something
on it. Oh, yes, That's where I is. I make another layer
on this and we can just start painting. What are we painting here? Color, height. We
want some height. I wanted to have an
Alpha that is something like something like this. Lighting is a bit off,
something like that, but a lot smaller. So if you just choose this and rotate this a
bit and scale it down. Then we can click here, shift trachea and
Shift click here. And that should weaken
nice straight groove. But know what two of them. So let's decrease
the size a bit more. Make one here, here, and here. And then we make one here. So now we have a
nice extra detail which we don't really need, but I think I'm missing a
bit of a fire somewhere. No, I this kind of dug
into it. It's fine. Currently see anyway, the detail curve change
the color as well. This is just extra, so you can feel free to
play around with your model as you want. And we'll go ahead
and in the next day, just export this to Blender and see how we can just render it in
very quick way. To get a nice look, save that. And let's give it a quick look
in our Substance Painter, IRA, which is the physically-based
rendering system. That looks pretty good. Nice, dense scratch marks. Okay, that looks good. Let's tap out this person. I don't think we need to
do anything else on this. I think this is maybe
too dark with this be more of a silvery.
Know what it is. It doesn't look so
looks like Iran, I guess by Doesn't
look like shiny. Must as you know,
you can't really see this texture unless
you're up close. Over here, it looks fine, but once you zoom out, let me try if we
can find a leather. Their cough green creased, damage to that would be nice, fine aged, rough
rough, dark seed. Sofa. Sofa, leather. Leather. Leather I damaged. Damaged or leather damage. Let's just check this out. Oh, that's nice. That is nice, isn't it? It's nice, but how does it look? It's a good,
obviously it's good, but let's try this one. I want a bit of a
brown edge to it. Nice as well. Reddish touch. A dagger handles even
made of leather though. What of a sunrise
or kind of thing? Because if we look in
our references loops, I'm not sure what
this is made up, but this is like plastic and metal and sname and a dagger. This is also metal
plastic stone. Couldn't have it wrapped around. I could look for more
diverse as well. If I want to quickly search for stylized daggers and see
what they're made of. What I guess is it would have been like The Goodbye
stylized look. I'm going for a realistic look. It's pretty much with
something wrapped around it. Like a leather or
some kind of fluff. Let me go for like
a metallic handle. Not stylized but
just 3D daggers. See if we can get something
a bit more accurate. This looks like a rubber to me. Just stick with what we had. I guess. To be honest, you can make it any material
like you have wood as well. Up to your choice, up
to you, to be honest. Plastic, leather. What else do we have? What other options do
we have to strike? Even darker? Can I make it bright red? Not like, right, but like, look good. Copy this. Copy this
to the top as well. We are getting these
nice lines that we drew. Actually doesn't
look so bad, right? Makes the central one standout. Let's put our scratches
and stuff back on so we can see the metal. So let's put this layer on top. So we get our
fingerprints on it. Or handprints even. What's this dust for? Edge damage. Okay, we need to put
this on top of this. Close this out and
don't want to see that. So where are scratches? Scratches. We've had the scratches
over here, right? So if we just copied this
mosque and paste it over here, paste into mask. Now we have these scratches. Mr. the same to the bottom. If we just turn off
our close this out. Another damaged. Now I'm delete this. I put this on the top. Now we have the fingerprints or stains or
wherever you are on. The steel to the top. Hide this and just
copy this mosque and paste into muscle as well. Nice scratch it. I think that
that looks better. I think. I think so. Okay. That's fine. That affect this, right? So got to bake, these maps were big,
all of them again. So if you just go to texture set bank maps and we'll bake
them in for k This time, we could go AK, but
I think even for k will be enough at this level. So all of our maps, again, even the insignia, which we
had rung normals for before. So based architectures. And as soon as this is done, I'll come right back.
10. Finalising and Exporting 4K Textures: Okay, So just got
done with this. It didn't crash ones. So if you're baking is crashing, not forget textures as well. Or even more than that. I'm not sure why
this is not for k. So I baked into folk anyway. So if it's crashing on for k, then you can just go into your settings where
let me just start off. If you go into
settings and go down, then in the baking
options disabled enabling gpu by dressing and enabled live
preview baking process. And I did that, and that's
how I was able to do that. So we're now in for K
and we would like to improve upon this
this insignia thing. So let's just name insulator. Oops, the wrong one. So now because we are using forget textures is going to be heavier to load in and out. But I don't like that. Brass, gold, smart materials. Runs armor wasn't really nice. Let me delete this.
Copper worn-out. Gold armor, machinery. Machinery. That looks okay but weird. Matter move this. I'm not sure. Let's go with a normal gold damaged maybe.
Yeah, That's fine. Mr. Golden Senior thing I guess actually I score
with a silver one. Let's go with from
gluten that we keep a nice also the steel
bright layered. Let's see how that looks. That's fine. Yeah, I
guess that's fine. I'm just gonna go
ahead and delete the other ones. Don't
even need this. So Vietnam, I think we're done. We even got some nice
textures on these. So let's go ahead and
export our dagger. Just going to save that. Now to export your materials, let me just wait for
it to finish saving. And we go to export
mesh or textures. We already have the
mesh from Blender. So we don't really need
to export the whole mesh. We can just explore
the textures. Now, this is where you
want to export it. So I'm just going
to change this to the desktop and
make a new folder. Being on this textures. And it's fine. Metallic roughness. If you would like glass, then you'd like PBM
metallic reference. With the Alpha. It's not over here. The outcome and when
you make your project, PNG is fine. Eight bits. Actually, if we want
a higher resolution, we can go for tiff. Tiff, 16 bit, or 32 bits, based on each textures
that we can go for k. It's worth, that's fine. And export. This is where it will
be exporting the tiff with all these settings. It's just going to
compute it for awhile. And as soon as
this is export it. I'll go back and vendor
and I'll see you there.
11. Applying Textures to Model in Blender: A black and back in Blender. Well, so I'm kind of used a substance
like a vacuum blender. And now we need to
add import textures. Until this we go into
the shading workspace. Whereas our model, okay, we have these weird
textures on it right now. These are just the materials. So let's go one by one atom. If you just press
Control, Shift T, open it up, and if you just
navigate to the textures. And now we need to
for the blade, right? So project dagger,
texturing insignia, blade. So if we just search blade
and just select all of these, automatically, assign them
to wherever it needs to go. And deal, will have to plug
in every texture by itself. And then that is a really an easier way
to use some of this. Even our emission is coming
in with the emission. It does look a little
bit different. But we can fix that in a bit after we just add
all these textures. And same goes with this. If we just add on the
cross guard all these. I think it's probably
not plugged into the right ones, but that's fine. This is the ring one. So boring one. These you can just do the
rest of the year model. The same way. I'm just going to fast-forward through this.
12. Scene Setup & Draft Render : Okay, So I'm done adding our textures and as you
can see, this looks fine. There are some weird artifacts. I don't know why
they come up in EV, I mean this material, but if you go to rendered mode, it should look fine
anything because EV doesn't really
support displacement. So it looks fine
in rendered mode. So unless you manage plan to do an EV,
you should be fine. So let's go back into our layers and go ahead and set
up our render scene and take out a quick
render for ourselves now. And what we can do is, first of all, we'd
like to make a plane. That should be fine. Do we
have our cameras set up? Nope, we need to make a camera
because 0 focus in on it. And I had to go to
the View tab and just lock camera two
views and then I can just zoom in as I like
and just set it up. That should be fine.
Now, obviously, when we showcase or present any kind of
product or asset or game, weapon or anything, it's just going to be a simple
vendor as it is. Rather it will be something
more like the thumbnail or other images you'll see during this course because you need to present it in a way
that it looks good. For now we're just going
to do a normal map, normal camera, and we
don't have anything. So if you want to
see reflections, you would like, would
want to add an HDRI. So you can just use any
HDRI that you have. I have let me see. I think I have this
small studio on. If I can just turn
on EV for now. And actually a blue screen space reflections,
refractions. Ev. Just to check out
the lighting for this. Obviously I look a lot
different in cycles. There's just two basic render. And if you just go
back into solid view, our actually see the
textures on this. You are in solid view, which is pretty cool. We want this to be
on a flat surface. So just go to number
three and grab our dagger and displays
it on the floor. And we'd like to
rotate it because we'd also imagine we
just save this first. If you want, you can just save as go ahead because we're
done with texturing. So now we go with rendering. Then just save
that as rendering. We can rotate this so
that it's on the floor. So now it's on the floor here, on the red line here. So it doesn't matter if
it's chipping in a bit. But here we will see that it's playing on a
flat or not flat. And so we'll get a bit
of shadows as well. What I would actually
suggest is maybe a, let's say a cylinder.
It's going to be huge. This scale it down and just place it
underneath our object. Since about this high. And if you just shade
smooth and quick, normally just give
a quick bevel. Apply the scale
so that it looks. That is a huge battle
because we, oops. Anyway. So that's what we
have. So that way, if you just give this
a quick, that way, if we move this on top of
this instead like that, then we can move
this to the ground. Like so. Move it down a bit. I think that touches
just off the ground. Actually. There is just
touching the ground and we can just move this, scale this up a bit
so that it touches. We're actually bringing
this up a bit. So that lands nicely on this. On this block or something. You can make this
like I wouldn't bug thing or whatever you want. But it does give them a bit more character
or something I'd say. And to some extent, now, that looks better. So let's just go ahead and
check that out. Save that.
13. Basic Lighting: Let's add a light 0.9 here. And it's going to
be huge because, because we are at a very
small scale right now, as you can see, and our
item is just 0.2 meters. So that is the realized
scale, our dagger. So if we just turn this on, whether to see some shadows
hopefully on the ground. Now, that is very, very right. So turn this down to
like one watt maybe. And actually we can get
rid of this just for some nice effect and
change the slide to like, to watch maybe or three watts. Three watts does look alright. Obviously with EV, we have to like turn on all these
shadows and everything. Where's it gone?
For good shadows, hybrid depth and
all these things that we wouldn't really need, but you still can't really
see any shadows anyway. So that looks fine. But we
do want some reflections. So what we're gonna do is
if we go to the shading, going to the world settings. So where is our texture? So right now it's at 0. But if we use a mix shader and makes this shader
with a diffuse shader. Where is it diffuse? When other background one,
then that's fine as well. And then we can make our
background black and have a light path so that our camera ray is
only works in cycles. Either the camera,
the reflection, so it only works as a
reflection and trans to one. So let's go into
cycles right now. Wow, that looks so nice. Let's go into cycles. Cycles. Save that so it doesn't crash. And move two cycles. Now we go rendered. We are getting this nice shadow. So if we turn this to 0, Yeah, it does decrease
the brightness. So if we go with
their reflection, they only want the
reflection for this. And then if you go to one, yeah, I think that's only
giving us the reflections. If you want to. Just
crop it to this so that you can quickly see if
it is actually working. 99 as well. This is unplugged in
the world is going on. So if we go to reflection again, so now we have a fractions. If we turn this to black,
that means it's 0. And if you swap this around. So even if we have this one, black or white doesn't
make a difference. This makes a difference. So I'm going to keep
this unblock, right? So now we know that
this is working. Okay? Whoops. Okay, So if you want to have only your reflections, so if we add a mix RGB
to the note to this, to this, this in-between. There you go. So if we add a mixed RBG GB on another light path
and use glossy depth. Now, glossy array
into the factor. Let me just show you this. So we're using, we're having, getting reflections in this. And if we just change
this to black. So I mean, if we are
just not using this, then it's going to lie
up the whole scene. If we go to white, you see how brightnesses, but if we have on glossy rayon, so we don't use the light, we just use the reflections. That's how you do that. You have this also if we just
add this directly as well. And if you don't include this and just go to our properties, re visibility and
turn off diffuse. That will also do
the same thing. So now we've only getting
reflections from our from our scene and we're not getting into defuse
that the color of this. So let's go back, let's change this to this. Let's go back over here. This is a wonderful
mode as well. So let's see how that looks. That's fine. Obviously
this is dark, so that's not being
used our HDRI, but our reflections
are coming in. If we just take a look over
here on the bright spots, if you can see it. I mean. Okay, So we're getting
those reflections. So that's good for now. So this is our Render.
14. Final Render: And we just save that,
set, our Render Settings. 32 or 64 is good. Cycles GPU, everything is fine. We don't need to mess
with any of these things. We don't need that either. A final render is fine and
everything else looks fine. So render this and come
back soon as it's rendered. Okay, so our render is complete. As you can see. Obviously it's a
white background and just take away a chunk, but it still looks pretty
good like our text string. And actually it
looks pretty good. And the more you work on
texturing is kind of a thing. If the more you work on it, the more battery can get. I mean, we could have
done so much to, there's so many things to this. I just showed you the
basics of how to texture and how to use Substance Painter and all these kind of weird, funky things that
we did over here. And also as I said, you can present it in
a different way as well for your showcasing on
art station or wherever. Make your portfolio or
just install whatever. So I hope you guys enjoyed, hope you guys learned something
especially texturing. And I want you to practice and maybe make another
model of yours. Model of yours.
If you did follow me throughout the
last class as well, where we actually
model this dagger, then hopefully you can post your own models of the daggers or sores
or wherever you guys made with the
textures this time. And I love to see how that, how you guys have
followed through and how much you guys have learned if you need any help or anything, feel free to leave a comment or any questions and discussion. And, um, I'll be happy
to help you guys. Hopefully, I will be
making another one related to animation
of this stagger. It won't be an extensive class. It'll just be a short class. Just for fun. Not really to learn anything, but just to maybe showcase your dagger or weapons
or assets in a fun, yet interactive
and animated way. So hope to see you guys soon. Rupee learned something.
Thanks for watching.