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Complete Modular Environments in Unreal Engine 5

teacher avatar Nexttut, A Specialist in CG Tutorials

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

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.

      Introduction

      1:53

    • 2.

      Download Project Files

      1:28

    • 3.

      What is Modularity

      20:29

    • 4.

      The Planning Stage

      16:42

    • 5.

      The Blockout Phase

      27:01

    • 6.

      Some Bolckout Techniques

      27:06

    • 7.

      Blockout The Residential

      28:49

    • 8.

      Residential in Unreal Engine

      24:56

    • 9.

      Finishing The Residential

      17:48

    • 10.

      Blockout The Museum

      21:41

    • 11.

      Export Museum Kit to UE5

      27:58

    • 12.

      Finishing The Buildings

      24:46

    • 13.

      Finishing The Blockout

      26:42

    • 14.

      Fixing Some Problems

      15:51

    • 15.

      Substance 3D Designer

      32:37

    • 16.

      Brick Mat Big Shapes

      24:48

    • 17.

      Brick Mat Surface Carving

      25:16

    • 18.

      Brick Mat Finalize Height

      19:42

    • 19.

      Brick Mat Base Color Big

      24:00

    • 20.

      Brick Mat Base Color Medium

      26:49

    • 21.

      Brick Mat Roughness

      14:49

    • 22.

      Brick Kit Modularity

      22:19

    • 23.

      Brick Kit in UE5

      25:10

    • 24.

      Roof Kit Base in Blender

      29:29

    • 25.

      Bake The Roof in Substance

      17:16

    • 26.

      Roof Mat Height

      27:09

    • 27.

      Roof Mat Base Color

      32:11

    • 28.

      Roof Mat Roughness

      9:08

    • 29.

      Roof Kit In Creation

      28:14

    • 30.

      Alter The Red Brick Mat

      17:37

    • 31.

      Create The Alley Kit

      22:04

    • 32.

      Concrete Mat Big Shapes

      27:40

    • 33.

      Concrete Mat Surface Damage

      24:45

    • 34.

      Concrete Mat Colors Big

      30:10

    • 35.

      Concrete Mat Roughness

      20:12

    • 36.

      Museum Kit Finished

      27:18

    • 37.

      Intro to Zbrush

      30:16

    • 38.

      Sculpt Tiles in Zbrush

      28:53

    • 39.

      Substance 3D Designer Bake

      28:51

    • 40.

      Testing Patterns in SD

      28:33

    • 41.

      Street Mat Height

      26:40

    • 42.

      Finalizing Steet Mat

      25:42

    • 43.

      Finishing Sidewalk Kit

      20:36

    • 44.

      Finalizing First Iteration

      20:26

    • 45.

      Some Quick Words

      26:49

    • 46.

      Pillar Sculpt in Zbrush

      30:10

    • 47.

      Finalizing Brick Pillars

      28:47

    • 48.

      Ornaments For Moulding

      28:48

    • 49.

      Baking Ornaments in SD

      17:44

    • 50.

      Preparation For Workflow

      21:54

    • 51.

      Residential Trim Sheet

      24:08

    • 52.

      Museum Trim Sheet

      21:38

    • 53.

      Baking Trim Sheets

      18:33

    • 54.

      Texture And Export Trims

      29:41

    • 55.

      Quick Fix to Trim Sheets

      6:46

    • 56.

      Shape Breakers

      26:47

    • 57.

      Pillar Caps Blockout

      31:01

    • 58.

      Pillar Caps Sculpt

      30:28

    • 59.

      Unwrapping Caps And Guards

      30:15

    • 60.

      Baking Caps And Guards

      30:35

    • 61.

      Texturing Caps And Guards

      15:05

    • 62.

      Blockout The Museum Pillars

      30:04

    • 63.

      Circular Pillar Caps

      26:28

    • 64.

      Finalizing Caps Blockout

      28:16

    • 65.

      Sculpting Museum Pieces

      22:06

    • 66.

      Sculpting Museum Pillars

      25:53

    • 67.

      LowPoly Pillars

      29:35

    • 68.

      The Prefab System

      13:49

    • 69.

      Unwrapping Museum Pillars

      29:52

    • 70.

      Bake And Texture Museum Kit

      24:44

    • 71.

      Testing The Progress in UE5

      17:15

    • 72.

      Prefab For Windows

      30:39

    • 73.

      Residential Window Blockout

      19:01

    • 74.

      Baking The Windows

      26:20

    • 75.

      Making Residential Windows

      29:04

    • 76.

      Making Museum Windows

      22:35

    • 77.

      Attic Window Blockout

      23:46

    • 78.

      Residential Door Blockout

      16:42

    • 79.

      Finalized Residential Door

      28:37

    • 80.

      Finalizing Residential Kit

      26:23

    • 81.

      Museum Windows Blockout

      29:03

    • 82.

      Finalizing The Geometry

      13:06

    • 83.

      Unwrapping Shop Window

      26:29

    • 84.

      Baking Shop Window

      18:04

    • 85.

      Baking Museum Doors

      19:12

    • 86.

      Texture Residential Special

      29:53

    • 87.

      Texture Museum Specials

      9:41

    • 88.

      Material Functions

      16:46

    • 89.

      Base Color Controls

      24:21

    • 90.

      All of Material Controls

      33:56

    • 91.

      Vertex Blending

      25:26

    • 92.

      Residential Second UV RGB

      20:14

    • 93.

      Finish Residential Building

      27:36

    • 94.

      Museum Second UV RGB

      20:38

    • 95.

      Using Vertex Color

      10:50

    • 96.

      Finishing The Vertex Paint

      27:10

    • 97.

      Some Scene Corrections

      23:17

    • 98.

      Lighting and Post Process

      21:40

    • 99.

      Camera Placement

      7:52

    • 100.

      Thank You

      1:41

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About This Class

Do you want to learn about Modularity in Environment Art? Then I welcome you to Complete Modular Environments in Unreal Engine 5 class.

Who I am: 

My name is Arash and I have been a 3D character artist for games for some time now. I have a background in teaching Game-Art related content and I feel confident that you are going to learn a lot from this class.

By the end of this class: 

You will have the knowledge to create Modular Environments. You will be able to create a decent game environment

What You Will Learn :

● Modular Theory and Systems

● Creating Tiling materials and variations

● Working in UE5 to create game environments

● Creating Second UV masks to add more detail in materials

Who This Class is For: 

This class is for students who know something about environment art and want to learn more new techniques. This class is not designed for 3D beginners.

What You Should Know or Have for the Class: 

I expect you to have some sort of basic software experience, in Unreal Engine 5, Blender, Zbrush, Substance Painter, and Substance Designer.

Join Me Now:

So if you want to make Modular Environments for Games, then join me now, and take your skills to the next level.

Meet Your Teacher

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Nexttut

A Specialist in CG Tutorials

Teacher

Welcome to Nexttut Education, We only create courses with highly talented professionals who has at least 5+ years off experience working in the film and game industry.

The single goal of Nexttut Education is to help students to become a production ready artist and get jobs wherever they want. We are committed to create high quality professional courses for 3d students. If you are a student learning from any local institution or a 3d artist who has just started working in the industry or an artist who has some years of experience, you have come to the right place.

We love you and your feedback. Please give us feedback on how we can make better courses for you and how we can help you in any ways.

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Level: Intermediate

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Transcripts

1. Introduction: Hello and welcome to next to, my name is Raj and I'll be your instructor in this tutorial. Do you want to learn how to create modular environments? So I welcome you to next to a complete guide to modular environment creation. The theme of this course is Victorian era Street that has a residential building that has the simplicity to be a starter for us. And then we go for a more complex one. That is a museum building that has a lot of complexity and we're going to learn a lot of things creating it. We start with by the planning and learn how important the planning stage is. Then after making sure that we have a good planning, we go for the blackout and after creating a solid block out, we will move to iteration parts. In the first iteration, we will start to create a bare-bones of the environments, including tiling material, styling geometries, and basically anything that is going to be a skeletal for the environment. And then after that, in phase two, we will start to create more complex details, including nanotube measures that have a lot of complexity and of course tiling geometries, one of the most important benefits of this course is learning how to save time in the production. We will reuse as much as possible from the kids that we have. And of course, we will learn how to vertex blend to hide a bit of tightening because modular environments in their nature are a bit repetitive. And we'll learn some techniques to hide them, including the vertex blending, how to paint different materials aren't on the same mesh on the fly inside Unreal Engine. And then using the second uv channel to bring in more tiling details onto the mesh to make that less repetitive. So if you're excited to enter the journey of modular environment creation, come join me in this one. My name is o rash from next stood looking forward to have a great learning experience together. Okay, See you there. 2. Download Project Files: Hello everybody, and we're ready to start the course. But actually before even starting the course, in the project files we have couple of files. One is links and credits. I have some blender add-ons in there. When we use in the course, I will mention them. And then we have the modular Victorian folder, which you can actually right-click and unzip. This is the folder that you get. The thing that you need to do is actually go in on this and clicking on the EU project. So that Unreal Engine opens that for you. And depending on your machine, it may take a bit of time to render. Then what it comes up, you will need to go and this modular Victorian and go in here. And there's a modular Victorian finished map. When you click that, you're going to see that final scene that we create. And this is the final scene. And basically this is what we are going to create step-by-step. And the only thing that you're not getting is this curtain the curtain files. Because these were downloaded free from that and I'm actually not able to share them with you. So I'm going to delete them and take a new backup from these. And what you're going to get is this one without curtain folders. Of course, you can create your own and bring them in and use them. Okay, no extra step needed. You can scroll through the next 100, start the course, actually. See you there. 3. What is Modularity: Hello everybody, welcome to this course. And in this one we're going to take a look at the modularity for environmental zone for video games. Of course, you might think that modularity is a new technique, but it's not. It tastes way, way back to previous generations and even Sega and Nintendo days. Even there, it was a form of modularity present. They had some sprites and they tiled them over and over again to create an environment, but it evolved through the time. And now we're going to explore what modularity is and how to use it. Of course, modularity is a technique. It has benefits and we can assess as well. And it's anew the environment designer to decide if you want the environment to be modular or not. We're going to see how it does, how it works, and then decide on what type of technique we are going to use for creating modularity or even leaving modularity to be off and going for a total unique environment. And based on my experience as a teacher and found out that assigning projects and doing a project-based approach in learning is a lot better. And for that, we're going to go to Victorian era and create some Victorian buildings because not only they have some challenges, but they are beautiful to look at. They are challenging but beautiful to create. And in the end you're going to take a lot of lessons from them. So what is modularity? Well, first, we need to see what modular design is. Modular design is basically dividing a system into many smaller chunks. And we call those chunks as modules. These modules can be independently, independently created, modified, and even used on different modules, on different systems. If we create them carefully, who can use them, swap them on another system as well. Greatest example of this system is the Lego. And we're all familiar with the Lego and how they work. These lego bricks are all created in a way that we can create different things by connecting these Lego pieces together and things that original creator of these levels have never imagined of. The things that we do with using these Legos goes beyond the imagination. Imagination of the original creator. The Lego company has made these. We have total freedom to use these to create new systems. And we can create things as far as our imagination can go with. Of course, there are some rules to creating these Lego kit. To make them a snap together and tile perfectly to create a system that works. And we're going to learn them later on. But it's good to know that you can create basically anything you want with these kids. Of course, there's a bit of difference for the game design, for environment design. And it is the fact that for every purpose that you want, you want to create a kit to support that idea. And let's go to the reference and just take a look at this. And the first one is this one. In order to make this one modular, we need to create a kit for it. And the kid for this one depends on how far you want to go for modularity. For example, if you are going to create one piece until it together in the game, or create different pieces and prefab them and use them in the engine. And it depends on you on how far in modularity you want to go for your game. For example, you can go and create this one as a single piece and toilet all over in your game. That's really no problem. We can take this one as a single piece and take it as only a single piece entirely to create this railing system. But you can go further and do something else. For example, creating, you can go and do something like this, for example, instead of making this one a single kit, you can go ahead and I start to divide it into smaller chunks. For example, this top piece as a single piece, this pillars as a single piece that tiles. And you can place it as you want, and this one as a single piece as well. It really depends on what type of environment and how much customization you want. Because if you go for something like this, you have the kit, you have this single one. If you duplicate it, sometimes you're going to see some repetition. Repetition is something that you want to avoid when going to create modularity. But this one is a lot faster to create because you create one and it's done. You could bring it into engine and start to level design with it. But in this one, you need to create them the way that you create this one obviously. But the difference is that you bring these as individual pieces into engine and I start to tie them separately. For example, in order to create this one, you need to bring this, then from Content Browser, bring this top piece, and then bring the pillars in the middle. For example, you need to. Bring in ten pillars and start to place them together to create something that is unique. But this one is going to take a lot of time, of course, that really depends on your project and we're going to discover these concepts as well. There are a lot of times when, for example, you're going to create an, a strategy game. And for strategy games, you really do not need to go so far away. For example, when you are looking at the environment in such a high distance, you really do not want to have a lot of modularity. And the modular modularity in such a place is just taking a whole block and duplicate it and bring it over to create something like this. Because in a strategy game that you're looking at the environment from so far away, you really do not need to have a lot of customers ability for your modularity. For example, going in such a level and start to swap windows to create a unique piece. You really do not want to do something like this. If the game is something like a strategy game. But for a game like a first-person shooter, when you're going to see the environment from so close up, from the person's eye level of view, you need to have mortgage, customer's ability for your modularity. That really depends on how far in modularity you want to go. And that is based on the game that you're wanting to create. And back to what we were talking about for creating modularity for games, you need to first have a lot of planning. And it's planning makes sure that you really do not fail in the middle of the project. For example, I'll see that I'm going to create a couple of coins of buildings, one like this, which has a lot of ornaments work and a lot of concrete work and things like that. And one like this one. And to support both of them, I need to create couple of kids, one for this building and one for this building. And when we made sure that both of them work, correct, we can create a lot of variations from the same kit. Of course, the kids are not only going to be building kits, for example, we can create pipe kids as well, which I believe we might create in this course. And the sky is the limit on how far you can create kits. But the most important factor is that the kids should be functional and be beautiful to look at. And you should avoid repetition as much as you can. For example, bringing a lot of decals, bringing some foliage to cover some themes. And the techniques that we're going to learn in the way. And the planning stages, one of the most important ones because without the proper planning, you're going to fail. And you need to plan a lot of things, for example, how to hide the repetition. Because in modularity, there might be a lot of repetition. For example, creating such a building, you need to create some kits and you see how repetitive these windows get when they tied together. And it makes a boring effect and you need to do something to avoid such an effect. You might introduce unique pieces, you might introduce very end pieces. You might bring in decals, some foliage is and things like that too, cover the repetition. Repetition is one of the weaknesses of the modularity. But the good thing is that when you are going to create a building, for example, this one as a modular kit here really, instead of going and modelling the building once and bringing into engine, you can go and model the windows. And instead of modelling them all together, you can model just one building until it over to create this piece. Without modularity, you model this one and the texture resolution isn't going to be too good. Because a building that is so great needs a lot of texture resolution. And you might bring in some for k textures to maintain the texture quality. But in modularity, you can bring in a smaller textures because they can be tiled together. You can bring in some tiling textures and tell them across without any problem. This one brings us to the strengths and weaknesses. The first weakness of this method is that it needs a lot of pre-planning. You need to really sit down and calculate how the kids are going to snap together, how they're going to get tired, and how to match them with other kids. How to swap kids together, How to cover the repetitions and things like that. It takes a lot of planning, a lot of pre-planning. And the good thing is that when you do the preplanning, it's really a matter of iteration because you have created the planning and you have a strong ground to continue, and you continue to iterate on top of each other to create the environment that you want. And the next is strength, is that you can create a world using only limited resources. For example, you can go and create a building kit. This building, Katie can have some doors, some windows, some walls, some readings, some rooftops. And you can create a whole world using this one. You can bring in a lot of buildings and error rate on top of each other to create so many building types. Of course, the building types is limited to how many kids you have created. But the good news is that you can create literally a whole game using some limited resources. And the bad news is that it looks repetitive because we are only using some limited kids. The amount of uniqueness and authenticity of the world is going to be questioned because you're using some limited kits to create whole buildings. Of course, you can go ahead and create different kits and mix and match them together to create authenticity and uniqueness. But right out of the box, they might look repetitive. And you need to do some things to cure that. And to cure this repetitiveness of the modularity. You can bring in different kids. Of course it takes more time, but it's worth the time that you put in there because having more kids be able to create more robust worlds. Again, let's go back to these. In here you see we have three different kits, each of them belonging to another type of the city. If you create only one kid, say for example this one, and create a whole city using this Katie, you are going to have a lot of repetition. But if you introduce more kids, for example, a kid like this one, and a kid like this one. And start to set dress acidic. You're going to have less repetition and you can even mix and match kids together. For example, when you are going to create a building that uses the red breaks, just like this one. Bring in some elements from these. For example, Windows bring in some doors, or bringing some elements from these. You can mix and match kits together to create authenticity into the world. The next one is creating kid variations. And of course we're going to talk about kids. But it's good to know that, for example, in this building, There's a lot of repetition. You see this window being repeated over and over again. But in here, we have a different piece that is totally different to other pieces. And this is good to create a little bit of variation in the building. Or even you can bring in unique pieces. And by looking at this in here, you see that by bringing in these statues, they really take the attention of the player away from a lot of repetition that is happening in here. Another benefit is that you have more optimization available for you. Because let's say that for example, in a game you're going to have a lot of the buildings modeled and created uniquely without modularity. For example, H building being its own separate piece and using only ones, you need only a lot of texture memory for this, and a lot of disk memory and a lot of hardware space. Because all of these have been created uniquely and you can use them only once. Or your environment is going to look really unnatural because of having, let say that for example, this building being repeated over and over again, It's really going to make it bad. But when you are going to use modularity, you're going to divide the buildings into smaller chunks. And these are smaller chunks can have better texture resolution. They can have better details and things like that. And the only thing that you need to do is tiling them across to get the environmental. And this way, for example, for this environment, if you make it modular, you need to create only some textures. For example, here we have a tiling brick texture, and we have some concrete textures and door textures and things like that. You can create three different textures and create a whole building out of these textures. And this makes it really optimized. The next one is the ability to test the environment early and even without bringing in AAA textures. And perhaps you can block called this environment if you have a proper planning and you can test your environment to see how it works together. And this is really, really simple example, basic example that I created. I have this tiling wall piece and this wall variation which has a window and this wall that we can put a door frame in. So I have placed the pivot in here. Don't worry if you do not want to if you do not know what the pivot and the pivot system works, we're going to talk about that extensively later on. But this is just to clarifying the blog called phase, which we can test the progress earlier. And I've created these, these are patrolling perfectly. And since I have created them using some rules, I can test the progress early on, even without creating AAA measures and things like that. And this way I can really test the environment to see if that is going to work or not. And let's say that you create a really beautiful door. He sculpted in ZBrush and bringing in engine and to see that it doesn't work. And you get a lot of wasted time if you do not do this, block out the stage. And this one is to make sure that everything that you have planned is going to work on together. Okay, We need something for them to snap. Snap menu is in here you go. And I'm going to snap to increments. So when I'm trying to move that, it's going to snap. Of course, I need to center them so that the snapping is in the center of the world. And now if I try to snap them, snapping system is one meter. Every time I try to move this, it, it goes one meter in every direction and this is very good for a snapping. And later on we will talk about the grid size and how to use that. So this is the simple wall and this wall that has a door. I'm placing it and you see that they feel each other very good. And I'm going to place it in here and write up just in here. And you see it fills the gaps. And since all of the pieces are really working great together, I have no problem a snapping these together. So now you see I've created a simple one that has a door and a couple of windows up step with only using some blackout meshes. This is good to test the progress early on to see if everything is going to work. Alright? And I feel like this is a necessary part to do because without the blackout, you're really do not have a strong ground to start from. And chances that you fail are going to rise too much. And you saw how, with just some simple kits were able to model a building if we wanted to. And that is really benefit of modularity. We can iterate a lot faster than having to model them one-by-one unique pieces. So I think it's about talking about modularity and what it is. And it takes some steps to create a modular environment. So the first step as like anything, is just planning. You need to look at a lot of references and to see what type of modularity you want and what type of a game it is. You need to ask a lot of questions from yourself to be able to guess what you're going to create. For example, in this particular example, let's go for this simple one. And in here you see this primary kit, which is a building kid, has some subjects as well. For example, it has the first floor kit, it has the second floor, third floor, and the roof. And there are a lot of repetition in here. You need to go and plan to see what type of environment you are going to create, what type of game you want to create. For example, if it's a game where the player is going to be able to interact with it. So close up, for example, a third-person or first-person, you really need to go deeper in modularity and take these and make them their own single pieces. That way you need to create a lot of kids. But this one, if you're going to create a game that is a strategy game, you might need to create a whole building as a kid and model that only wants and use it throughout the level because the player is going to look at the building from such a distance. And that really doesn't make sense if you go and customize every single window. So you need to keep that in mind in the planning. The next step is the blackout. The same thing that we did in Blender just seconds ago. We go and create pieces, but we really do not need to add a lot of details into your testing our ideas to see if their work on that and made sure that the modularity is working. Alright, we go to the second, we go to the third steps, excuse me. And that is really working on fruit lay props. We take those blackouts and turn them into AAA. And quality measures and textures really push the quality up. And there are some parts that are ongoing throughout the whole project. For example, lighting the scene, creating materials, creating an erection, creating blueprints and things like that are ongoing but remain steps are these ones. So I feel like this is enough for this lesson. And in the next one, we'll talk more about these as well. Okay, See you there. 4. The Planning Stage: In previous lesson, we talked about a modular environment design and found out that what modular environment design is. And really talk briefly about the concepts that might be important in the workflow. And at the end of the lesson, we found out that there are three steps involved in creating environment. This is applicable to all types of environments and even outside the context of environment design. If you're going to do something, even doing some programs and things like that, these steps are still applicable. So the first step is the planning. And the planning is just like the foundation for a house. And if you just stack some breaks up together and call it a house, they're not going to last very long because the house doesn't have any foundation. And the same goes for environment design. You need to have proper planning in order to be able to execute the rest of the steps perfectly. This planning stage might be overlooked by some artist. But this is one of the most important steps in every production. No matter if it's a film, movie, animation game, or even outside of the CG contexts. For example, in your life you're going to do something. You need good proper planning. And now what is the planning? So basically the planning stage is the fundamental step in any project. No matter if it's a CG project or it's a real life project. And it involves pre-thinking the final result. You need to have the final result in your mind. Even before starting the execution, you need to have the full environment in your mind. Even without creating it. For this one, you need to have a lot of imagination. And you need to present the required actions to get that final result as well. Not only you need to find, finalize that final result in your mind before creating it. But also you need to have the required actions and steps to get to that final result. The greatest point is that it gives you foresight, vision, imagination, and basically whatever you call it. And by doing a proper planning, you're able to close your eyes and fly in the environment even before creating it. This is the formula. You have the basic idea in your mind. For example, when I wanted to start this one, I knew that I'm going to create some Victorian buildings. So I went ahead and did a lot of planning on that. And that planning involves in a lot of steps, for example, gathering references and this scattering references is one of the most important steps that you need to take. You might think that I'm going to create an environment without any references, and that is wrong. The more references that you have, the more the better idea gets in your mind. When you're thinking about something, you have a basic idea and then you need to do a proper planning to get to the final result. And as you know, this proper planning involves division. First, you need to have the vision in your mind, and then you assign some steps to get to that vision. For example, we know that in this steps we need to assign what type of modularity we need to use to create these buildings? Do we need to create it chunk by chunk, for example, creating a window separately, which is the case for something like a first person or third person shooter, or creating a whole block uniquely for something like a strategy game. Basically, you need to sit down, bringing a paper and write down any idea that you have and think about your final product. And you're always interchangeably changing between the steps and vision. For example, you have a vision and start thinking about the steps to get to that vision. And then after completing the steps, you have a more crystal clear vision. And you repeat this until you get the final result. And I'm in the final result in your mind, in your imagination, even before starting the process, and even before starting Unreal Engine or blender to create something. For example, we need to create a Victorian type of building. We have the raw idea in our mind. So then we go to the planning stage and then we have some steps. We go through the references and we see that we need to make it modular because there are a lot of repetition happening in here. And this makes it a perfect case for creating something like modular. And this is division. And after that, we decide, for example, we want this one to be a separate chunk and this one to be a separate chunk and tile them over to get the environment that we want. Can you repeat the process again and again until you have the crystal clear image in your mind. Well, after all, this planning stage is all about imagination. And this imagination means that you have a clear image from the final product in your mind, even before starting to create something, you need to think as much to create this vision for yourself. And how do we do that? Your primary weapon in this part is the questions. And that goes in something like this. Questions, questions and more questions. And you need to sit down bringing a paper. Start to bite a lot of questions from the project. And it's generally a good idea to start from broad questions, from general questions. And the process should be something like this. You start with bigger questions. General questions. For example, in each time period this environment is going to happen. This is a very broad question. We answer that question by, well, we're going to create a Victorian environment. So what type of Victorian environment? What type of building? How many floors do we want the building to have? Basically, the first question was very broad question, what type of environment you are going to create? Do we want it to be a prehistoric environment? We want it to be a sci-fi environment. We want it to be a new environment, all the environment in terms of clean or abandoned environment and things like that. You start with broad questions. And then after asking yourself some general questions, you come down to the specific questions. For example, in the previous step, we answered some of the general questions. For example, we know that we are going to create a Victorian building. So what type of Victorian building do we want it to be too? We want it to be generalist store. Do we want it to be a resident store, excuse me, a residential place to we wanted to have a lot of ornament works just like this one. Is it abandoned? Is it new? Is it something mixed with sci-fi flavor and a lot of questions? And then after answering specific questions, you really go down to very specific questions that belong to the environment. For example, I need to create some decals to answer this question. There are a lot of dirt in here. How do we want to tackle them and things like that? So what type of questions you need to ask yourself? The question is that, how do we provoke these questions? But we need to categorize them in three different categories. What, why, and how. The what section is basically the most essential questions that you need to ask from yourself. And as you know, you need to start from very broad questions all the way to a specific questions. For example, now, in the word category. And these are some questions that you can ask from yourself in the first place. Firstly, think of, well, what am I going to create? You come with the question and the answer is, well, you're going to create an environment. What type of environment you're going to create a modular environment? What time period? This belongs to a Victorian Era. Seven introduces a lot of sub-questions. For example, we decide that we want to create it in the Victorian era. So what type of building do you want it to be? A bookstore? Do we want it to be a hotel? To want it to be a generalist store who are a lot of tools are sold. And the next question is that if you want the environment to be old or new, or how many stores do we want it to have? And then what inspires you to create that environment? And you need to find those in the references. And then about weather conditions. We want it to have a rainy environment or a stormy environment, or day or night. Basically, you ask yourself a lot of questions and write them down so that you have a clearer image in your mind. After knowing what you're going to create, you need to ask yourself, why? For the white category we have basically why am I creating this environment in the first place? For example, you want to create it for a portfolio piece or an art challenge or anything. And you might have the goal to take your environment or to the next level. And creating some AAA arts, whether it's Materials, Textures, geometry, and anything. And why am I going to create this environment to learn modularity or for learning Unreal Engine five, basically what it does. I set a goal to have a better sculpting in ZBrush, basically a neutralizing non-elite and lumen. And you know that the knight is the virtualized geometry mode in Unreal Engine where it allows you to bring in high-quality film, perhaps without any optimization. And the lumen is global illumination that is dynamic exchanging without any cost. So these are the goals that you set for yourself. So how to get to these goals? You look at these goals and ask some questions. So know that we're going to create modularity. So the question arises that how do I want to hide the repetition in modular environment? How to use vertex color data to add variation into modular kids. How to author PBR materials, maybe in substance, maybe using ZBrush or Photoshop or basically anything. For example, utilizing nano uterine lumen, the question voice as well. How do I want to create AAA measures for non-white? And I'm going to extend this part, for example. We're going to create measures for nano it. How do we create them? This is the answer that you may come up with. We're going to create a low poly in Blender and do the high poly sculpting ZBrush and do a UV in blender again and texture it inside substance, whether the designer or a painter. So basically you ask a lot of questions from yourself, write them down. To conclude, the environment that you're going to create, one of the devices that can earn a lot of your questions are the reference images. These reference images can answer a lot of your questions. For example, what type of environment do we want to create? We go look at the references and get inspired by this building, for example. And we learned that we want to create a Victorian environment. Now that we know that we have the Victorian environment in mind, it's time again to go from very broad to specific. And you need to go again from this step all the way to the specific. You first look for the big pictures than medium pictures and then a small pictures. And anytime that you are creating art, you want to have this in mind. You go from big to medium to small. And to visualize that you need to have a shape in mind. And that shape is this triangle. You see down the bottom of the shape is very big and it's holding the whole structure from falling. And this is the big ideas of the environment. This is the big section. And note that this broad section is holding the ground and this section is really the beautiful parts of it. Then after you have the medium and then we have the small portion. So why do we mean by this? When going for references, we know that this is the big picture that we want to create. The big N composition is something that holds out from the four view. For example, if you zoom out, you are able to distinguish the parts. We know that this is a building. If you look at from so far away, you are able to distinguish the composition anything in the picture. But this is not good for environment creation. For example, if you are going to create a concrete material to support this building, we need to have some references from the textures. For example, we need close-up images to really see what is going on in the medium shapes and something like this is good. For example, we will zoom on it and see how many bricks does it have? For example, this one, we zoom on it and we're able to get some of the wear and tear that is happening in this image. For example, you see a lot of dirt in here. And then, for example, such an image is really good for creating textures. We are able to just really a small, tiny shapes that create this texture. From going from this one that has brought shapes and beat your shapes, we go all the way to this one which has some smaller shapes when we go to create some wood textures. So you need to have that in mind. Firstly, you need to have something that holds the environment. Firstly, you need to have a structure, a biggest structure, and then medium details and then a small details. And when you go see a piece of art that is created, you see a lot of details. And that detailed happens in this part, this small part. But a small part isn't going to hold down if it doesn't have a big shape. And if you go to start to create the environment using a small shapes, using a lot of details. You might find out that you do not use it and throw it away and you have a lot of wasted space and time. So you want to start with the big goal to medium and small. And after answering all of these questions, we go to the blackout phase. This block or this stage is mainly working with primitive shapes. For example, working with cubes, working with cylinders, main shapes, planes and things like that to prototype to the environment. And this is done mainly to test the idea. After deciding that we wanted to create a modular environment and answering all our questions, we finally go to this step. And by looking at references that we have, we start to block out the environment. For example, if you're going to do something like this, just have the peace in mind. We go ahead and we know that we have a lot of Mendel's. We take this and bring it up top, bring it up top of this one, and then start to duplicate this to get the result that we want. For example, instead of creating that building fully, we only create the big shapes so that we know that the environment is going to look functioning. Great. For example, now look at this and now look at this. It's the same thing. But first, instead of creating this intricate details and a lot of texture work and things like that. We need to first create a blackout. And after that, we made sure that the kids are functioning and they snap together very well and we do not have any problem. We start to go and create a AAA props and textures. And this is really what the blackout phase does. One benefit of this environment, excuse me, this blackout design is that you can iterate a lot faster than creating AAA measures. For example, let's say that we want to change something about this wall. If we created the mesh fully and without lot of things, we would have a lot of wasted time. And let's say that we created this fully with textures and with all of the details. Let's say that we wanted to change something about this world. We would have to go again to the low Pauline blender, do the sculpting ZBrush textured, and bring it in Unreal Engine to test it if you didn't use the blackout measures. But now we're only using a simple placeholder mesh. And let's say that for example, we wanted to make this window bigger. We simply take it and everything just about manipulating some vertices or take them, make the window bigger. And then it's the matter of pacing. This one with other measures, only with just some clicks, instead of having to put a lot of time in the making process to make it look good. So this faster iteration helps a lot to iterate into the environment using this blog called meshes. Well, I believe this is enough for this lesson. We talked a lot about the planning and the next one who will go and do the blackout. Of course, that is an ongoing process and we're going to do that in multiple lessons. But we start the process pretty soon. Okay. See you in the next one. 5. The Blockout Phase: In the previous lesson, we talked about the planning stage and how important that is and how really it can fail a project without a proper planning. And now we're ready to move on to step two, which is the blackout. And this one is really important as well. We decide on the planning and then move to blackout to test the ideas and to iterate a lot faster. And in the previous lesson we taught that it's a great idea to move to the blackout stage before creating the AAA perhaps and textures to save a lot of time and make sure that everything is working together. Now, we're ready to move on to the blackout phase. And then this blackout phase, we are mainly working with primitive shapes. Just like the example that we build here, we're working with primitive shapes with really no geometry or texture or any details. We're only giving the big shapes, importing and exporting into engine to make sure that everything is working correctly. And when we made sure that everything is alright, we start to iterate on top of each other. For example, we have the first one, and let's say that we want to add a bit of detail. We duplicate it and isolate. And let's say that we want to add a top piece into this wall piece. We simply go. And since we really do not have any geometry, It's a very easy task. All you need to do is working with some really simple geometry that is easy to work with instead of using, for example, those AAA meshes and props and things like that. For example, we wanted to do a custom piece in here. We did it so simple and then go back. And now we have the piece. And it's separated from this one as well. And it's a lot easier to iterate in this parts because we will do not have a lot of complicated geometry and it's a lot faster to iterate. For example, we have this kid and now creating a window, it's only a matter of adding couple of polygons and then removing that. And then for example, if you wanted to add door piece, for example, let me go back so that we have this piece on touched. And let's say that we want to create a door piece. We go here and since we have the logic, we only need to work with some polygons. We bring it here and totally remove this one, and then remove this one to get a door frame. And since all of these snap on a grid, we're really having no problem iterating and everything would be alright. So let's say that for example, we're going to create a window piece. We get it removed that, and boom, we have the window piece and we can iterate a lot faster compared to having finalized meshed. And this one is ready to test out ideas and make sure that the modularity and logic that we create is workable. And it's in here where we have to decide on the UVs as well. The process is a lot easier when you take one and finalize it and then try to take variations from it. For example, we have this one and I'm going to decide to add some textures on this. The UVs are not in place, so I need to take this and remove it and bring one initial piece. So let's again duplicate it and let's look at the UVs. And since this one is a simple plane, the UVs are really there from 0 to one UV space and the other has fault UV. It's alright. And because it's 0 to one, It's going to tile perfectly. So by that I mean, we go in here and try to add a material. Let's go airbase texture, image texture. And from here I want to bring in the base color. Let's go to the material mode. This is not the best example, but do you see that this texture, since this texture is tiling, if I decide to duplicate it and bring it here. Although these are two separate measures, but we're not seeing any tiling issues in here. You see there's a seam in here, but since the texture is tiling, we're not really seeing the same in between them. So making the UVs correct is the best thing that you do to avoid a lot of problems. So let's take this one as an example and now let's duplicate it. Or let's remove that and try to add some things in here. For example, let's do the same thing that we did there. I'm going to take this one and extruded just a bit. Let's remove the snapping. And this is what we get, for example. And I'll do the same thing and I welded these to give it a bit of shape. And I'm going to take this and add a bevel to make the shape a bit interesting. So this is it. And now you see in here we have a bit of problem. That is because we created the geometry and this really doesn't have any UVs. So I'm taking this right-click in here and unwrap. Now you see this happening in here. And since this is too big, I'm going to re-size the UVs just a bit to make that perfectly work with that one. So you see here, and now let's go in here as well. Let's go back to this piece. Or if you want to save a bit of geometry and texture space, you can take it and delete it. Because when we snap this, when we go back and try to snap this, since this is going to snap together, that part isn't going to be seen here because these parts collide together very much that this part gets deleted. So I'm going to take this and go into geometry mode and remove this. And we have a part in here which we need to fix. Right-click on rap. We get a good texture. So let's say that this one is a good base that we are happy to work with. Now, the thing that we need to do is going and do the iteration. And since these were very perfectly, we have no problems. So I'm going to take this add couple of vertices to be able to add the Dorian. Now let's take it on. You see, because we are moving these vertices, we are getting the texture, a stretching. We do not want that, so we need to use a sliding mode. So let's take this. And in my case, you need to tap G sometimes. And now you should use this slide mode without any problem. So I'm taking this one as well and use the slide mode. Now we have the frame port or piece. So I'm going to add another in here. And since we are going to take the window from this one, I'm going to copy that and start to work on this. So I delete this part and the door frame is available. And now let's go in here and try to add the vertices in here to be able to remove this polygon for the window. And now you see, although these are tiling pieces, we have no problem between the pieces and the texture is tiling perfectly. You see in here we have really no obvious issue. This is the power of using modularity with tiling textures. And the good thing is that if you go and try to Tile Texture more, it's an undressed nondestructive process. So let's go in here and bring up the shader editor. Now, let's go and try to export these to Unreal Engine to test them there and create a tiling material to learn some things as well. So if you are going to export these to Unreal Engine with the default Blender settings. You're going to have some problems. Because first thing you need to center this in the center of the world. If you go in here, just hit N to bring the Transform menu. And you see in the location we are negative 20 meters off the center of the world. So if you want to center this one to the center of the world, you need to hit Alt and G to make it go to 000. And anything needs to be zeroed out. But if you export this one from here, you're going to have some pivot issues because the pivot is in the center of the world and this object is 20 meters off from the pivot. So let's export using this to see what happens. So now I'm going to go to Export and Export As if Vx. And if you want to access this faster without needing to come into this menu, you need to right-click. And for example, like right-click add to quick favorites. And in here to access the creed February, It's you need to press Q. And now I have some objects in here. I have the FBX import unexplored in this menu and of course OBJ as well. So I'm going to take this one export as FBX. And right now I really do not care about the naming convention. I'm going to only select this and limit the export to select that object. Because if you do not check this on, it's going to export anything in the scene. So we select this only to export this one. So I'm taking this and let's name it 01 and hit export, FBX, it exported. And now let's go to Unreal Engine and try to import that to see how it works. Okay, here we are in Unreal Engine and this is a default scene. I'm going to go create a new scene, honey basic scene, so that we have a lighting system to work on, okay? To bring up the content browser, you need to hold control and a space to bring this up. So we need to be careful about the folder creation as well. I'm going to go under the content, create a new one, and let's call this one modular Victoria. In here, Let's bring in a sub folder and call it meshes. I'm going to again bring in a folder and call it blackout. And in here I'm going to hit Import and go to the file that are exported and imported. Okay, we're not doing anything with this. Let's say Import doesn't matter for the error. And it also brought material for us, which is a good thing. So let's bring it here. And in here you're not seeing anything. And why that is? Because this is now the center of the world in Blender. Let me go in Blender, and this is it, this is that pivot. And because we have offset, that offset at this one, negative 20 meters away from the center of the world, we should look. At there. And we should be able to see, yes, this one is the door. And since it has been, it has been offset from the center of the world. We are seeing this problem and the pivot is in here. If we had tried to rotate this or resize it based on this pivot, we are going to see a lot of errors. So there's a plug-in that makes us and makes it easier on us for exporting FBX. And that is the bat x plugin. And you can find it here. It's a free plugin. You can grab it from GitHub. All you need to do is downloading this file. And after downloading you get file. It says zip file. Then in order to install it, you go to Edit Preferences in add-ons, hit Install, and just head to the folder where you have downloaded the file and just install add-on, and it gets installed for you and you can find it here, just search for vertex. And this is the buttocks. And it gets added to this end menu in here. You can hit N to bring it up and hide it. You can find it in here. And in here it has a great option to center the transform. And if you enable this option, it's going to first before anything, sensor that and then export it. But it's not going to do anything with the image. It's first temporarily brings this in here, and then export steps. First, you need to specify a folder. Just go to any folder that you have. Now let's take this one, hit F2 to be able to rename it and call it 01 and then apply transform is going to apply all of the transformations, for example, this rotation on anything. It's going to apply the transformations on them, make them 0 on this scale, make them one, so that we have the size consistency throughout the project. Then we have another option which is the one material ID. And it's good for the times when you have only one material ID. In this case, for example, we have only one material ID. This is here if you add multiple material or it is for example, let's suppose that this one is a new material idea. You want to check this one off if your image has multiple material IDs. So now we have the mesh in here, the PVD is working, alright, and we will talk about the pivot as well. So I'm taking this one, rename it to 02 and this one renamed to 03. And this naming convention is very important as well. You need to have a naming convention that is readable and findable as well. So that when you look at the name of the mesh, you know where it belongs to and what it can do. So let me take this one and hit Export. Take this one as well, hit it. Hit Export, this one as well, and hit Export. Now let's go to Unreal Engine. And since we overwrite this one using that, we go in here, right-click and hit we import. And now it's gone to here. Now the pivot is working on right? Now Let's go import others as well. Right-click and hit import. And now these two are available as well. Imports all. Now we have these pieces as well. So let's select them, bring them all in. Now you see the measures are colliding because all of them have been centered, and that is perfectly what we want. So the next thing that we need to do to make this work is assigned a grid size and snapping option. Because now if I select this one and try to move it, every move that I do is ten centimeters based on this menu that I have. And this is the snap menu and this is the grid. If you disable it, you are able to move it freely without any problem. But if you want to work modular, you need to have the snapping on. So let's go to a 100. And now the concrete is now much bigger. Of course, we will talk about the grid and how to set it up as well later on when we create a real stuff. So now that I'm taking this, every time that I moved this one, it's going to offset one meter. And since these are two meters, these are two-by-two cubes. You see in here. Every cube is one meter. These are two-by-two square. So every time that I moved this are moving couple of meters. One meter, excuse me. Now, let's take this one and bring it here loud. Now let's say that I'm going to bring this one here and bring it up. Let's copy this one. And you see, we created a very basic modular kit. And now I'm taking this wall and try to extend it. And you see since the texture is tiling, We have no problems. So let's go to the material and let's say that we want to make the tiling better. So there's a note you can hold down, you right-click to bring in the texture coordinate note. And this is going to decide on the tiling of the texture. So if you are going to change the tiling, you need to change it in here or do something better, hit Multiply. Now, everything that you multiply is going to multiply the textures. The default one is one, so you're not seeing anything. I'm going to bring in a constant and make it, for example two, okay? Now that I'm making it too. Now the texture is tiling twice instead of once. So now if I go in here, you see the texture is tiling twice and we're not getting any problem in the textures as well. Because every time that you try to tile, all of the kids are going to tie it together because all of them come from the same one. If you remember. First we created this one and dealt with the UV, and then after that, the next ones from that, it's always a good idea to create the first kit, the first module. And then after doing the UVs and pivots and things like that, take the variations from that, that way. Always you have the consistency and you need to have the pivot in mind as well. The pivot should always stay the same when you decide on the period of something, it never should be changed. For example, now, I have centered the pivot, excuse me, place the period on the bottom left of this object and anything else has the pivot on the same place so that they snap together. Very good. So if you go and alter the pivot, for example, now I have altered the pivot on this one and exported. And the good thing is that when you export, it's going to automatically overwrite that file for us. So I have exported zeros three. Now let's go into Unreal Engine and take the 0 degree and try to re-import it. Now you see have been altered because the pivot of them has changed. So always you need to have the material, the UVs pivot, and the naming in mind because the result going to maintain the connection between the DCC app and Unreal Engine. So let's go in here and again, bring the pivot in here, exported. Now let's go to Unreal Engine. Again, hit rain ports. Now they went back there because the pivot is now here. So you always need to have those in light. And let's say that for any reason we come in here and try to in this door frame and try to offset the pivot just a bit. So let's go into UV editor and try to select all of this, and this is the file. Now, let's try to re-size the UVs just a bit. Now since the UVs are different from these, Let's export this one. Now let's go to Unreal Engine and try to re-import the door frame. So now that are reimported, you see that we get a harsh semen here where the connection of this one and this one happens and that is because the UVs have been altered. So you need to make the UVs tiled together perfectly. So do not worry about these concepts. We're going to talk about them extensively when we go practical. But these are the things that you need to have in mind. Now one thing that you see is because we are using a tiling texture, we are seeing a repetitive pattern happening in here. You see 1234 tiling textures being here. And this is one of the weaknesses of the modular approach. You are getting a lot of repetition because the tiling texture on that island geometry makes that happen. So you need to do a lot of tricks and a lot of magic to make this go away. So let's go in here and try to offset the UVs to be better. And now, even in here you see that there's a harsh semen here. So you need to keep the UVs consistent throughout the project. So this one is export and now go in here and try to re-import that. Now that issue is gone and we're no longer seeing the problem. One of the important benefits of this one is the fast iteration. So besides from being able to create different variation, you can take one batch for example and do changes. And that changes will be, will be reflected back in Unreal Engine in no time if you use this method. So let's go in here, and this is what we have. So now I'm going to take a duplicate in case something goes wrong and have this one as a backup. So I'm working on this one and not this one because the name has been changed. I'm only going to work with this one because if you export this, it's going to give you another FBX. And this is basically what you get. And this is really not we want what we want. So always you need to override the same file without any changes. So now let's say that I'm going to take this one and do another variation, for example, taking this and create some changes in the geometry. So let's do some manual, small changes. For example, creating a frame on top of this one. I simply take these geometry and take this one and bring it in. Of course, since I'm using a snapping, It's a snaps one meter away from the surface that I have a stretched it from. So I'm going to bring this, bring it here. Now. I have a new piece and now I have manipulated that piece. Right now. I'm not caring about the UVs because we learned how to do the UVs as well. How to correct them and things like that. So I'm going to take this exported. And now I go in Unreal Engine and boom, Let's right-click and re-import. Now you see that change has been reflected here perfectly without any problem. And this fast iteration is something that we're going to use extensively later on. Instead of bringing in the mesh and try to replace it, we only change in the mesh and hit Export and overwrite on top of the previous file to do the iteration. And this way, you are able to finalize the meshes and this block code meshes are going to stay in the place. And the same thing you can find in these references. For example, we start with the simple blackout. We do a window, just a window piece in this block code and then do the iterations on top of that, we add this intricate details. We add the texture work, we add these paneling, we add these ornaments and things like that. And after some time you see the building come to completion. This is enough for this lesson. It has already gone beyond 20 minutes. We talked about some general rules to follow. For example, making the geometry using only primitive shapes. And briefly went over and talked about pivot, grid size, naming convention, transformation and tiling material. Especially for these three. We really didn't talk too much. And in the next one we're going to talk about these extensively. This block code phase really has some awesome benefits. It can iterate pretty fast. And as you sell, we are able to change something and export and boom, get it in Unreal Engine. And if there is any problem, you are able to fix that pretty early on because there's not a lot of texture shader and geometry being in place. You're only working with some simple shapes and the problem Fixing is going to be pretty fast. And then after that, you are able to test your ideas to see if they work or not, if they become modular or not. So if you want and test your idea and found out that it doesn't work, again, you go back and fix it. And by fixing, creating another variation or bringing another kit to fix the idea. Then you can see the environment quickly. And in seeing here that more or less this is going to be in place to the end of the project. And anything that you do, not evolving the mesh and finalizing it is going to be replaced on top of this one. And now you know that this is the environment and you are going to be good playing the game play. You are able to do a lot of things. For example, this is a door, of course, since this is a two meter by two meter, it's very small, but you get the idea and you're able to test your ideas and play them and to see if anything works or not. And this is pretty good to be able to test the ideas early to see if there are any problems you solve them. And if everything is good to go, you go and start to refine the textures, refine the meshes, and do all sorts of things. And one of the most important ones is getting motivated because you see that the idea is taking shape. It's going to work, and it's practical and beautiful as well. When you have this one, for example, you see that the environment that you're creating is getting shape. You really get motivated and see that the environment is coming to life. And it's going to work perfectly. You see, and you get motivated throughout the project. And of course, the changing is pretty fast. If you want to change a module, you can go to the Content Browser, select this one, for example, and swap it with no problem. And since everything is tiling, you're going to have no problem. So for example, if you are going to select it and make another floor is just easy. Cell take them and try to replaced the modules to create what you want. You say pretty fast. We were able to do simple building only using three modules. And this is very good to look at, to see that your idea is going to take shape and it's going to work. Now, the only thing that you need to do is creating beautiful materials in substance, making great textures that tile, making the tiling geometry and so on. Now since we are using nano it, we're not going to use a mesh like this. Is it? This one is tiling, is a tiling mesh, but there are some problems in it. And if I go into the wireframe, you see that there's really nothing much in here to look at. So let me go in here and try to look at the wireframe mode. You see this is a very, very simple geometry. It's pretty flat and you're not able to see anything. But this is the easiest method to work with. You know that you have a geometry that works. The word, the vertices in here have a counterpart in there as well. That is why your geometry is going to work. But if you add something and offset this vertices in here, and if I try now to duplicate this, let me bring it here. Now you see a gap in between these because the vertices doesn't have a counterpart in here. So using these floodplains is very easy to get it done without any problem. But we're going to do a more difficult and more attractive and newer way. It's adding a lot of geometry. We're going to use tons of geometry. And those geometries are going to be handled by night to make the optimization. But we're going to add a lot of geometry, for example, for this part, we need to add geometry and we're going to do that when we do the real production. So this is what you need to do to get the blackout down. And in the next one, we talk about some technical things. For example, assigning the pivot, the grid size, naming convention, and things like that to make the project consistent throughout. Okay, see you there. 6. Some Bolckout Techniques: In previous lesson, we talked about the blackout and how to use it and how benefits and how beneficial the blackout is to our project. Now we're going to talk about really how to create this block called meshes. And now we're going to talk about especially the pivot grid size and naming convention. When you decide about these, especially for pivot grid size and naming convention, you need to make them consistent throughout the project and do not change them over. Because you're going to break the modularity and bring back the project consistency as well. So first let's talk about the pivot and have a geometry that you create has a pivot by default. So let's go in here and create a plane. And this plane has the pivot in the center. And you might like the pivot to be in centre or he might want to offset the period to somewhere else depending on the needs of your project. For example, if you want to rotate and snappier pieces from the center, the pivot should be in the centre. For example, in such a case, we have something like this. Everything now is a snapping perfectly. It's snapping to grid. But if you take this one and let's say that we want to rotate this. It rotates from the center. But if you're going to create a wall, for example, that the wall is going to toil in this direction. The pivot needs to be somewhere in here, in the bottom left. So that when you copied, it has snaps from here. And if you want to make a 90-degree corner, it's easy just to rotate it and create a 90 degree corner. And it's a good practice to always have the pivot at the same place for all of your modules in the kit. Because it makes the consistency, for example, even if your geometry doesn't start from here, let's let the pivot to be in here, for example, let me copy this one to tell you by an example. So I'm going to bring this one up and let's say that we're going to create a window in here that is very simple. I'm not going to do anything special. This is the place for window. And let's say that we want to detach this one for the window so that attach it. And now we have the wall with the pivot. And it's our right. And we have the window as well. But the window doesn't have the pivot in the center. For scam, for example, something like this. The pivot should be just in the same place according to the kit. For example, these have the period in here. And a window as well should have the period in here because let's say that if you want to copy this wall and bring it in here, and snap it to here, instead of this one having the pivot in the center to bring it here. It's always good to have the pivot in here. And it's not just so easy like this one. I bring it here and it does something like this for me. For example, let's duplicate a window and place the pivot in the center. And let's say that we offset this one to something like this. And if you want to bring this window using this method, we really have to go in here and try to find the window and put the door in here, put a window in here and its own place. It's going to have a lot of hardness to place this window just the place that it needs to be. But if we have the period of the window as the same as the piece that corresponds to. We only need to place it on the grid and it's going to be fast. Placing it right in the place, for example, now I'm going to place it somewhere really random in the world. So if we need to place the window in here, all we need to do is center this one and now turn on the pivot, excuse me, turn on snapping. And now we need to bring it so that it fits the place perfectly. So it's a good idea to make all of your kids in the same category or in the same modules to have the same pivot, stay consistent throughout the project. And never, ever try to change the pivot after deciding on what it is going to be because it's going to ruin your project. Well, this one was for the pivot and now the next one that we need to talk about is the grid size. And this is as important as pivot. And the grid size is basically the maximum extent that you decide for your kids to be. This grid size is an imaginary box that all of your modules should fit in in order to snap together perfectly. And the easiest grid sizes are sizes that are equal in both x, y, and z. Something like two-by-two by two. In x, y, and z, so that all of the height, width, and length are together equally. And let's explain that in here. So you see in here we have this grid. This grid in Blender by default is one meter by one meter. And to decide on the size of the grid, if you want to make it larger or smaller, you need to go in this menu. And in here we have this scale and this represents the 3D grid. One more important thing that is basically very important to do is going into this scene properties. And in the units you want to set it either to metric length, two meters or centimeters. Now, in here, length has been calculated using mirrors. And now, if we go in here, the scale is 11, is one meter. If you make it too, it's going to make the grid bigger. And if I take this one, and now instead of only moving in one meter, it's going to move into meters. You see, it's going to move into meters. And if I make this one, for example, 0.5, it's going to have more grades result the resulting that will have a smaller grid. So you see now it only moves half a meter, which equals to 50 centimeters. So you need to decide on the grid size from the beginning. Of course, this doesn't really do much because this is only imaginary in Blender. For example, if you are going to make the environment in Blender, of course, it's good to set it to one or two or four or basically any value. And as a rule I'm telling you that always keep your numbers in multiples of two. For example, two-by-two, two-by-two, or four by four by 48 by eight by eight. And of course you can go by three by three by three, but you're going to have some problems. Of course not, not problems. For example, if you are going to alter the size in subjects you need to go and multiple these values in order to pieces to snap together perfectly. The numbers of the dimensions need to be multiplies of each other. For example, a piece that is two-by-two, two-by-two can snap to a piece that is four by four by two. And by that I mean that may create a cube. And this cube by default is two meters. And it means that it's two meters in every direction, two-by-two by two. And let me copy that. And now I'm going to multiply that x and y. So I'm going to scale it in x twice and scale it in y twice. So you see that now this one is a lot bigger than this one, but this one is still can snap to this without any flaws. So I'm taking this one, bring it here, and bring it here. And you see, since the values are multiplys of each other, they're going to snap together perfectly and leaving no gaps. But if you make it, for example, three by three by three, if you make the odd numbers, if you're going to multiply them or divide them here, getting these bad numbers that have decimal points. For example, 1.551, you're getting decimal numbers are not whole numbers. So in order to make it easier for yourself, it's a good idea to use the multiples of two if possible. But if the project doesn't allow, just go for something that you're happy with. Now you see how grid size is important for making these snapped together. So let's say that I have these two pieces and I'm going to copy this one again. Now it's going to tie together perfectly. But now if I create a piece, let me bring in a default cube again. And this cube is, instead of being two-by-two by two, let's make it three by three by three. And now you see that it doesn't match the proportions. And let me make this 12 to match that better. And although you see it has problems a snapping to the grid, and it doesn't match the grid perfectly. And if you do something to make it really there, we're going to have a lot of space that is either positive space or negative space, like here. And it's not going to snap perfectly. If you duplicate it. Again, it's going to have some bad geometry. So you need to make the grid size always have the same multiplies. Again, he can stick to the two-by-two, two-by-two, or for your four by four by four. And that grid size is really an imaginary box. Let me go and create a cube. And this cube is two meters. Let me make it four. And now we have a four by four by four. So let me go in here and place the pivot down the bottom and make it centered in here. So let's say that this is the grid size and everything that we do here should match the proportions. Now. And it's a good idea, it's a good practice, although not necessary, It's good to place the pivot on where you want the pivot to be. For example, if you want a pivot to be in the bottom left, just place it in the bottom-left and you're good to go. So place it in here. And now let's say that we want to create a wall that is four by four by four. That should be a place in here. And it should especially stick to this part that is length and width so that it can match the coexisting kits. So in here I'm going to bring a plane, and now I'm going to make this 14 by four. So let go, Let's go in here and rotate it. Bring it up. Now we have a kid that really gets placed in here without any problem. And this is a kit. But now the pivot isn't just in the place that we want it to be. You see the period is here in the bottom left, but this one is in the center. So in order to borrow the pivot from this mesh, you first select the target mesh that you want the pivot to be there, and hit Shift and S. And let's make it harder by bringing this to another place. For example. Let's bring this one as well. Now the pivot is in here. So this is the period of the world. We need to offset this period to this period so that we can borrow the pivot prompt here. So you're going to understand it just in a minute. I'm going to select this hit Shift and S. And now these, these two are going to manipulate this circle. So what I'm going to do is bringing the origin. This circle is called World origin, and the origin is basically the pivot point. So I'm going to bring this one to select it. Now, it offset at this from here to here. So now what we need to do is selecting this one again, Shift and S. Now this point represents the origin of this one, which is this orange point that you see here. So we set this one to cursor. Now the period is in here. And now I'm going to do something else. Bring the cursor or world origin into its place. And now both of these are having the same pivot, are borrowed the pivot from this one. And it's perfectly alright. So now let's say that this one is a kid. Let's copy to another place. And again, I'm going to do that example and create a door, just a simple example. That is not going to take a lot of time. So let's say that the creator, the door, I'm going to add just a couple of variations. So I'm going to take this one and this one and delete them. So this one is a variation as well, and it has the same pivot. Okay, I'm going to duplicate this and bring it here. And let me take this one, duplicate it over because I can make a window out of this one. So let's select these two. Right-click and bridge edge loops. It created a window as well. So the window, I'm going to make it a bit smaller, something like this. Okay, now we have three pieces and now let's say that we want to create some sub kits. Let's go look at references. In here. You see that in such a place there is a floor kit as well. It doesn't connect to the top piece with anything. You say. It's the ceiling of the bottom floor and this is the floor of the top floor. And in here we have something that stays in between. This is the ground. And we could go and try to attach this just using this method, for example. Try to attach these walls. But if the player goes in, we are going to have some Z fighting. For example, if I have ground to be in here, let me again duplicate it and try to put it in here. Let's say that this is the floor of the top floor. But what about the ceiling of this one? The ceiling and the floor are going to have some Z fighting. And you see two measures are on top of each other. So in order to remedy this, there's some sub kits that you can use to put some spacing in-between these so that these are not fighting measures so that we have something in-between. So this is the time where the sub kids come together and we can go and create variations of the grid size. For example, now that we have four by four by four, we know that everything, for example, two-by-two by four, can snap to that. For example, a one by four P's can also can snap to that. So let's come in here. I'm going to take a duplicate in case we lost something. And this is a four-by-four piece. I'm going to take this one and bring it down. So right now, what we have here is a one by four Ps, one meter in four meters. So let's go back. And let's tell that. Let's first add just a bit of geometry details in here. Just to make it a bit more beautiful to look at this one. And this one. Just like this one. And now, because the period is in here, I can take this one and just snap it here without any problem. Let me bring the snapping on. Now without any problem, you see that it goes in place and act as a place in-between these. And it's good also to have some authentic fluorine in here. So let's connect these two pieces together. And I'm going to duplicate this one. Again. You say it goes and it slows, works with all of the kids together. This one as well. Now, let me take this window, bring it up. And this also adds a bit of a spacing in-between the floors. And now let's say that in here we want to add couple of words. For example, couple of smaller windows. So a four-by-four can also support two-by-four or four by two. So let's go in here, bring this one. I'm going to take from this and bring it right in here. And now this is a four by four. Let's take this one and bring it in here. Let's decrease the size. And now this one is a two-by-four and it's perfectly supports here. In order to make it authentic, I'm going to add some windows so that we know that we're doing. So I'm taking this delete. And let's say that these are some couple of smaller windows. So I'm taking this, bring it in here. And since the logic works to buy, the forest snaps in here without any problem. And since in here is four as well, two-by-two means four. Now we get a piece that is working perfectly. So it's all about playing with numbers. And even if we wanted to create a third floor, we can take this, bring them up. You can go ahead and start to make a third floor as well. If the gameplay needed something, you can do that as well. For example, let's take this one and bring it here. Now we have a four-by-four piece, but that may take this and bring it to the top so that we have a 6.4 Ps. And that doesn't matter as well as long as it snaps together, it's going to work perfectly. And now we have a six meter wall in here. And let me again go and add a couple of windows and duplicate it across. And now you see we have variation in the building. It looks less repetitive than the previous one. But if you are going to try to duplicate another of these four-by-four meshes in here. It's not going to work because it has a bit of empty space. But if you are going to cover that, It's easy. Some pieces that should have snapped together to fill the spaces. So as long as your mathematical calculations are right, you are really more than welcome to do anything as long as it has snaps together and functions, right? For example, in here, the flourish should be the same. Let me take this, bring it up again. So as long as the floor of these share the same logic, it's alright, for example, if the player is in the building itself, Let's say that this is the view of the player. This is a window, and this is a window as long as the floor and thing is working. All right. As long as the floor and the ceiling are doing their job pretty well, It's really not a good problem. It's not a really huge problem. So the mathematical is alright, you're going to have a good time. So this is the blackout and now you can take it and do whatever you want to do with it. We can iterate on it. It can do a lot of things. And now something about the naming convention, because it's very important. For example, if you go into Unreal Engine and I started to look at this, the name in here is 03, and it doesn't actually work. When you're looking in the Content Browser, you're not really going to guess what this module is going to do. You need to invent a naming convention to make all of these readable as possible. And you want to make it not only readable but easy to understand and distinguishable from each other. For example, let's go in here and we have some kids in here. Let's say that this is a wall piece that we have. This is a wall and window. This is a window and this is a wall and window. Again, I'm going to take this and delete it. Let's say that we have three kids, three modules in here that belong to the same kit. And knowing that all of these are coexisting, they're going to be together, just like this one having the same material, existing, belongs on each other and so on. So to make the, we go in here and do the Rename and the naming should be as descriptive as possible. The first thing that you need to do is adding. This has an represents the Static Mesh. And it means that this is a static mesh. And we're going to find that better inside Unreal Engine. Of course, a static mesh or things that do not differ. For example, a building definitely isn't a static mesh because it's not going to be animated, It's not going to be moved down anything. So a static mesh. And then after that at MOD, so that we know that this is a static mesh and it's modular. So the next thing is, what type of cute this one is, for example, this is Victorian. So that we know that this belongs to the Victorian kit. Or if your project is Victorian and you know that you can simply ignore this one. So Victoria, for example, raise for residential building, you need to have some sorts of abbreviations in place. So now that we know that this is a residential building, this is a wall. And always after anything, you need to add 01, so that later on, if you added variations, you can distinguish them from each other. For example, if you create another wall that this wall is different, for example, having an arc, something like this. Let's do something like this. And now we need to change the name on this one. For example, let's go in here. Now this one needs to be all 0 too, so that the naming stays consistent throughout and you can read them. And now we can read that this is a static mesh modular belonging to the Victorian era residential building. And it's a wall 02. And taking the same name, let's go in here. And this one is just like this one but something different. It's a static mesh modular Victorian residential building wall. And after the wall, we need to add window so that we know that this is a wall that contains a window. And 01, again, if you want it to do a variation, you simply duplicate it and make it 0, excuse me. So that for example, the windows in here are a bit bigger, just like this one. To add a variation, and this one, Let's go paste the same name and try to rename it static much modular victory on residential. And this one, we can call it window 01. Okay? Now we can really just slap it into place. Let's say that for this one, we have another static mesh window. We duplicate this in here. Just set it to, point to, and place it in here just to make it really the size that we want it to be. Make it bigger so that it covers the whole window frame and it's done. Let's say we have now a good and solid naming convention happening in here. But the thing is that you should never change these naming conventions. You should have never change the pivot. You should have never changed the material. And you should have never changed the proportions and the grid size of the measures. So let's go back a couple of steps. And in here, Let's say that we make this one bigger by some mistake. So if you export it and going in Unreal Engine, and when we try to re-import this, we're going to get some problems. So you see now the mesh is bigger, the consistency is broken, the texture is not tiling anymore and a lot of problems. So you need to have always the pivot, the grid size, naming convention and transformation. And this transformation means the scale, rotation and the location of the mesh. You should always place it in the center of the world, just using that bad eggs. And you should have never mess do it rotation. And let's do, We did the scale. And now let's do a rotation. For example, if you do a rotation and exported again, let's go to Unreal Engine and re-import this. You see now it has been rotated very weirdly. It has done a lot of inconsistency in here. So after this, of course, I forgot something and that is the UVs. You should not change the UVs as well. Of course, we have demoed the UVs on how we can change the UV. Let me go in here. And this is the UV. If you try to rescale the UV, you're going to get different texture resolution in here and in here, causing the tiling to be lost. So always when deciding on the pivot grid size, naming convention, transformation, and the UVs as well. You want to change them because you are going to have a lot of problems. Well, this is the end of the introduction chapter. We talked about modularity in theory. And in the next one, we're going to do the practice. We're going to go through the references and find something that suits and start to build them. Of course, until now we have covered the chapter, gives me the step one, which is the planning and the blackout and didn't cover the AAA procreation. And we leave this one for the next chapters. And really there's no point in going and refine this to make a huge environment out of this because it's going to be a lot of voice that time. So we have learned about the theory. And then the next one we're going to create a real scene, refers to the blackout. First to the planning done blackout. And then I start to flesh out the scene using different kits. Okay. Take your time and learn the theory because we're going to do practice. Congratulations on finishing the first chapter. Theory in the next one. 7. Blockout The Residential: Congratulations on finishing the first chapter. And now in this one we're going to go for real production and start to make the environment. Of course, the amount of modularity is based on your needs and depends on how far you're going to have modularity, for example, when it comes to planning. Now we're going to plan for this particular building that we are going to make. But first, I'm going to do an example. And let's take this building as an example. So this is the building and you can see that clearly it's a perfect case for creating a modular scenario. I'm going to plan that for now. Of course, we're not going to create this because this is so simple and really not that interesting, but it's a great idea to use this one for planning. So let's talk about the amount of modularity that you want your project to have. For example, you can go ahead and make the first floor of single module just like the seal modelling inside Blender or any DCC app that you have. And this is the same module. It cannot be changed. It can be used only in this way. And then you can go ahead and make this one another module. You have floor completely as one module. And then the third floor and the roof can be themselves individual modules. This one has one benefit. You can do your work a lot faster. You create a module and you only have to repeat it, but it has some drawbacks as well. You get a lot of repetition and you get less amount of customers ability for your modular kids. In that case, you would have something like this. This is composed of three modules only. This is the first module. You can see that just imagine that this is a final piece. We have only one door and some windows. And for these ones as well, we have some windows and a centerpiece in here. This one works a lot faster. But the problem is that they get less amount of customers ability because you have only one module and if you are going to make a lot of buildings with it, you're going to have a lot of repetition because you're only using a model that doesn't have a lot of details. Of course, the benefit is that they are going to be a lot faster and do not create a lot of variation. The bad thing is that you get a lot of repetition. But the workflow, that is my personal preference is making each individual repeating pattern, a kit, a module. So in that case we have this one. This wall is repeating all over. So let me select it from here. This wall is really getting repeated all over. We go on, create a module out of that. And then in here we have this door that can be used and repeated throughout the project, another module. And then up top in here, we see this window when repeated a lot of times. So I'm taking this one, another module. Up top, we have another window that is different to this one because it's a smaller. So this one again becomes another module. And this Wolff piece as well is a tiling piece. I'm taking it. And another module, you see we have selected 12345 modules from this whole building that are repeating elements. And we take that, model them and make them toil so that we can create a modular kit out of that. And after that, we can create a lot of more variations from that. So this is the process that is my personal preference, and I encourage you to use this one as well. Of course, the needs of the projects vary from one to another, but this is my favorite method and the method that I'm going for in this lesson. And to create a good thing, you need to have a lot of good references so that you can guess what you are going to create from them. For the first building, I decided to mix and match these free to get something out of them. I really love the look of this shop. And also the fact that there's a residential building or basically anything on top of it. Of course, I'm not going to make it just like this one. I'm going to make some changes. For example, bring the door in here, make it smaller, and make window shop in here so that on top of it we have some sorts of buildings. So now that I'm looking at this, this looks like a four-by-four piece to me. It's just like in each direction and we have some pillars as well. And these pillars are a bit tricky. We can use a lot of them to be corner pieces as well. And the coronary pieces are important as well because they are going to give a more natural look to your environment. For example, if you do not have a corner piece, the module that you create is going to be something like this when they stitched together. When you're going to create a corner, it's going to be something like this. Let me rotate this 190 degrees. It's going to be something like this and creating a very sharp 90-degree corner. But in reality this is not true. So we're going to create custom corner pieces. For example, shrink this one in half. This one. Shrink this one in half as well, and delete the rest of it. And we join them together and create some more geometry in here to make this one a bit less edgy. And CG. These are four corner pieces as well. And for the pillars as well, we're going to create some pillars. They give their environment a more beautiful look. So now let's start with the door frame. I'm going for four-by-four piece for the door frame. So let's go in Blender, bring in a plane. And now this plane is two-by-two. So let me convert it to a four-by-four. And I'm going to bring the pivot just in here. And let's make it a stand-up, something like this. And this is not going to be the whole door. This is going to be the door frame itself. And always to make sure that you are going to create the sizes correctly. I'll always have referencing the scene and this one is a two-by-two. You can shrink the size, for example, in here. And now this looks like something like a scale of a human. Or he can go and bring into Unreal Engine mannequin or have that from Unreal Engine four. And I always bring that one. I'm going to create a project. So this is it and this is the size of a human, 182 centimeters. And compared to this one, it's looking all right, and this is the scale. And I'm always looking at that and comparing the size of the player to the elements that I'm creating. Okay, let's go in here and first save the scene and say too much because it hurts a lot when you're going to lose some progress. So let's go in here and try to give this a bit of detail, just some elementary details so that when you put this into Unreal, we know that this one is adore piece. So let's go for it a name, I'm going to name it a static mesh and all the four modular and RAS, so that we know that this one is a residential building and runs after that 01. In case later on we created a variation. We know that this is the centerpiece. I'm taking this. And according to those image that are, so I'm going to create some buildings, excuse me, some frames. K, This one is good for the entrance and now let's rotate the player. This is the size of the player, but I'm going to make this a bit wider so that the player can enter without any problem. And the height of the door, I'm going to make it a bit more, something like this. So this is going to be our door frame, so I'm going to extrude it out. And this is the piece that we're going to create. Let's give it some details as well. I'm going to connect these and take these vertices, for example, and turn off the snapping mode and bring this back, for example, just to give this a bit of silhouette so that we know there's going to be something in here. Of course you do not have to do this. And the good thing is that you do not do something like this. But because I really hate looking at these flat surfaces, are always loved to do some detailing in here. Just in case that we know there's going to be a little bit of detail in here and promise ourselves that there's going to be something, okay, we have this one perfectly created, an after that. I'm going to create sharp as well. Of course I'm not going for the interior, we're going to we're going to create the exterior is only one I'm going to do is really not duplicating this one by one. I'm going to create something that follows the rules of these but really not copying. So now that I'm looking at this, I feel like this one is too big. This four-by-four is really too big. So let me take it. And I'm going to hold n and n here. And why? I'm going to bring it to three, okay? This is now more manageable and the size is better. Let me now the wireframe. And this is the size of the character. And no problem. The character can go through in here. But if you're going to really have the level designers in mind so that they can create the player animation going through the door. He can go and select the vertices. And these ones as well, and widen them a bit. Something so that there's room for the player to walk in. Okay, This one is a four by three piece. I'm going to create two floors on top of this one. So again, I'm going to bring in a plane, just re-size it. And connect it here. Let's first put the pivot in here and place it in here. And this is four by four. Let's make it four by three. Absolutely fine. And now they share the same pivot snapped together perfectly. So let's turn on the snap mode and you want to put the mode to increment. And for changing the increments as well, you can go and come in here and change the scale. For example, if you want to make it three, it's going to make every three meters and increments and you can snap it just once and goes. Perfectly. Soap, No problem. So let's go back and put two increments to one. And I'm going to copy the name from this one. And another information that you can add in the name of the, excuse me to the name of the module is the size of the module. So let me go in here. And after, before the 01, I'm going to add four by three underlying one. You can add this one so that you can read it a lot better. But what I'm going for this one, put the name in here, and this one is going to be the top floor, basically something like this one. I can name it. Second F for second floor. Of course, you can go for any name that you want, but we're going for something like this now. It perfectly snaps up top of this one. But one thing is that never a snap the floors like this one. Place in-between them so that you can add more details as well as separating the floors and ceilings often, for example, if you're going to really create, again, this one is going to have a floor. It's not going to stay on top. For example, if the player walks in, let me simulate that. There's something like this. The player is in here and can travels into the level and down below in the first floor as well. We have something like this. This one should also have a roof. And that way we are going to have a lot of Z fighting. So I'm going to bring this in here. You see that the location in the object properties, it's now plus four z. So I'm going to make it plus 4.5 so that it goes up. And in between this one, I'm going to create an art piece, piece that we are going to have a lot of details in something like this, for example, we have a lot of details to make it more beautiful to look at. So again, I'm going to take this one, duplicate it, bring it here. And I'm going to select a point. I'm going to bring them down until we have five increments. This, these ones are ten centimeters, 12345. Okay, now let's go and attach it up top of this one. Let's bring it up. It snaps, and we have the top piece perfectly. It's a good thing before importing these into Unreal. Just a snap them here to see if they work or not. Okay, I'm going to rename this one. And of course we are going to make these tile to not worry about that. We're going to do that when I change the name to static image modular residential, ornamental tree, or 0.01 in case we wanted to create a variation. So now I'm going to create a shop and let me take it from here. I'm going to duplicate this, bring it in the center, snap it here, okay, the shop is going to accompany the introns in here, and I want this one to be six meters. But I'm going to tell you why in a second. So I go to this Transform panel, and in here instead of three, I'm going to add six. So that when our tile this, Let me go back. I'm titling this 11 and twice. I'm tiling this one twice and not getting any problem. So this one is going to be the shop. This is going to be something like a unique piece that you cannot really use too much, but it's going to add a lot of details into that. I'm going to delete these and select this one and name it. Sharp four by 601 in case you wanted to create some variations from it. Okay, let me take this one. I'm going to add some details to this one as well. It's not really recommended, but when you see them having some detail, you're going to have a lot of good time looking at this. It's really motivates you to continue your work. Of course, if you're going to save a bit of time, just leave this be. But if you're going to make them a bit more beautiful to look at, just add some detail and you see it's a lot cooler than having that floodplain. And then this one, again, I'm going to come in here and create a window. Hey, let me bring this one n and another one in here and extrude this one in. Just to have a bit of silhouettes. And for this shop as well, Let's go and add a bit of detail. And again, I'm telling you that if you do not want to waste your time detailing this, you're more than welcome to go and detail the rest of the things. But in here I said because I really do not love to look at the floodplains. I'm going to add them just a bit of detail. So I'm going to create a corner piece as well so that when we are going to create a corner, we do not see that sharp on unnatural, ugly corner. So let me go and create a cube by pressing shift and a and bringing in a cube. Okay, let's go in here and make it point by 0.5. And for the z, because all of these pieces are four meters, I'm going to make this 14 meter as well. So let me place the pivot in here. Okay, let me, Excuse me. Let's go and place the pivot in here. Now. These are going to have some corner pieces as well. In order to make them a snap. I'm going to leave the corner in the between. So let's go in here, add a vertices here, n vertices in here, and select this center vertices and make it the pivot. So it snaps perfectly. And I can bring it in the center as well. Let's try that one. And when we make this one the corner, It's going to cover a lot of places. It's great. Okay. And let me take this one and I'll simply call it corner. So now I'm going to create a third floor for this building as well. But the third floor, I'm not going to make it four by three. I'm going to make the third floor a bit smaller. So I'm going to take this one. Let's bring it here. And in here. I'm going to make it three by three. And it's going to snap perfectly and it doesn't have any problem. I'm going to bring it here. And let's turn the snapping to be on and bring it up. Of course, there should be a piece in between these. So I'm taking this and the snapping should work perfectly if I bring this and make the snapping a smaller bits. Okay, now we have a three story building. And let me take this one and I'm going to rename it just third floor. And for the size, I'm going to make it three by three. This should be descriptive enough. Let me take this and I'm going to copy them just in case to test the toiling copy. And another one, k, You see that we created a building. And it's very good to look at them because we know that now these are going to be a snapping together without any problem. And on top of the third floor, I'm going to add the rooftop. Rooftop as well. You're going to make it either modular or a one-piece. And now that I'm looking at this, you see that piece that goes on top of the roof is more intricate than the previous one. So I'm going to take this and bring it up. Let's just bring it up on here. And I'm going to make this one a unique piece. I'm going to make it move ornament tree. I can really invest in this one. And instead of ribeye half, I can make it three by one to make a difference from the pieces. So I feel like I've made a mistake. And in here, this size is three by half, not for by half. And you're seeing that here. This is the corner piece. Let me bring it back up in here and duplicate it and bring it up. Okay, Now let me duplicate it and trust stain with it just a bit. After this one, I'm going to create the actual roof. And you see that in a lot of the buildings in there, we have a triangle roof. So let's go about that one as well. I'm going to create a piece. Let me bring in a plane. And now I'm going to make it three by three. And actually let's make it three by six. Or let's do that the other way. The x by three and put the pivot in here. Bring it up top. But I'm going to make this one something like this so that we have the roof as well. So let me take this one and call it. Woof six times 301. Okay, and now let me duplicate it. Sometimes. It makes a great building. You see that how simple we were able to do the modularity on this one. Now from now on, it's only the matter of detailing this as much as we can to make this look beautiful. London nanometer as well in Unreal Engine is going to help us do that. To make this detailed a bit. I'm going to take this. Let me take this and create a vertice in here and bring this one in. Let's disable the snapping. Something like this, so that we have something like this on top. Instead of having only a flat piece. So let me take this one, bring it up, turn on the snapping to see if that works or not. You see that now it works a lot better. Now also we can take this plane from here, Shift D to duplicate it, and just hit P to separate it. So I'm going to separate the selection. And now we're left with this piece, with this plane. So this is what I'm going to do. I'm going to select it and create a guard piece from it that bingo isolated. Go into the polygon mode and take this, I'm going to take all of them, hit I to insert. And we're going to hit again to separate these. And I'm going to hit E to extrude. Once. Let's go back. We have some gardening pieces in here, so that's someone talk. Do not fall from here. Okay, do not worry if these look boring, we're going to make them awesome. Let's copy another time. And I'm going to take this one, Bring it here as the main piece. And I'm going to call it buf guard by one. Okay, Now I'm thinking about adding different modules to make this one look more beautiful. And I found out that when we are going to cap this building from here, we're going to need some walls. So let's do them as well. We only need a flat plane, and let's make it four by three. Just to see what happens. Let me bring it here first. Let me As from here, excuse me. I'm going to make the corner piece from here. Now that I'm looking at this, I should be able to snap this one with this. So let's go in here and take a look at this. And you see that it's a bit of from four meters. And by that I mean, this is one meter, two meters, three meters, and four meters on top. We need to select this one and bring it right in place that it meets four meters. So I'm going to bring it right in here. So let's go back. And of course we need to delete these and replace this one with this. So let's take this one and do the resizing to be a lot more exact. So this is the four meter. Let me take it and bring it exactly in here. Now this one is actually four meters. And let's look at it from here. Three meters, perfectly fine. So I'm going to go a step back and actually take this one, delete it, and bring this one here. And bring this one here as well. And instead, let's make this one four by three and remove this one from the end of the name so that this one is the backup file that we have. Okay, let's take this one, copy it. Sometimes. I'm taking this. And let's say that we want to make this building a symmetrical piece. I'm going to bring it here and just rotate it. Now let's copy this one. Let's see how many pieces we need to cap this building off. So we have an extra meter in here. This four by three isn't actually working, so I'm going to change the sites because in here we have 12345678. But in here, since this one is a 3-meter piece being repeated over three times, you're getting nine meters. So I'm going to make this one in stuff four by three. Let's make it four by four. And now, if I duplicate it one time, you see that they actually snapped together. And it works perfectly fine. So let me take this one, bring it up. And bring this one up as well to not worry about these because we haven't brought those in just now. So let me take this one as well. Bring it here. And you see how this snapping piece makes it more beautiful and giving it more shape and definition. Okay, Now that I'm looking at this, we need to create some pieces, four corner pieces for this one as well. So I'm going to take this one and bring it up. So you see that when I bring this one up, we need a corner piece as well. So let me copy this one, bring it up. And I'm going to select all of the vertices from this one and take this and bring this one down. We have a corner piece for this one as well. So let's bring it here. And let's just bring it over and name it corner too. Since this one is a one-meter piece as well, we need to have a one-meter corner piece as well. So I'm taking this one, duplicate it, select the vertices and bring them down to make them one meter. Okay? This is another corner piece as well. So let's bring it here and name it corner 03. Okay, now thinking about doing a costume piece in here to cap this part of and there are a lot of times when you need some custom pieces to solve an issue, and this is one of them. And there's no way we can cap this part using these modules soap, we need to create a costume piece for this one, only to cap this part of, that is a part of modularity as well. So we are actually too long into this lesson and we're going to do that in the next one. Okay, See you there. 8. Residential in Unreal Engine: In previous lesson, we did these modules and now we're ready to tackle this one. And we're going to create a custom piece for this one that is not going to be used a lot of times, but only when we have something like this that is common. For example, you've seen here, even if you take this one as a modular kit, you have this one only used once or twice in the whole building. That is not a problem. That is a problem and this single module is going to solve that. Let's come in here and select a couple of these. And we should create something that feels this gap. I'm going to come onto module to be in-between these, I'm going to bring Shift and S to bring this menu up. And I'm going to bring the center of the world to select it now that everything that I place is going to be placed in here. So let me rotate it in here and you can do a couple of things. One is create 1.5 of it and duplicate it across. And by that I mean, creating a piece that is just like this and duplicate it across. And the next option that you have is creating that completely. Because we do not want to have any obvious repetition. We're going to have the kid model in that way. Let's go back and start to model this one. Let's select vertices and bring the vertices up until it meets here. And select these and bring them up until here. Make them cover this gap from this side as well. Now, I'm going to add a vertices in the middle and taking these two and bringing them down. Or even better, I can take this one and this one and merged the vertices. And that is how we created this kid. To fill this gap. Of course, we need to tackle the pivot. And the pivot is in here. Let's go back. And it feels this gap perfectly. Okay, it's fine. Now, let's bring it back and place it here as a backup piece. And I'll just name that room costume piece in case that we know that this is a custom piece. And now that I'm looking at these references, I find out that in these pieces they have these windows as well. So let's go ahead and create that. First. I'm going to take that from this one because I want to have the same pivot. So let's copy one module and you see that it's in here. So let's isolate that and start to model that. I'm going to create only one piece and Bevel dad to create a room for that. Created the room for that. And now let's select this polygon and deactivate that snapping because I do not want that to be activated. So I'm going to extrude, but I'm not going to extrude in this direction in the normals. I'm going to hit right-click to disable that, and I'm going to drag it out. Okay, for this one, Let's select this and select this and align them to the right. Excuse me. I should select borders. Instead. If a loan for any reason doesn't work, just select this one. And we need the x information, this red one. So this is it. I'm taking that and bring it here and apply it. Looks like that. I need the global, global and copy the x information and paste it in here so that it comes out to fill this gap. So now let's create a transition piece. I'm only going to add some vertices so that I can take this sensory piece and add and hit Control I to invert the selection. And I have this selected and hit, Okay. Now I have this piece as a block code one, and the pivot is as the same as this one. When I drag this here by having the snapping mode turned on, you see that? I can perfectly do that here and have that window piece in there. Okay, That is gone. Now let me bring it in the center and just give it a name. And for the naming, I'm only going to simply call it roof window. Of course you can take whatever name you want, but this is more than enough for me. So I've believed that this window and this house has been finished. We have all of the modules and now we can go and start to set dress this one inside Unreal Engine. Again, when we needed a piece, we come back to Blender, create that piece. And again go back to Unreal Engine and do that. Now, I'm going to create an incremental save and to save a new version from this scene. In case just needed to go back and bring something from that scene. I have the backup file on. These are the main pieces with the pivot and the naming convention on anything on this is the door. This is the window. This is the second floor module. This is the trim piece. And I'm looking at the name to make sure that the right one gets selected. For example, the name of this one, just look at it and just look at the name of this one which is a variation. So I do not these, Let's take this one and this needs to be renamed as well. I'm going to simply call it tiling wall. Now, let's bring it in here. You see how with some modules we were able to create something like this. This one. Let me go and find it. I have the backup in here. And this garden on the roof as well. Of course I have running here. So let's see, what else do we need to have? Of course, it's a finished one. And I feel like, yeah, this one for the third floor as well needs to be exported. So check that. And all of the kids are these ones. And I'm going to hit M to create a new collection and call them done to separate them from all of the kids so that I have this folder and I can turn them on and off. Now, let's isolate this and I need to export this. And of course let me take this wall and make it rotate to this side. Because I want all of them to rotate in the same direction. By default. Just like any piece that we have here, there are facing the same direction. This one should as well. So now I'm going to bring in the buttocks. This is going to help us a lot. You need to configure a folder and have in mind that this folder should stay untouched throughout the whole project and it should not change it. Because later on we come back to this and I start to refine them and re-export them to be important in Unreal Engine, we need the folder, we need the naming structure and anything to stay at the same place. And for now, since all of these are sharing only one material, I'm going to apply one material or ET, but later on maybe we add couple of material IDs to same mesh, will check that off later on. Center transform as well should be turned on because we want them to bring the machine the center of the world before exporting and then export that. I'm going to specify a folder just in the place of the Blender files of these in this very direction. And throughout all of the project. When we do variation on these, I'm not going to change this folder for whatever reason, because I only want to export, overwrite the file and Unreal Engine just Hadrian port to re-import it fights to cut down a lot of unnecessary work. Okay. I'm taking this and I'm going to export them. Just take a couple of them at a time. Hit Export. And if you want to see the result, just hit this one to open the folder. And these are the modules and 14 of them. And it's right, we have 14 pieces in here. I was wrong about 15. And if you want to count them, you can simply go into this viewport overlays and turn on the statistics. And here it says that there are 14 objects present in here. Okay? Now it's time to go into Unreal Engine and create a new level. Just the basic 1. First off, you need to have the snapping and one meter increments or we change it between a meter and a half. In some cases. Have it turned on in the beginning? And now, let's Save. Remember, to save often create a new subfolder in here, call it map. And just note that we are under the modular Victoria and just call it level underscore modular Victorian. And in here I'm going to write the process for example. Now we know that we are in the blood called phase. And after that put an a so that later on, if we needed to save a variation from these, we change this one to be safe and go to folders measures. I'm going to bring them in here. Of course, it can create multiple folders. For example, now we are going to bring in the residential building kit. You can create an extra folder for that. But since all of these have these rays on them, it makes sure that alphabetically they come after each other. And later on we create another kit. We change the name so that alphabetically they come after each other. And we do not have to create multiple folders for them, just for easy navigation and personal preference. So right-click and import. These are my files. I'm going to select all of them and hit Import on and do not care about these options. We will fix them later on. Okay, and now we have this. Now I can drag them in the scene to start to test them. The corner piece, just bring up the content Brower by clicking on control and space and docket in the view so that we have no problem. Okay. Since now the snapping is turned on. You see, when I release it somewhere, it gets snapped to where it should be based on the pivot. So now I'm releasing that in-between that you see it gets snapped to the increment points. That is a great thing to make sure that you're always on the grid. This one needs to be rotated or you can go and rotated in this direction. Okay. And this one, these the window piece, the floors, the shop, third floor, and the lingual. Of course, you see that all of them are working now, but I don't want all of them to be only having this bad color. Let's create a simple material for them so that it's a bit more pleasing to look at them. So bring down the counter driver. Now let's go in here and creates a folder that we are going to place our materials in. This one is going to be called materials. And in here I'm going to create a subfolder so that we know that this one is for blackout purposes. So just go in there, right-click and click on material. And I'm going to call it a man. Every time that you're going to create a master material that you are going to take instances from just add before anything underscore lockouts. And in this one we're going to create a material that is applied to the world, not the geometry, because you see, for example, this one you see has a bad UV. And if you are going to map the texture to the UVs of this one, we're going to get errors, but I'm going to bring in a node that is called World aligned. That is it oral the line texture. We give it a texture than bringing the XYZ to the base color. Now, it says that we need the texture. So let's go and bring in a texture. We need to hold down T in here and click to bring in a texture sampler. And from here we can create and bringing a texture and just go and search for Chapter. Bring this one in. And the material functions are going to work with texture objects. I'm going to right-click on it and convert it to a texture object. And now you see that it works perfectly. But before that I'm going to add a multiply. Multiply is not going to work with the texture object. Again, hold down T because the texture is sampler. If you drag a node, it can bring into multiply easily. So we're not going to plug anything in here, but we're going to plug this node in the texture of this one so that it converts that to a texture sampler. And this acts as a dominant so that we can add some mass to that. For example, adding a vector three to change the color. So I'm going to convert this one a parameter so that we can change that in the viewport. So call this one Color, and I'm not going to use this green color. Instead, I'm going to use black and white map from it. So let's select it and bring it. You see that it has RGB. So this is our, this is G and this is B. Every one of them has its own color. So I'm going to create three multiplies. Or instead of multiplying, Let's add a sharp node because we want to be able to select between those. Just hit L to bring in a lobe. And this lobe needs an alpha, and alpha is basically a black and white mask. The black parts are going to be fed in a and white parts are going to be fed in B. Okay, just bringing the red one into the Alpha. And now let's go look at the red channel of this one. And you see that the red channel is black everywhere except for these borders. So for the black part, we need to bring in a color. And let's just make it name it are so that we know that this belongs to the R channel. And plugging in here in the a and bring another one called this one RR, just so that the name differs. So let's make this one white and create another loop. This time we're going to add the green channel. And for the black, we're going to fit this in. And now let's go for the green channel. And this one, you see in white parts, we're going to add this color. So let's bring copy this one, namely g, and plug that in here and create another loop. This time we're going to use the Blue Mosque as alpha. Let's go look at the blue mask. The mask isn't doing anything. So anyway, let's just add a color for that as well. Okay, Let's name this one b and plug it into B. And this one a and this b and this b are not the same. This stands for blue, but this one is the mask. Anyway, though, it's not connecting. And that is another problem. Let's do bring it here. First, disconnect that, and bring it here, and add this texture object. And bring this one in here so that we can add it onto this part. And there's one problem that, and that is this x, y, z is having the RGB channels and we do not want that. Then if we plug this texture, we're going to get errors. So you see that in this texture tab you're not getting anything. So I'm going to bring in this x, y, z, and there's a node called component mask. This component mask is going to separate the RGB channels from each other. You see that in here we have R, G, and B separated. So I'm going to create three of these. Just plug them in here. In the first one, I'm only going to have the R in the second one, g in the third one, I'm only going to have the B. And let's bring this texture. And I'm going to plug in the nodes in the appropriate folders in their inputs. So this r, I'm going to hold down control so that you see this hand icon. And I'm going to drag it and bring it here so that I do not have to wire notes together again. So this G into this tree and this B into this P, and this can simply be deleted. So let's add this one now to the base color. And now we have a world line texture that can be applied onto any surface without even having a UV. So now let's go and test this one. But this one is a master material. We need to create an instance from it to change it in the gameplay. Let's go in here, right-click and create a material instance and apply it in here. And you see, although we had some ugly UVs in here, that one was perfectly aligned. So let's go into starter content materials. For example, apply this material on this one. And you see that because of the stretching in the UVs, we're having a lot of errors. And let's apply that in here you see the UVs are not doing a great job. We have a lot of problems, but let's go and go to this block of material. Since that is a world align material, it's going to be aligned to the world. And if I take this one and move it, Let's disable the snapping soda. They can see the movement better. You see the mesh is moving, but the texture is staying in the same place. Because this texture is applied to the world and anything that gets in the way IT projects that information into that texture. Okay, now let's go and upload here and bring in. First. Let's remove this or just let's relate. Only going to rename it. I'm standing for material instance and remove that information. Bring this up. And now we need to apply these colors. But I'm going to pick the colors from the real world information that we have on this textures. So let's pick up from here. This is just so that we have some colors to look at and that gives us a bit of motivation to go and start to work on them. This one here, okay, next like that got changed. And for this one, Let's go and pick from here. Okay? Now for the black one, Let's go and pick up from here. Let's make it a bit darker. This is alright. Now let's take this one and make it black so that we have a separation in between the tiles like this. Okay, I'm going to minimize that and save this one. And now we're ready to create a building using this one. But before that, I'm going to save everything out. Go to the meshes folder and select all of them and open them and apply the material on the static mash editor. Because if we apply the material on this static manage edits are in this window, It's going to apply that on all of the instances in the world. But if you go into the viewport and let's say that for example, we have couple of instances from this one. Apply the material on this, this one doesn't get affected. But if you go and apply the material in here, let's just search for ammonia underscore. Blackout. Apply the material in here. You see every instance in the world gets affected. Just right-click on this one, hit Copy. Right-click in the material and hit Paste so that you do not have to search for it every time. And applauded, apply them on the static mash editor so that any instance in the world gets affected. And this one already gives us a sense of dimension as well, because you can see the distance in between the checker patterns and things like that. And to get a better sense of dimension as well, I'm going to bring in the mannequin that we had in Blender and place it in couple of places in the level so that we know that what the height of the player compared to the whole environment is. And now you see all of these now have the color information in them, except for this one, because we overwrite that with another texture. So if you are going to reset it to the default texture, just go to the Material Editor in here and just place this icon and it reverts back to the previous one. Now, all of them are having the same material. And there's one thing he said that the material is one-sided and that means on places, for example, just like this one, we're getting some errors because it's not blocking the sun from entering the surface of the material. You see we have no, nothing blocking the sun in here. So there's a trick in the material. Let's go to the master material. And in here, there's something called two-sided headed. And it's going to double the count of the geometry. I believe Penn, it's going to create another geometry on that other side as well. And now you see all of them are having the material applied on the invisible side and avoiding the sun to come in. Now we have all of these bell that's a start to subcluster residential building using that, okay, I'm going to select all of the static measures and I'm going to delete them. And bringing the content browser, or better, go to this window and bring in a content browser from here, the Content Browser number two, so that it's a window and I can take it and drag it in here. Or better, Let's drag it in here so that I can go into the modular Victorian measures. And I'm able to select them aloud easier than what was actually able to sell. And if you have problem reading the thumbnail in here, there's a mode. You go to settings and there's a mode called thumbnail setting, thumbnail editing. And you just select on a thumbnail, just rotated so that you can see a lot better information from that. Just do something so that you will recognize the contents of the mesh better. So these are the pillars and doesn't matter. And when you're done editing, just save this, hit Control Shift and S to save everything out. Okay, the first thing that I need to add is the door, the entrance. So let's apply the transforms and a snaps and bringing, bring this one into the world and place it in here. Okay? Everything fine. And I'm able to guess the shapes and everything is working. Alright, the next thing that I need to add is the shop window. But this lesson is already taking too long. So I'm going to pause the video and see you in the next one where we continue to finalize this building, the blackout. Okay. See you in the next one. 9. Finishing The Residential: In previous lesson, we created a blackout, created the bacterial, and place the first instance in the level. Now, we're going to extend the building to make that finished. Okay? The first thing that we needed to do was bringing in this shop. And note that when I place it and release it in here because the snapping is turned on. This is the snapping turned on. When I place it, it's going to snap perfectly to the place. That is a great option to always leave turned on because you're going to need it anyway. So these ones were finished and now let's placing the trim pieces that we had there. And this is the trim piece. Let's place it here. And you see that it snaps perfectly. Okay. We have this trim piece as well. And we see that how that geometry called Peace helps us read the forums a lot better. So on top of these, we need to add the third excuse excuse me, the second floor. And that can be found in here. The third floor, just release it in here and it snaps in here. But we need to change this one to 50 because this one is 50 centimeters and move it up only once so that it snaps perfectly. This is the third floor. Excuse me. I need to bring in the second floor. And if you're happy with it, just leave the snapping to be 50 instead of hundreds. But for now, I'm going to set it to a 100 and start to place in the modules. Perfectly fine. And now we need to bring this one up. Since this one goes up, who lead to, again change this one to 50 and snap it in here. And I start to change it again, 200. And see how beautifully these pieces come together to make that building and abroad in the mannequin as well. To start to look at the size of the mannequin and guess how big the environment is going to be. So now let's go for the third floor. This is the kit. And let's snap into place. Yeah, it's working. Alright. And done. The next piece that you need to add is the roof part. So this is the roof ornament tree. Let's bring it here. And here either snaps perfectly. And let's copy that three times. When I start to look on how the building is going to look like. Perfect. So let's again look at what we did in Blender. The next piece is these ones, these roof tiles. So that is it snaps again perfectly. This one. And this one will need to bring in the window piece as well. So because this is borrowing the pivot from this one, it's going to perfectly snap to the place. But I'm not going to add a lot of them. I'm only going to add couple of ones. But the size is really distracting. Let's go to Blender. And this is the process that makes it a lot better for us. I'm going to select this one, bring it back a meter. And again, export and around religion. Take this one, re-import to apply the changes. This one now is a lot better. This is why I'm telling you to keep them all in their own folders so that the process of changing dM is only importing, exporting and things like that. So let's go and apply the roof guards as well. And they're going to snap perfectly together without any problem. And you see that the building is getting built. And you can, for example, take this one, bring it here. And I start to really test on, test your own ideas. For example, make it have four rooms instead of three rooms. And you can do that perfectly without any problem. But you see that how versatile you can use the modularity. So I'm going to make it just like this. And then in here we need to add the tiling wall piece so it's going to snap into place. Let's rotate that 90 degrees. And we needed couple of ones from this. Now, let's bring in the corner pieces as well. This one meter piece. Okay, perfect. Now let's drag it up in here. I need to place in something to read with this as well. So let's take this one and instead of that, place it here. Now later on, we're going to make separate pieces for this. Okay? Let's bring in the top piece again. And this is going to overwrite that, but I'm going to change this one to 50, bring it up only once. And that is going to read with that as well. Again. This piece, again, the formula piece, that needs to come back only one step. And it's doing the job, alright? And of course, since this one is a 3-meter, not a formula, you see, we do not have a trend piece in here. So you can go in blender and start to make a full meter piece for that one as well. Just copy that and go into transformations. And instead of four, let's make it three and just change the name to O2, not all four. Then take it back to x and export it. And now we're going to import that to Unreal Engine import. And that is to be found in here, this force peace. Important and we need to apply my underscore blackout to that finished. And now instead of this one, I'm going to bring this 1-meter piece up top in here. Okay, It's working perfectly and as planned and as expected. So you see that we needed a piece and we created one and brought in, you just start to flush the scene. And whenever you need it, some pieces is simply bring them in and start to create them and you bring them in. Okay, Now, let's take this and I'm going to drag them up. Let's make this 100. Again, take this to bring this up. There's a one meter gap in here. If I bring this one, we're going to have a lot of space that is unnecessary. So again, I'm going to Blender, copy that wall tiling wall. And we're going to make a custom piece out of that. So I'm going to take the vertices and bring them down only to be one meter. Now let's take it, it's in here. Instead of four by four, I'm going to make it four by one and hit Export. And again, we're going to import it back into 100. You see when a need happens, we do something bringing a kid to cover that need. You start with some kids and you're going to have needs. You create them and bring them again. Again, I'm going to add blackouts to that and drag it to the scene by going here and rotate that 90 degrees and place it. And it's going to be alright without any problem. So again, I'm going to create other piece. Let's take these. I'm going to either you can duplicate them, rotate or you can bring in new pieces. In order to make it faster, I'm going to just duplicate them. So they snap together. Perfectly fine. This is alright. And from here as well they snap. And I'm going to take all of these pieces. And to avoid the time losing, I'm going to only copy them to other side and make sure that you rotate them 180 degrees. And although these are one-sided now, later on, they're going to be changed. Let's snap them in place. This is going to work. Alright. Now, let's bring in these pieces. That is this one. Let's just snap into place. Rotate 90 degrees. This is a bit of doesn't matter. Let's go make it five, excuse me, 15 and bring it here. Solve that piece. But again, it has some problems. Now let's go solve that problem in Blender. Let's take these to isolate these ones with them as well. So I'm going to take this and this time instead of snapping to increments, I'm going to vertex snap that. So I'm going to select this and bring it to here. And make this one active, so that the active vertex a snaps to here. Okay? Now I'm going to rotate that 90 degrees so that they share the same pivot. And this is to fix that. Okay, let's take this one and this vertice and needs to come in here. And since the snapped vertex is turned on, we are getting that error, not error, it snapping vertices for us. So let's take this one, a snap it here. And I'm going to take the pivot from here. I'm going to firstly. Export that to see if it fixes the problem. So again, re-import. We need to bring it here. It covers the problem now, but we have a bit of awkward spacing here, which we need to fix. So that's an easy fix. Go to blender and just add some vertices. Just hit K to bring in the knife tool and start to cut that in turn to apply them. Now, I'm going to select these vertices and bring them in so that the lines snap together. This one actually works. Alright, let's take this one as well. Snap them to their own places. But you see that although we have this one, booth moved vertices the pivot because it's still in here, which is a great thing. Okay. I'm going to save it again, export and re-import. And it's now filling the space perfectly. Okay, Done. And now let's bring it here and make sure that you rotate it 180 degree. We created this and now the only place that is left is the back side of the building. Although you can create windows, you can duplicate these pieces or you can bring in the walls and placed them there. So we're going to place in the waltz, hold down Alt and rotate to copy from those, again, a 180 degrees. And let's duplicate again. And in here we have one meter piece left. So that is not really a problem. We take these and bring them here. Just select these and start to place them here to cover this part. If you want that, you can rescale that to something like this so that the back side of the building as well has some pillars as well. And one thing that we can do is go in Blender. Let's go there and bring this one in its own place. It can take this one, duplicate it. Instead of having a four-by-four wall, you can go and make it four by five, not in this direction. And this direction. Because this piece is nine meters, this is a forward four meters wall and you can bring in pieces to cover that. But since we're not going to do anything with the interior, you have the option if you're going to make the interior better, just go and create a four by five piece to cover this part as well and removing these. So actually let's go and do that using that method. I'm going to select all of these. Again, go to blender until this one as well. Make this one by one as well. So the period is still in its place. Let's rename it. This is going to be a five by one piece. This one is going to be a five by four Ps. Okay? Let's take these two vertex again, Export. Now I'm going to bring them in. Just hit Import. And these are the pieces five by 14 by five. Again, what we are going to do in a static mash editor, we're going to apply the material on them. Okay, copy and paste it in here. Now I'm going to select all of these and remove them and place the wall in here. Okay, fine. It covers all of the places. Let's make this 100 for this top piece. Now since this one is going to snap on the surface, it's going to always find its counterparts done. Now this building is done, I believe one more thing that we can do is adding these pillars around the building to make it more intricate. So let's take them and you say how snapping works perfectly. So this one, let me take them and try to duplicate them on all of the building. Since the snapping, an invalid thing we created is working. All right. You're now ready to create a lot of variations from this building and all of them are going to snap together. Okay, congratulations on finishing the first building. Now, the thing that we need to do is adding more geometry, texture, and material to this. And we know that this is going to work, right? No matter what. And this is compared to the size of the player. This is, for example, an NPC adore shop. And it can move around the building and the size is going to be alright. Because we have the mannequin in here and we have compared to the size to this one, this first building is finished, and in the next one we're going to create other buildings as well. And later on we create some street pieces. And maybe we create an ally in here. And maybe another more complex, more beautiful building just on the side of this one. Okay, congratulations on finishing the first one. And then the next one, we're going to create more kids as well. See you there. 10. Blockout The Museum: Okay, everybody understood that how it's easy to make modular kits and you have this one and you can set dressing, use it in a lot of levels that you are going to create. And the good thing is that you can make it as many colors as you want. For example, you can make a turn floor building out of this one or mix and match them together to create more variations as well, creating variation kits to make it even better. So we finished this one in the last lesson. Now we're going to make a more intricate building as well. It's going to be a lot bigger and having more floors. This one was to get ourselves familiar with the concepts and how they snap together. How we can create kids, how to solve problems. Included some of my mistakes in the lesson to make sure that everybody who does the same mistake Has the way to solve them as well. And one of the greatest benefits is that it can actually take something, solve the problems and things like that. Now, I'm going to make the bigger building. But in the beginning, I'm going to tell you that in here I'm going to create a valley or something like that. So let me take this one as an example to see how wide I want the value to be. So it's a snapping and I'm only taking this one to make sure that I understand the concepts. So let me bring these again. I'm selecting all of these and duplicating them. So let's see what about a four meter Valley? Let me hit play. And it's not wide enough. It's not wide enough. Let me go and make it six meters valley. And now that I'm looking at the distance between the buildings, this is natural. This is the distance that I'm going to keep in-between the buildings. And in here, there's going to be a valley. And of course we are going to make some walkaway kids that are modular as well to create a sidewalk in here and some street elements as well. Okay. I decided to keep the six meters distance in between these. So I'm going to bring this one in here and remove all of these unnecessary parts. And we're going to create the next building, which is a lot more complex. On this one. It's going to be more intricate, especially when we try to make AAA meshes in the below code level. They might be similar. Anyway, because we're only working with gulags and cubes and cylinders and things like that. But when we try to really make the beautiful measures in the next chapters, this is going to really make a lot of difference. Okay? This is going to be the placeholder for me so that I know I'm going to place my measures in here. So another thing is that I went ahead and save the new version of this scene. My workflow is that whenever I do he'll change to a level. I create another variant so that later on if I messed something up or did something wrong, or go back to the previous one. So with that said, let's go and look at the references. And the main reference that really was beautiful as this one. It has a lot of intricate details. And this one as well, It's really beautiful, but we're not going to make that complex. But this is the main idea that we're going for. We're going to make something that uses this concrete pattern for this one for this building, I might use a break or something. This will later on maybe create a brake material in Substance Designer. This one is going to be created using concrete and plaster. When I'm looking at this, I feel like these are concrete and plaster mix together. So we're going to make something. Of course, you see that in the block code level, if you take all of these intricate details out here, go, only going to see some rectangles and some primitive shapes being mixed and matched together to create something. And of course, later on, we'll add these ornaments as well to make them look so beautiful. This is another image that I really liked. This is the corner piece that I'm talking about. You see in something like here, where these two join together, we have the sharp 90-degree corner, which is not really so beautiful to look at, especially for games. It looks very bad. But something like this is a corner piece. Of course, you can add any corner piece that you like, but this is something to take an idea from. It's a module and it covers both sides in the axes. And you can really bring that to make it more natural and give more silhouette to the object. Let's go and start blocking out. Again. I'm going to go to Blender. Of course I'm going to create a new scene because I want these to be untouched. This is for the residential building and this is for something that later on we add meshes to that, undo all sorts of things. When we add AAA measures, tessellate it too much. We're going to have a lot of space needed for a file. And when we make those measures into this file, we get something like that. Two gigabyte blender file only for one kit and maybe even more. And if we bring all of the kids together in this one, it's going to crash blender, although has progressed the bit for handling too many polygons, but for now it's a bit like it. So I'm going to create a new one. Just go to New and a general project. And it's done. And now I'm going to save this project. And I'm going to call this one a museum. So let's go in here. Museum 01. Okay, save file. And again abroad, the same mannequin hand. This is a two-by-two cube, right? And if you want to set the units, you want to set it to metrics and the length even two metrics or centimeters. But didn't want to make sure that the unit setup is such metric because that's what Unreal Engine does. And you have consistency between the units that if you want to change the grid, it can go in here and change it the way you want it. For now, I'm going to set it to one. And this is the mannequin and we're ready to start creating. So again, for this one, I'm going to create an entrance first. And now that I'm looking at the entrance of this one, this one is four meters tall, but I've seen a lot of museum and a lot of buildings that have intricate details. They have taller doors, taller and thinner doors. And that actually really separates them from the buildings that are close to them. So I'm going to create a six meter p store. Of course it's not going to be the holder, it's going to be some details around it. The whole piece that is going to hold that is going to be six meters. This one is for, I'm going to make that really taller. So again, in Blender, let's create a plane that this is a two-by-two plane. Let's make it six by six. And actually six-by-six is very large. And I didn't intend to do that. So let's go and in z, in x, excuse me, make it three. This is going to be for the entrance and for the period as well. I love to work the pivot in here. So again, Alton do to bring it here and rotate that 90 degrees. This is the centerpiece that everything is going to be compared to. I want to make some stairs that go into introduce as well. This is the piece. And now let's go and select, go into the Edit mode and create a segment controller are, and bring that segment down. I want it to be perfectly, uh, meters up. So let's go to global and the z, it should be in here. Well, now that I'm looking at it, it's looking alright. And you know what I'm doing? I'm going to make this untouched and do the carving in here. You're going to understand just in a minute. So I'm going to go in here, create an inset and just hit right-click to close that. And now you have the, excuse me, just put the insert and left-click. And now I'm going to make this tinier. So that for example, this is the door that goes in. And this is it. There should be some stairs that go in there than there should be a door. So let's go and create the stairs as well. I'm going to create three. And for each one, I'm going to extrude them just a bit. And this is the blackout. I'm not really concerned about how to make the geometry better. This one, or the stairs that go in, but make, you should have in mind that this is the street-level. And if you place this inside the level, there's no way to go in there. So that's what I'm going to create. I'm going to create a staircase that goes from the street into this to create a transition. So I'm going to copy this and let's isolate it. And I'm going to select this bottom one. Control I to invert the selection and delete everything. And this is the base for our staircase. So I'm going to make it, let's, let's hit Control Z and turn the snapping on, unmake it increments. Now let's bring it here. One meter piece could be alright, so I'm gonna level that to this part as well. So let me take it and bring this up. And I'm going to level that with this one. Let's select this one and set this to global. And if you do not see that just hold n. And in the item you can see the properties of the vertices. I want the information in z. It's a meter and 14 centimeters. So I'm going to select these two and global in the z. I'm going to paste that information so that it goes up and levels with that one. Okay, so now I'm going to go to the edge mode and extrude this edge right here. So I'm going to extrude it once. And actually let me take this one, these all vertices and bring them half a meters away. Okay, Let's deactivate the snapping. It's alright. I will leave for staircase. It's still going. Alright, so select all of the vertices and all of them and decrease the size in here to make that belong to there. Actually, let's select this one and bring it down. Doesn't matter. We're going to make that reach up top there. So in here, I'm going to create some steps. Okay, let's select all of them. Hit E to bring it up, deselect this one. E to bring it up, de-select it a, de-select it e. And this is, I believe going to be a good one for the staircase. It's alright. And now something for the pivot. If I'm gonna make this one villus snap to this, I need to make the pivot the same. So again, what we did before, select this one and you see that the center is actually the center. So if we want to see what I'm doing, I'm going to bring this here to make sure that you're better understanding. I'm going to make the pivot, make this one, make this circle to the pivot of this, so that this is the center of the world and borrow the period of this one to that one. Okay, I'm selecting this and you'll see that this is the pivot of that. Okay, I'm going to hit Shift S and bring the origin to the selected. Now we no longer see that circle in the middle of the world. So now I'm selecting this one and Shift S pivot to cursor. Now it shifts us again, this one to origin. And now I'm selecting this and this. Both of them have the same pivot. And it means that, for example, let me disable the transformations on all of them you see, although I have the transformation disabled, this is always a snapping to this part, creating this beautiful staircase for us. Okay, let me take this and I'm going to rename it. And I just renamed that to static mesh modular museum because this belongs to the museum kit and it's a six by three Ps. And the first variation, okay? The next one, static image, modular museum and transistors there. This one's about it. And to accompany this, I need to create ones that instead of a door have a big window so that people can look through the class and take a look at the inside of the museum. And you should know that this one is higher than the level of the street. Whereas the kit that we created before, this one is the same level as the street, but that one is higher and needs a staircase to go up. But this one is actually upload the level. So for those as well, we're gonna make them higher than the street level so that they are attached perfectly. So I'm going to take that variation from this one. So let me take this. Now. All I need to do is selecting this hit Control and plus to extend the selection and remove it and remove these as well. So I have this book border that I need to cover. And you can easily select this edge and this edge right-click and bridge edge loops. So it covered that part for me. And go to vertices mode by hitting one a to select all of them and hit m by distance to see if they have any extra vertices available. So in here I'm going to go to polygon mode by hitting three. And again, hit I to insert a bit, and hit E to go in. And just scale it so that it has a bit of shape to it. So these are going to snap perfectly together. Let me hit Alt and G to move that to that place and turn on the ACT snapping mode and increment it g to be able to move that k. You see that these snapped together perfectly. So this one is going to have the window, so I'm going to rename that. So simply add the entrance window so that we know what this kid belongs to. And these ones are the kids that are going to be used. Only for the first floor because they have a connection to the ground and need these staircases. And for the top floor, we need to create different ones as well. Both for the top one, I'm going to create four by three pieces again, because I do not want all of the floors to have the same size. And of course I'm going to have some trims that go in between the floors as well to make that be more beautiful. So again, I'm going to borrow my geometry from this. Let's select this and again go select this one controller and I to invert the selection so that we have this one only, but this one is a meter. So I'm going to make it half pieces right here and ready to be used. And on simply just name it a static mesh modular museum trim, three times half. Now I can simply drag it to the top because it's snapping and I have no problem a snapping that to the top as well. This is it. And actually let me take these, delete them and take these and just bring them over so that these are my main pieces and the pieces that are make up bring them here just to test them and bring, create a test building using them. Okay. Now I'm taking this, bring it over. I should have that piece in here. Let's duplicate it again. Okay, It's working. All right, and up top of this one, I need to create another one. So I'm going to borrow from this, this time and now make it three by four. And let's see our snaps to the top. Let's bring it. Okay. It's a snapping perfectly. So it should be here. You see it snaps in here as well. And this one is going to have windows as well. Let me select it and create a simple insert in here so that I can extrude it in and give it a bit of shape. This is really what I want from it. I'm going to duplicate that to this side. And assistance. This one is a snapping. It's going to snap perfectly to the surface. The snapping here and here as well. So let me take these, I need to duplicate them again to make the building really bigger. And of course, the window size is too deep and to big K doesn't matter. We're going to change them later on. Again. Let's copy these. I need to bring them up. Since this one is a half meter piece, I need to bring them down. Just something like this, this one. And for the third floor as well. I can use the same geometry or if you want it, you can go ahead and create new geometry for that. But since I'm going to repeat this, I'm going to make a new window piece as well, okay? Just rename it. And of course need to do the name as well. Just call it second floor. And the size is four by three and copy the name. And this one is going to have the same name, but variation one. These are going to have the same dimension, but we simply different designs. These are the kids and this is the result that we are getting with this. Again, on top of these, we need to have another trim that connects this one to the roof. I'm going to select this one, bring it over and just make the size three by one, and go rename it trim three by one. It did that. And now let's bring it over to this side, just here so that it snaps perfectly to each place. But this one is going to look too much like the previous building. It has the same dimensions, so I'm going to take this one and make it instead of one. Let's make a huge roof piece. Let's make it too. So that we can put more ornamental work in here to make that look more beautiful. Doesn't matter for this decided to do something. And that is mixing, matching the hips together to save a bit of time. And by that I mean, if you go to a Unreal Engine, I found out that this piece is going to perfectly snap to that without, without any problem. And this guard piece and things like that are so common in between the buildings. So I'm going to use that kit alongside with the roof of this kit. And you see that how modularity really takes care of a lot of things. We're able to mix and match kits together if they have the same dimensions and we have really no problem using different kids together. And they're going to work with each other pretty well if they are created very carefully. Now, this lesson is actually reached to its end. And in the next one we're gonna do the rest of it and bring that and create a building inside Unreal Engine. See you there. 11. Export Museum Kit to UE5: Okay, This is where we left off in the previous lesson. And now we're gonna do something and bring that inside Unreal. Start to dress a scene with tag to see what works and what not. If we need a new piece and basically those kinds of things. Okay, let's go. This is the pieces that we have. And before doing anything, let me bring this and I start to dress some geometry to make it look better. Deactivators snapping mode domain brings some out just to make them look better. And especially this one as well. Bring them out and bring this one in there, give it a bit of dimension, but make sure that you do not change anything from the period, from the naming convention and things like that. Okay, I'm selecting all of them. Bring the vertex on, and you need to assign a folder for them. And this is the folder that I'm giving them around and I'm going to export all of them together. In Unreal Engine. I'm going to bring them, start to give them material, but of course I'm going to change the material instance so that they have another color. Again, go to Import and bring the pieces. Import all. Now I'm selecting all of them onesies since they alphabetically have that museum in here, they're coming before the residential building. Bring them all. Just minimize that and go to the material and take another instance from this. And I'm going to change the color to something different and actually take the colors from here. So for that one, let me bring it from here. I'm going to have this mixture of colors and select different ones. And try to move the colors in between so that you get beautiful color. So let's bring this one out. Something like this is alright, so this is the name of it. Let me bring it up and just hit F to delete the instance from it. And in here, just make it an I. And this one, I'm just calling it Museum. So that it's different from the previous one. Can just hit F2 control C to copy the name and bring the static mash editor up. Copy the name, this is it. And copy and paste material on all of the instances. And after pasting this, we're going to create that building. Okay? This is it and paste again, Control Shift and S to save everything out. And now we need to bring the pieces. And of course we didn't create the pillars as well as the walls for that. And we're going to create them eventually. Okay, let's go to measures Control Shift. It looks like this one doesn't have the material, just assign the material. And you see how different colors enable you to distinguish the kids in the Content Browser. So in here, because this one is the end of the building, I'm going to start from here. Just bring it out. This is going to be the end of the building. And this is going to be the valley. And this is going to be primary. Here's until we bring the real pillars out. And you see that this is higher than the street-level. So let's again bring the entrance. Instead of bringing these and having to rotate them. Let's see what data because I want them to face in this direction. So let's go to Blender, take them. I'm going to rotate them in this direction to see if they work or not. Okay, let's go in here. Select them all. Re-import. Let's see if they work. Delete these. Now. They should be other way around. Doesn't matter. Take this and rotate them in this direction. Make sure that they are 90 degrees. Now, again, go and re-import. Now this one should face in here, which is alright, okay, delete this Control Shift and S to save everything out and bring the entrance window in here. This is going to be alright, perfectly. So I'm going to bring the door in here and you see that it's higher than the street-level. So again, I'm going to take this, take this one, bring it here to something like this, and copy another one. Let's make this one bigger. Let's take these two and bring them here so that this is our building. Now we need to bring in the stair as well. So let's start and it's going to snap perfectly. Because of the system, a snapping system that we created for that. And again, for this one as well. You see how beautifully they start to work together. And then on top of this, we need to have that 0.5 trim piece. And then later on, when made sure that we need something, we go ahead and add pieces as well, including the pillars and whatever else that we needed. Okay. Now, let's bring in the top floor the second floor piece. Let's bring it here. And since we have this trim piece, it needs to go up half a meter. So now it's snapping perfectly. Let's do one thing. Let's select these two. Because these two are going to be identical pieces. So I'm selecting these and copying them across. And instead let's delete them and bring in that piece as well. Let's see, Use this variation one as well. Again, we need to bring in centimeters up to here, and this one needs to go up as well. Now the difference is not too much in-between them, but later on when we start to add real geometry and texture, now, then they will make difference. So let's take this one again. On a 100 increments. Bring this one here and here again. Now, time for these. Again from these. Later on, I believe when we make the design, it should come together. This is it, but I believe that this could be a bit bigger than this one because we wanted this one to be really Luxury building. So that's again, take all of these pieces and try to duplicate them on top. Once or twice more. So let's make it again. 50 centimeters increments, bring this one up. I feel like one more or twice more good to know. Let's make that just like this one. And we add the roof pieces as well. So now for the roof piece, we need to borrow from these as well. So let's go and make it a 100. And now I need to bring in the roof pieces from the residential kit. So I'm bringing that here. And let's see how they snap together. They snap perfectly. But we need to bring this one up. And we need to bring that to meters while piece as well. So bring it and since it's a snapping, it's going to work. Alright. Just try to move it in place. And it needs a half a meter distance. This is on this one. Perfect. Now it's using the same kit twice to make use of different kids interchangeably to save a lot of time instead of going and creating one kid, one separate sheet for this one we could have. Now, we're using these kits. Let's take this one again, go 200 increments and it starts to duplicate it across. And we need that guard piece as well. Now, let's bring in the guard piece from here as well, because these are some common kits that can get used between the projects interchangeably. So this garden peas, again go to a 100, start to duplicate it across. And the time that we swap it with real geometry, you see that in all of the level, it gets changed without any effort. So again, for this one, let's go bring in this piece as well. But this one needs to be down, excuse me, 50 centimeters. Well, I'm going to use it randomly in some places. Not to make the building so mathematically symmetrical. This is alright. Now, let's go and start to play. And I'm happy with the dimensions and how these buildings look. They should make a great building. Alongside together. I'm in compositionally. Okay, this is it. And now we need to create a waltz for this one as well. And I'm not going to use these walls because I'm going to make them have different material than this red brick material that we use on this. One more thing that I understood is that I want this one to be extended more. I want this one to be taller. And I'm not going to do something like this. Let me save this. Let me select all of them. They have been all selected Control D to duplicate them. I'm not going to rotate them a 180 degrees and do something like this. I want them to have a buffer zone in-between. I do not want to attach them to something like this. I want the building to extend more, so need for another piece. Let's stitch them back to their places. And I feel like a six meter piece will do. So. Let's see how it does. One meter, two meter, 3456. Ok, now in here we need to add another piece as well. So let's go to blunder. Actually, let's make it with the previous kit. So Abroad up the residential kit. Let's take this one because I want to make that off of this one. Select this and now I'm taking an edge and extrude it. And now I need to bring this six meters away. And let's make the increments, the snap 123456. Now I'm going to select this control and I to invert the selection and delete this. Since we got that from this, the pivot is the same. So whenever I move this one, since they have the same pivot, it's not going to be any problem. So let's hit Rename. Just name it roof six by three k exported. And now we're going to import that in Unreal Engine. So again, let's go import and head to the residential building and bringing that roof six by three. Doesn't matter for this error because you do not care for it. Now, this is the piece and just search for MI on risk score blackout to give it that material. Now, since that one has the same period as this one when I drag it in here. Actually it needs to go and bring down half a meter. Okay, half a meter. And it now has a stitch perfectly. That is site. And now we can take this one and try to duplicate it sometimes to make that groove come together as well, to make that building look bigger. Okay, Now let's look at here. It's working all right, perfectly. So now we need to care. We need to take care of the sides of the building and back of the building as well. So now we did this piece as well. Let's go back to the museum kit. Again in here I'm going to create some tiling walls as well. So let's create a plane, and this plane should be four by four. Let's place the pivot in here and make that stand up and bring it here. And again, we need a rotation to do. I want to make that rotate in this direction. Okay? Now this is a four-by-four wall piece and I just renamed that tiling war, four-by-four. Export it. And now we should go in Unreal Engine and start to place it to see if we need an extra piece or not. Let's again import. And this is the piece that we need done. And now we should apply the material that we needed on top of that. For this one, let's search for museum. This is the material. Okay. Let's bring it in. The snaps together perfectly. And I need to create a whole piece in here. It should fill the space and go to top as well. Let's do three of them and duplicate them up top. Okay, once more. And it needs that we need an extra piece to cover this part, doesn't matter. We use 24 by four pieces alongside each other. And in here I believe that it needs to middle piece. Let's test it. This is a four meter piece and this is a tool in here which is perfectly snapping there. So I need to create a six meter piece to accompany that is a fixed, Let's go to Blender. Copy this one. And in here go and make the piece four by six instead. Or six by four. I need to go in that direction. Okay, Now let's change the name. This needs to be deleted and this needs to be six by four. Again, Vertex Exports. And I'm going to bring that in. And this is it. Let's go give that the material that it needed. Just search for museum and you're good to go. Okay, Now, let's bring this one here. And it should snap here perfectly. Ninety degrees. And let's bring this up. Once. The second time, third, fourth. And it should snap to hear perfectly. Now we need to create a piece that fills this gap as well. So this gap should be a meter and 75 centimeters in height. Again, we need to variation one for 40 meters and 4146 meters because this one is two meters piece. Or instead of that, let's take all of these. I'm selecting all of these modules on top. So I'm going to select them. I'm going to bring this half a meter up and you'll notice that the increments is set to half a meter. So bring this up and I'm going to copy this one on top of that to make the calculations are right because I love to work with here numbers, no decimal portions and things like that. Take this one and bring it up to cover this part as well. Okay, it's fine. So now in here, we need a two meter piece, a two-by-four and a two by six. Okay, Let's go and duplicate these two. And the fix is pretty easy. Bring the item up in here instead of four, hit tube, and in here instead of four again. Now the thing that is needed is renaming this, this 14 by two, and this 16 by two. Okay? I'm taking both of them unexplored and then importing them in Unreal Engine this six by 24 volt to import all. Again, we need to give them the materials. Select the static measures. Museum should be alright. Okay, copy and copy once more and start to bring them in here, it should have snapped together perfectly. Of course now the snapping is turned off. Floods activate the snap and turn it on. And it should snap here perfectly. Okay. And second should be here. Of course, this one should be here. This one needs to be copied over. This one again to fill this area. It did it perfectly. And now we need to copy the whole thing on that side of the building as well. So I'm going to select all of the modules. And after doing this, all we need to do is creating this custom piece in here as well. And that is not going to be a hard task. We're going to only create that piece and some pillars as well should wrap up this lesson. Okay, I'm selecting all of them. By holding down Alt, I'm able to drag a copy and just rotate them a 180 degrees and bring them here. Now the snapping in here is perfect as well. So now we need to tackle this part, and that is pretty easy. We're gonna do the same approach for tackling this one as well. And for that we go to Blender again open the previous kit. This is it. I'm taking this and I'm going to bring this one. And rotated a 180 degrees to create that piece inside Blender instead. So this is the piece that we need to cover. So that is easy to create that. And I'm going to borrow the geometry from here and take this one, Shift D to duplicate it, right-click to leave that in its own place, hit P to separate that. Now we have this geometry that we can use to create that kid. And this we using is very powerful technique to, and I'm going in the edit mode. And remember that we're not in the object mode, which we are able to do a whole movement. I'm going to go to Edit Mode and select all of the geometry and bring it in here just a bit so that when we go to object mode, the pivot is still in here. But the trick is to leave the pivot in the same place. So I'm going to remove the snapping mode for now and take this edge and bring it here so that it covers this part. So now I'm going to hold down E to extrude this one, and right-click to leave that. For now we have this. So I'm going to take this one and delete it. And you see that we have the peace. And a pivot. Is that the same place that it should be? But one thing that I'm going to check is for the normals of this face. Let me isolate it and go to into solid mode. And you can look for face orientation. Just go for face orientation and you say this is red and the site that should be outwards is blue. So I'm taking this hit Shift and N to recalculate the normals. So now, when I go back one step, now, the blue part is facing towards the viewer the way that it should be. And if you do not know about this, the face normals should be blue and the interface normal should be red. And these reds are not going to get billed if you do not assign a two-sided Manchuria. This is it. And I'm going to disable the base orientation mode and take these two vertices and drag them over just until here. That's a pretty easy fix. And now I'm going to take these to bring them up until they get here and hit us to go into re-scale mode and make them cover this part roughly. Okay, this is the piece and very easy. And more or less it's covering the part for me. So in order to make that exact, I'm going to again go in here and turn on the snap mode. And this time vertex and active and activate this one to here and connect this one to this vertices as well. Now it looks like it has gone to a wrong word. So it doesn't matter. I'm bringing that here and snap that to this word. Pretty easy. Okay, Done. And now we're ready to export this one and test stat inside Unreal Engine. Okay, just rename it. And since I've taken that from the roof, just let's call it roof. And remove this one and this extra dot. And export that to Unreal Engine using this path x. I'm going to bring that here. And this is the piece that's important. Doesn't matter. I'm only going to bring that in. This is it. It's facing this direction and it has very bad UVs, but doesn't matter. So I'm going to give this one the blackouts material instance and I underscore blackout. Okay, fine. Now I'm dragging this in here. So let's bring it back. I'm taking this one, I'm bringing, bringing it back. So you see that it perfectly covers dipole for us. So I'm going to copy that to other side. And you see that the pivot is in here. If you want it. He can place the pivot to be attached to this part and you can fix that in blender. That's a pretty easy fix. You can take the whole geometry selected and bring it in here. Instead, I can go to increments and try to move that in increments so that it snaps there. So easy fix export. And now it should be fixed in Unreal Engine right-click and import. And now it has attached to the pivot and just a couple of moves to arrive there. Okay, It's done. Now. Let's bring it here. And we need to rotate it a 180 degrees so that it's facing the right direction. It's done. Now we need to do something about back part of the building. And of course, creating the corner pieces for this one as well. And after that, we go for the ally to do that as well. Okay. Congratulations on finishing this building as well. Halfway. And in the next one we're going to take care of the rest of it. Okay. See you there. 12. Finishing The Buildings: We created this building and now we need to go for this part as well, and to the pillars as well. So let's go first for the back part to see how many pieces do we need to cover this part up. If you want, you can bring from these kids and make this one a two-sided building. But since you know, and that is a pretty easy fix, you can basically do something like this. Okay? This one needs six meter piece. So I'm taking this one, bringing it here 90 degrees and place that in here. So it covered are perfectly, as I said, you can bring in modules from here. For example, this Windows and place them on the side of this building. But since these ones are not really going to be seen and not really a priority, I'm only going to cover this tiling wall. So for this top part as well, let me bring these two. And this one needs to go in here. And every time we put this, all of them are going to be fixed. And when we create a mesh, this building is going to really fly. And when it becomes a lot better than what it is right now. So now we need to create a pillars for this one. So for the pillars, the first one needs to be a six meter pillar plus this in-between. So the pillar for this one needs to be six meters and a half because I do not want to create a six meters piece, for example, like this one. Let's make it 1.5. Excuse me, lots increase the size. I don't want to make it something like this and instead have little piece in here. I'm going to make a 6.5 piece to cover this part as well. Okay, let's go to the lender. And here we are, and I'm going to bring in a cube, okay, Now, turn the snap on and set it to increments so that they're able to bring it here. This is the center of it and I'm going to make it smaller to something like this. It's alright, Okay. Now I'm going to take this one and hit Alt and g. Excuse me. Place the pivot in here and I'll turn g to bring that. They're now, again, I'm going to bring it here. So in here, we need to select this polygon and go-to item. And for Z, I need to hit six. You see that it goes up to paste this part, but we have the stream to cover as well. So I'm going to hit 6.5. Perfectly fine. This is the first pillar. Let me do a duplicate and bring it up. Let's see what I'm going to create from this part. Let's make it naturally start to bring it down until it covers that part. Yeah. This one is outright and I can duplicate it, bring it up. And you see that the perfectly should cover that part as well. So it's not, doesn't matter. Let's take this and bring it up just a bit. Okay, now we have three different pieces to cover that part. So these are the pieces. I'm going to bring them down and rename them afterwards. I'll name this corner. And this one. Let's name it corner. Or. And for now, export these to Blender, excuse me, To Unreal Engine to test them. Taking this using vertex, export them, and now I'm bringing them into Unreal Engine. Let's go to Content Browser. Important. These are the pieces that you need, okay? Now again, we need to give them the material that they need. So they are in here. And in here I'm going to underscore museum to give that material to it. For this one as well, placed on Mac control Shift and S to save everything out. Now I'm going to bring this. The first is the this piece. And let's bring it here and remove this 1 first. This one is doing all right. And on top of that one, I'm going to bring in other pieces. So let's make this 150. Okay. It's doing all right. And on this one as well. And can bring it up doing alright. That's right below this part and singing with this trim. Let's see, for this one, I need a PPI studies right on top of this one, again, is perfectly fine because later on, maybe we match the trim off this part with this part on this mesh. And then in here we need to mirror for this top piece. Make that so unique. So I'm taking this one, take the top vertices, go to Item. And in here instead of five meters, Let's set it to and it's done. Okay. Now let's borrow their name from this one and make it to sit so that we know that this is a two meter piece. So bad techs export. I'm going to import that into Unreal Engine. And here it is. Import our gave it a proper material. Okay, let's place it here under the snaps perfectly covering this part for us. Now we need to take these because all of these work and I'm bringing them right in here so that this part also has these. And I'm taking this, bringing them in here. Since the pivot is in the center, It's very good working with the corner pieces. Okay. Now I believe the building is more or less done in terms of the blackout. And now we should tackle this part in the middle of this alley. And what I've seen in Victorian art, there are some buildings that are floating. Not actually floating by that. I mean something like this. You see there's an ally in here, but there's a building on top of the small building on top of that. This is giving us the idea, but that's not actually what we're going to create. So again, I'm going to create a new blender file and call it Allie. And first I'm going to start with the pillars. And in previous ones we started with the entrance, but this one doesn't have any insurance. The first thing that you see is a pillar that is holding that the building on top. This is the scale reference. Though the pillar is actually going to be something like this comparing to the side of human. Now that I'm thinking like here, let me just bring in a test mesh, just the cube and place this cube on top. Something like this. I wanted to LA, to have such a height. And look at that from here. Okay, It's alright. And on top of that one I want to be some windows and doors and things like that. The pillar, the first pillar is going to be six meters. Again in Blender. I'm taking this place to prevent in here. And take this one, bring this up, make it global, transforms. Make it global. And this one needs to be six, okay? Now this is six meters. And of course I brought that up. Let's select this one. And this is alright, Okay. Now I need to rename this. I call that a static mesh modular alle corner 01. And again in here I'm going to create a folder for that and hit Accept. And this is the part. And now in this Allied leaders six meters width that it has. So let me bring in that pillar and start to test the ideas are going import and first I need to take this one and exported. Now it's here. Let's bring it up. And it needs to be in here. It looks like it needs to be thicker just a bit. So because it has some extra space left in here. So I'm going to go to this axis and try to make that thicker just a bit. So exported and re-import it back. It looks like this is going to be a good size, so exports and imports it back. Okay, no problem. So I'm taking this one and bring that over here so that these are holding the value up. And in here I'm going to create something like a tunnel. And that tunnel needs to be in-between these two pillars. Pillars. So let's go to remove this material. Force, delete. Later on who will give these proper materials in here? Let's duplicate this. Activate the increment, bring this six meters away. And this is it. And in here I'm going to create an arc. So let me bring in a plane and bring it in here. I'm placing that just in between these two. So I'm bringing that here and this one here. So let's add some vertices to be able to manipulate the shape of this art. And since this one is a blackout, I'm not really going to do a lot of detailing this one on this one. Let's take these two and another one to make that round that a bit. Now let's give this a bit of depth, selecting them all, and hit extrude from here as well, selecting all of the pieces and bring them back just a bit to cover this part. Okay, now the pivot, I'm going to make it have the same period as this one. Before that, let's go and take these vertices and try to push them up a bit. And this one as well. Okay? Like this is alright. So select this one. Of course first, select this one, bring the center of the world in here, and select this shift an S curve pivot to select, now I'm bringing the world origin to its own place and I'm selecting this one, and this is the period that it has. And it's alright, Okay, I'm selecting that and do a rename and call it arc. Okay, it's done and now hit Export. Let's go to a 100 and bring that. We'll do materials later on, but for now, it's just for testing. So here it is. Let's bring that in. Snaps here perfectly. It snaps to this part, but I need to make this smaller. Just a bit. Of course in here, we do not have a six meters in-between these two. We have 12345. So let's take one of these, bring it a mirror in, a mistake and bring it in. Now this one needs to be resized a bit. So I'm going to take this and I start from here, select this one, remove it. Let's do a cut in here and remove these parts as well. Taking these vertices. Now I'm going to pivot in here just for now. And in here I'm going to go to symmetry and its mirror in Blender. And then y-axis, it's going to look all right? And instead let's collapse the cemetery. Select this one, place the pivot in here so that I can resize that from here. So I'm going to take this and start to re-size it just a bit so that it covers that port. A bit tricky but worth to do. Bringing the world center in here and now to cursor, Okay, Export. And now I believe everything should be fixed. Select this one, re-import. We need to bring it half a meter away. So let's make it half a meter. Now it's all right. It's doing the work perfectly well. The next step is to place in the windows and walls and roofs and things like that on top of this, which we're going to do next. Okay, Again, it's time to go to Blender and do these walls as well. So I want this one to have the height and the width of three meters and four meters. And I'm going to create a couple of variations for it so that it's not so repetitive. When we create this, finally, the blackout of these buildings are going to be finished and then we'd take care of the sidewalk and the street as well. So let's go create a Windows. So in here, I'm going to simply create a plane. Let's bring these, this one in the center of the world and shift us again. This one to the center of the earth. Now, I'm taking this and bringing this over, this mannequin as well. So I'm going to make this 14 times three. This one is going to be four, and this 13, okay? This is the size of the window, and I'm selecting this vertices in here and making that pivot point. Hello, This is it. And now let's make it a stand-up. And I'm going to create a couple of variations from this. This one, and this one too. I'm going to simply bring in a simple insert so that it goes in and we have something to play with. And let's delete this one and duplicate it to the other side to make sure that we have it's okay. I'll just rename this one to Window one. Copy the name in here if two, window too. One more thing is that I want to have some pillars to uncommon accompany these. So I'm going to create a cube. And this cube, I'm going to re-scale it just to something like this. Place the pivot in here and bringing in the center. This is alright. And now I'm going to select this one. And in the item, the z, I'm going to hit F4 so that these are from the same size. This one is going to be lesser Luxury building. I'm not going to make that really luxury. So that there's not a lot of ornaments work on these. So I'm taking this and simply rename it. So window pillar. And for the top piece as well, I'm going to use the previous kit. I'm going to use the residential kids to form the roof as well. Okay, now that we have this, I'm going to select it. And using the Beta x, I'm going to export them. And it's time to bring them in here to create them simply import. And in here we have lesser amounts of measures to be selected. I have this window pieces that are needed to bring in, import them all. And they are here. Let me bring that to here. It's working. Alright? So let's bring it here. It's working. Alright? And if you do not see this because this plane has gone into that pillar, of course, we have an option to take this whole building system and move it half a meter away to make room for this. So I did a whole selection on this. And now I'm going to bring in a meter away, one meter. And let's try it out. Now I have this. I'm going to bring this here. Just half a meter. It's good. This 1.5 a meter as well. And these 3.5 a meter as well. It's obvious that we need to make these pillars a bit thicker. And this part is also going to be covered with those pillars that we created. This one's so half a meter again and again. And let me check this as well. Bring it here. Take this one as well, bring it here. Now this one needs to be manipulated. Something, No problem. I'm taking this one, this one on this one. Bringing up, let me see which one is this one is the first variation, and now I'm going to bring in the second variation on top of that one as well. Okay, Now it's done. Now let's go to Blender and take this one and make it a bit just a bit bigger and exported. And test it to see how it works. Okay, it's working. Alright, and I'm going to bring this 1.5 a meter away as well. And it needs just a bit of more resizing in that part. So let's go in here. And just a bit more done exports. And it should be alright to, yeah, it's all right. And now we have this building in here as well. The next thing that we're going to do is selecting these. I'm going to copy them here. Bring them up. And this Windows system as well, excuse me, this roof system as well needs to be brought up. Okay? Now everything is alright. I believe for this building, I feel like this building is finished. And now let's take these pillars. And I'm going to bring them back so that to create an immersion that this one continues to the other itself. Just like something like this. Okay? Now this one is finished. Of course, if you are going to do something, you can create some tiling walls or the end of this piece as well. But since it's not so important and you know how to create those, I skip that part and now I only need to apply another color material on top of this one to differentiate that from other kids. So let's go in here material and create a new instance in college. And I underscore, ally, we need to give this a new color. First one, let's go for this. And I'm randomly selecting colors to pick something that I like. Make this one black. And this one something like this. Very lively colors. So let's go to the blackout meshes and bringing all of these up in the material. I'm going to place them. I underscore alley. So lively colors, the colors are beautiful on this. This one is done. And this one and the last one. So let's go and start to visualize that the colors are to live. So let me for now take these pillars and give them another color. So I'm selecting them. And let's go to the Details panel. And in here, I'm going to bring this one into layout. Now, looks like it's not doing anything. I'm going to select this default one and go into details and apply that. Scholars are to live on this. I need to bring in the saturation. It's really annoying my eyes. Let's go for this one. Bringing the saturation. Already did a good job on that. And this one a lot better. Now we have consistency across all of those. But for the pillars, I can take them and make another color for them. So let me take this and change this one to be something like a black color and this one darker as well. Okay. Now, let me take this and apply that material. You see that it's working, alright? Okay, now the blackout, all of the buildings is done. Then the next one we're going to create the strait gate and continue to develop this environment further. And I believe that we are in the end of the block code phase. It didn't take a lot of time, but it's a must. If you're going to have a great project. It's time to end this lesson and in the next one we will continue with the street piece. See you there. 13. Finishing The Blockout: In previous lesson, we finally finished the building kits. And now it's time to go and tackle the sidewalk kit. And after the sidewalk kit, we're going to do the strategy that is going to mainly have some pathways. And after that, I believe we're done with the blackout and then move out to the fun part and start to create real art and bringing to finalize the scene. Okay, now let's go for the sidewalk and for the width of a sidewalk, I'm going to make it four meters. And since I want the kids to be square, I'm going to make four by four kids. Some blender in here. I'm going to create a cube. And I'm going to place the period right on the bottom and bring this one up. Then are already renamed the name of the file so that we know that this is a sidewalk kit. I'm going to resize this 15 times bigger. So I'm going to bring in a plane. And this plane, as you already know, is two meters. So I'm going to rescale it by two to make it for so I'm having the snapping turned on. Let me bring it here. And this is going to be the tiling piece that is going to tie in this direction. It's going to have a corner piece as well to make that flow in this direction. So let me take this one and bring it here. And I want this part to be rounded corners to that part. So I'm going to hit bubble. Of course it's not going to bevel by default for vertices. So you need to hit V, then be, excuse me, control and B to activate the bevel. And then we make it work with the vertices. So depending on the amount of roundness that you want, I believe that something like this is alright. And then just like always, I can take this one and I start to bring it here. And it's going to tile perfectly without any problem. So this is as easy as creating something like this. And if you wanted to, for example, make this brown to the other part as well, he can simply take a duplicate from it, bring it here, and just rotate it 90 degrees. And then you have a piece that goes in here and then you can continue your way around that. So I believe that only couple of pieces are enough for this one. This one, and this one, I'm going to keep them. But you are going to create the valley Kate as well. The one that goes in here. And we know that this value is already six meters long. And I want the kid to flow in this direction. So in here, we can go and create six by six kids. So let me take this one. And I'm going to scale this one by 1.5 to make it six by six. So since this one is a four meter piece, if we scale it by 1.5, it becomes six. And you can check that in here to see that it's a six by six piece. So I'm taking this and removing them. And the only pieces that I need are these ones. So basically three pieces of modular enough to make this entire kit available. But the only thing that matters is placing the pivots. I'm going to place this pivot in here. I'm pleased this one in here as well. So let's do that until I start to see how it works. And to make them come on top of the ground level and avoid any Z fighting. I'm going to extrude them a bit in Blender. So I'm going to take this and extrude it just a bit in here, just write down a very small value, something like this. Okay? And in here, again, I'm going to extrude it and enter this value in z so that all of them are in the same white. Again, this one and the same value in z. All of them are done. And I believe that I should make the pivot on this one in here. Instead of that. Let's see what happens. I have this one and this one, and this one as well. So let's make the pivot in here. Now what remains is renaming these parts. So let me rename this to Static Mesh modular sidewalk toiling 01. In case we needed to create any variation we have the naming. And this one, I'm going to call it corner. And this one is going to be called sidewalk alley. Okay? And again, I'm going to go to vertex and assign a Exporting folder for that. And I'm taking all of them and export them at the same time. And I'm bringing them inside Unreal Engine. Let's go to meshes folder and import. Just head over to the folder that you have saved them. And it's time to bring them and create the sidewalk using them. And of course for this export errors, we really do not care. So let's go and find them, and they are here. So this is the tiling piece it's going to tile. Let's make that dress the environment with it. So it's going to try and go across. And I'm not sure if I'm going to make this one a nano eat much or a simple static mask because nano it for now doesn't support vertex blending. And I really love to work with vertex blending to add water splashes, damage, dirt and things like that. I'm not sure about that. So let's bring this one as well. It looks like we have done that wrong. This is the key that belongs to Allie. Excuse me. I need to select all of these. Just select an instance and hit Shift E to select all of them and just delete them. I have picked up the wrong one. This belongs to LA, and this one is a four meter piece. Doesn't matter. I'm going to take them. And again, hit Shift a to select all of them and bring them here. Now, if you are really happy with it, you can go and start to address the scene as you like with it. But we're now only keeping want to street one block or one everything you call it. We only have that. It's enough. If you're happy with it, just go and start making variations with it. This one is going to come in here and round off this part. And if you are making this side as well, you can take this one. And since they tile, you really have no problem tiling this over. But since all of these are not going to be seen and not necessarily for the tutorial. I'm only working with this. Now we have the valley piece in here, excuse me, LAP is in here which we need to place. And now understood that we extended this alle by a meter. We took this whole building and brought that over to make extra room for this part. So it doesn't matter. I'm going to Blender and take this one and go to Item. And in here instead of six by six, make it seven by seven. And It's easy, just export and take the mesh and re-import in Unreal Engine. I'm bringing this out and it's now tiling perfectly. So this one as well. Just try to dress the scene using that. And you see that we have a Z fighting in here. And that is because we need to bring it over. Just buy once. And done. Let me go from here and I start to look at that. And it's looking already good. Now what we need to do is creating this street, Keith as well. And it's not something complicated. We need to have a street mesh that tiles in this direction. And modular measures are always tie link. Some of them are toiling in one direction. For example, the street kid that needs doing in this direction. And some wall kits, for example, this tiling wall kids that need to tie in other directions as well in both x and y. And you need to make sure to plan that as well. For example, something like a street kid doesn't really need to tile in all directions. Only in one direction, but something like a wall that you need to connect to. A lot of pieces need to have tiling in all directions. So I'm now deciding how wide I want the street to be. And for now I decided to make that middle piece. And I'm really stuck between making it eight or ten, because eight is double the size of this one. And we can do some tilings as well. So let's just start with eight. And actually let's make some eight by four kids. So I'm going to bring in a plane, make it four, and re-scale it in any axis into risk. And we're scaling in x and hit two. Now the size of this one is eight by four. So let me go and do an extrude. Excuse me. I'm going to do an extrude and put a really small value. And here I'm going to place the pivot right in here. This is the piece that tiles in this direction. And what I have in mind is, for example, tiling this in here and have to street sides, side-by-side to each other. To create a 8-meter the street, I'm going to delete all of them. And this one needs to be renamed as well. I'm going to borrow the name from this one and just call it a street child. One more thing as well. I need to create corner pieces for this one as what, for example, when we bring the street tile in here, I want that to have a three-way or four-way tiling so that whenever you wanted to create an, a street, you have the tools to create. So right now I'm simulating this situation in Blender. Let me bring this out and just do something like this. And I'm bringing this over. I'm just going to create something like this. Something like this. And this is the straight. I'm going to bring it here and toilet in this direction. Okay. Just bear with me. This is less street tile that is going to tie in here. As I said, I'm going to have a couple of these side-by-side over each other. And for the other side as well, we need to have these ones as well. So I'm bringing this here. And the only thing that needs to be changed is this one. This one needs to change direction. So I need to do something to make really a strict system with this. I'm going to simulate the situation just so that's basically something like this. I have the street part that is coming in here and sideway rolling to this side. I need to have something like this to create a four-way, three-way, basically as many sites as you want. So this is a three-way that I'm going to Create. And then let's again take all of them, excluding that one, copy them and bring them here. And I need to flip this to the other side as well to create a four-way. This is eight and now I need to bring in this one to create another street with that, this one is going to be turned into a three-way. This one is going to be turned into a four-way. Okay. Let me take this, delete this one and this one. Because all of these needs to be replaced with other measures. So I'm taking this and I believe that I'm not really sure in which direction it should tile. So I'm creating and simulating a sidewalk to be able to guess the direction. Another one. And I'm taking these and bringing them to the other side. So this is it. A straight needs to come in here. Okay, and now that will bring it here and this one starts to roll here, I believe. No. This one is that basically, now I have these pieces that I need to export to Unreal Engine. These are the backup files that contain the true naming. You see up here. And I'm going to create extra measures for this part. So I'm going to say these, isolate them. And these ones as well. I'm going to isolate them and create my mesh based on these. So first things first, I need to take this and note that I have selected multiple measures and what I'm going to edit mode, I'm able to manipulate them altogether. I'm taking this one and this one. And I'm removing the faces in here because I need to bridge the edge loops though. This is it. I'm taking these two edge loops. And these two right-click and bridge edge loops, it's not working right now. I'm going to bring them together using this tool. Okay? Just something like this. And I'm again taking these two edge loops and these two as well and bringing them along. Later on, I will snap the vertices together. Again. I'm selecting this one only. I am selecting this base and controlled selector here to select an edge loop. And now I'm going to extrude along the normals. So you can hit Alt and E to extrude along the normal. It's going to take an average and then you can right-click to confirm that. And after that, dragging them in the direction that you want. I'm going to select them and convert them to vertices by holding down one. And of course let me go and select all of the vertices in the bottom shelf as well. I have all of them now selected and I'm going to align them to left and dragging them here. Now let's go back and start to see what we have created. So this one is in here and now we need to bring it here. And I need to move this piece to the other side. So I'm taking this one, not for now. Let's go and select these and make this one pivot. And I'm bringing in the origin to here. And let's see if we can do that with a mirror modifier. It's done. And now I'm taking this one and delete them for these as well. Let me take these. I'm going to create a just for them to connect them to here. Okay, Let's go to edge mode and start to bring in some pieces. And since we are working on the grid, they're all a snapping perfectly together. So I'm going to face mode and delete this extra faces. If you have any extra vertices, just go and you can delete them. We created this piece here. Now, I can safely remove these parts. But before that, let's do some cleanup. And I'm taking these, and these vertices need to be welded together. So I'm taking this and this. They have some vertices in themselves who need to go in. And let's take this one on this one, well done. And before that actually let's join them together to be able to help them. So hit Control and J so that they are joined. And now I'm selecting these two vertices and weld them together. And these two need to be welded together. These two as well. I believe that now we have a unified piece that I can take this one and delete without having any issue. So let's take this one and this one and delete it. And I'm going to bring this here. But just first, let's activate the increments so that the movement is a lot smoother. So I'm going to go in here and there's a phase in-between that needs to be deleted. So let's go to face mode. This is the face. And the face of this one also needs to be deleted. The face that is in between. So this is it. And now I'm going to join these two pieces together by holding down Control and J. And I'm taking these middle vertices and A-star to Well done by distance. So the distance is too high. Let's go and see if you can do something better. Just select them one by one and merge by distance. I'm taking this vertices, bring them over and weld them together. And I'm doing the same thing in here as well. These vertices need to be welded together. So we created this piece. And now the only thing that remains is removing these extra parts because I do not need these parts. And if I go back, you see that we have this piece in here. So in this mesh, I really do not need these, these vertices. So I'm going to take them and delete them. Just something like this. Let's go back. That is it. And let's remove the modifier. And now there's something else we need to do. We need to remove this vertices in between. So it's not welding on one. Some step back, this one. And now I need to take these faces and control Select All to this one. So now activate symmetry. And now we should have no problem welding this. So let's apply that and go in here. Now I should take, I should be able to take these vertices and delete it. Clean data as well. And now we need to connect these pieces together so that they join pretty nicely. We have this piece for the connected. I'm going to connect these two pieces together. I'm going to select this inner base from this and delete it. Now I need to, well these vertices together, so I need to select both of them. But not, Let's not waste a lot of time on this one because this is a blog called peace that is going to be removed later on. So now only need to have the silhouette. So let's take these two, join them together, and let's place the pivot to be here. Now I need to drag it and place it to the other side as well to make a new variation from it. So I'm taking that. Take this edge loop. Let's first isolated to be able to select all of these vertices and delete them. Now there's one thing remaining and that is adding a mirror modifier to take that to the other side. So I'm taking this one, delete it. Now let's add a mirror and add a perfect mirror. Let's disable this one, select these two edges. And I'm going to make this one the center of the world. And now I'm going to bring in an empty here. And empty is something that you can use to define your directions, basically. So planning axes. And now I'm going to bring in the mirror and you're going to understand what it's going to do. So let's go in Y and pick the mirror. This is the center object and that did it. Let's go back. This is the piece that it made perfectly. So we have this piece and this piece together. And if this one is staying in the world, just go in here and make it bounding box center so that you put your pivot goes along with it. It took a bit of time, but we were able to finally create them. Now we have these pieces which we can use to level the C. I'm going to call it a street freeway and copy the name. And this one is going to be straightforward way. That simple, okay? Exports an export and take these ones as well, an export them. Now in Unreal Engine, we need to go back and import everything. Okay, now, let's see what we have here. So I need to bring this straight tiling piece. This is going to tile in this direction. And let's do one more time. I'm going to select all of them and do another trial in this direction. So we did the first thing, and now we need to bring in this three-way piece to create that part. Again, if we needed a four-way piece, we could do that as well. Then we can tie the street in this direction. But since we do not need that, we're going to use that piece as well, only the three-way piece. And again, I'm going to bring it here and select all of the sidewalks except for these, and bring them here so that we have the street done as well. Okay. We created the sidewalk, the Alley, which is here, and the street and the street tiling system. And of course, if you're going to expand your map, you are more than welcome to do that. If you see something like this which is happening, you can start to bring in variation pieces so that you are one is in here Untitled in that direction. And it can bring in as many pieces as you want to start to set dress your scene. So I feel like that blackout is finally done. And we're ready to move on to the next chapter, which is actually creating art and bringing in Unreal Engine. And we're going to utilize substance package, ZBrush Blender and do a lot of cool things and learn something new. But before that, let me actually go and create another variation of this material, or rather from this one, because it has some darker colors that we dwell with the project. So I'm going to make this one something like this. We're going to make this one the street colors. Something like this. Okay, I'm copying the name. But let's go in here and select all of the pieces. And I'm going to apply the material on them so that we have something to look at. And that is a pretty easy fix. And finally we reached to the second chapters and we created the blackout for everything. We created a blog called for buildings, three kinds of buildings. We created the street system that can easily tied together. I'm going to go ahead and save a new version from this scene so that whenever we lost something, we have something to go back to an a star changes there. We did the blackout. It didn't take too long. But we finally finished the blackout. And now we can make sure that everything that we're going to create is based on something. It has a logic behind it. And the only thing that we need to do is replacing these measures with high-quality measures that use this same rule. For example, having the same dimensions as these. The only thing that you need to create a high-quality art that has the same dimension, styles, and has the same period. This is done. Congratulations on finishing the blackout. And in the next one who will go and create real art. Okay, see you in the next chapter. 14. Fixing Some Problems: Okay. Now that we have done the blackout, I understood that to prevent the future problems, we need to go and make sure that the ground level on all of the kids is the same. And what I mean by that, I mean that something like this, if I bring this up, is see that the ground in here is three meters. Three meters is a good value for the ground piece for this kid. And if you are going to create kits that are tiling, and by those, I mean, these ones. This one is four by four. And if we make this one for Y4, we either are having bigger brick size when we bring it, the abrade materials debris card on this size are going to be different from this side. Or if we change the brick size, we are going to have inconsistent brick size but tiling. And if we make the textile density right, we're going to have tiling problems. So you need to either make these three-by-three as well. For example, the ground size on this one is for the meters. On this one is three meters as well. On this 13 meters as well, go into details panel and bring this up. And this one you see as well, the ground level is three meters. So if you're going to make tiling pieces of these, you need to make sure that the tiling pieces that are going to tile in both directions use the same ground as well to prevent some of the future problems. Now, there's a bit of fixed that we need to do in these kids. For the first one I'm starting with this. This is the kit and you want to make sure that those that share the same tiling texture to have the same ground. For example, this one. Now this wall is a four-by-four. Of course I'm not going to change the name, but you know how to do it. Now. This one is four by four. I'm going to rescale it to three-by-three. So I go to this item and instead of four-by-four, I put in three by three. Okay, this is done. And now this one is for, I'm going to make it three. I'm going to export them right on. It's going to cause some problems, but it's going to prevent a lot of future problems from happening. I should have told you this one early on, but I forgot to say this one. Again. I'm going to wherever I see four, I'm going to convert that to three. On this one. I need to make this 13 and on this one as well. So I'm taking these two as well, export them. And now I'm going to Unreal Engine and see the pieces that we need. And I'm selecting all of them and re-import them back. So this is one, this is one, this is one. And these ones as well. So right-click and hit re-import. You see that they create some problems. So not a huge problem. I'm taking this one, bring it down under Pillar as well, I believe is four meters. Let's go and start to fix this one as well. Make it three and exports. And I'm going to find it. It's here. Right-click and re-import. So now they're easier for us to be able to change things. Of course, since this one is four meters high, I'm taking this one or let's not change the pillar. Excuse me. I should have never done that. Let's go live the pillar to be okay. Now I need to take these, start to bring them down without any problem, unable to snap them together, just takes a bit of time, but it's going to prevent a lot of the future problems from happening. Just bear with me on this one. I'm going to bring it back. And to make sure that the timing is perfect, I'm going to take them, take these all and do another copy. Now I need to take these these in here and bring them one meter away. Now, one thing that remains is that this one's need to come down a meter away to match that as well. So I'm taking everything, bring in one meter and take these ones as well to bring them one meter away and start to place them. Because later on if you had those pieces, we would have a lot of inconsistency throughout kits, but it's better to have the ground piece in the same level for all of them. So let's bring this one, bring it over. These ones as well, bring them over. And now I need to bring this one again, one meter. And take all of the pillars and bring them one meter away on their place. And now the walls of this one. It's an easy process, but it's better to decide on that before even creating the kit. Let's take this one. And bring it up. And having these selected. I'm going to take this and bring it on and see it's perfect 99 meters in this direction. Now I believe I'm looking at the kid in all of the directions to see. It's alright for now, but there's something that we need to do for this. Let's go simulate the settings in Blender. I'm taking this and this one and this piece that needs to go there. So now I'm dragging a copy and isolate them. That will bring them all in the same place. In previous iteration, we had something like this, where that triangle really fit a lot to bring it here. We have such a situation. So I'm bringing this a meter away. Now we have something like this. So we need to do a couple of things. One is again taking this one extended, let me take this and we have the snapping on, but we need to make it vertex instead. And a snap it to there. This one needs to come in here. And this one needs to come in-between these. I'm selecting this one and make sure that this one has 50 centimeters away from this one. To be just in the middle. So I need to bevel this vertices to create something like this. And now I'm taking this one, snap it to here. And I'm taking this one again and snap it there. Of course, you should have snapped out there. And we covered those parts. There's a gap in-between here and that is not a problem as well. I'm taking this, Let's extrude. We extruded something. And let's now take both of the vertices and bring them here. Actually, I need to bring it here perfectly to snap to here. So this is that piece as well. I'm taking the piece, it P to separate it. So we created that one for the roof part as well. So let's export. Of course this is the wrong file to export to the better one later and rename this one to remove the ok. Now we're going some steps back. I'm bringing this over. And let me bring this and I'll need to take the name from this one. Okay, I take the name and delete it and paste the name for this and hit Export. And this one already needs to be exported as well. So let's go in on real point this mesh and Hadrian ports that fix this issue. Now let's go and import that part, which is this one, okay? Import all. Now I can do one thing. I can take this one control C control V to paste that. While having this one selected, I'm going to the details panel and replace the mesh with that. And you see since these two share the same pivot, it's going to have no problem. Okay? This one is for here. And for this part as well, I need to take this one and bring this over and we set it rotated a 180 degrees and bring that into place. I believe that's everything for this building. Next building as well is going to follow the same route. We can now everything is a snapping together perfectly without any problem. Since this one is already doing a great job, I'm not really touching it. Concerning this building, this one in here, you can use the tiling piece from here, since this one is three-by-three and the ground piece on these kids is the three as well. You can either bringing these to use it in here to save some time, or you can use these four by four pieces if you're going to use a separate material or if you're going to pull up the material on this because this is a different size building. It's not going to have really a problem. But to save some bit of time, I'm taking all of these, these tiling wants and I'm deleting them. Just hit Delete. I'm taking this ones as well and delete them. I'm going to save a bit of time. I'm going to use the tiling wall piece in here and use it on this building. So it doesn't matter really, as long as it's going to work and function perfectly. So this one is alright. And I'm going to take these and sell them to the top of the building. This one is going to save us a bit of time down the way. Okay? Now there's these pieces that I'm going to delete and bring this one up. And maybe in here or use a one by three piece which we are going to create later on. So I'm going to select all of the pieces, start to tie them over until we reach the other part. Only the matter of copying and pasting. In here as well. We have a meter extra, and I need to take this one, take all of these pieces. And I'm going to bring them one meter away. These ones as well. And this is a quick fix. And preventing a lot of the problems down the way that you take these and bring them over one meter. And it looks like this one needs to be selected as well, a meter. Now, this one's needs to be deleted as well. And also, as well as these ones. So I'm going to select all of these pieces and bring them over because they already work great in this part. I need to take this pillars as well and bring them a meter away. So there's another thing that I need to do and that is again, selecting this walls and duplicate them on the other side as well. 90 degrees. It's a matter of a snapping here. Okay, it's done. And now there's only one piece that has remained. And it's going to snap perfectly as well. So there's couple of things, a couple of more things that we need to do. And what is a stretching this to this side. And that is easy as well. We were just doing like this one. Okay, let me go in here and we need to bring this piece a meter away. Let's make the snapped to increment. This one needs to come a meter away. This one as well. Looks like we have everything set up and we're ready to move on to the next one. So I'm going to export this one and export this one as well. Let's find this. Re-import. It needs to come in here. Perfect. And this one as well, Let's find it and re-import it. Okay? Now the problem is done. And now one more thing that we could do is creating a custom three by one piece to fill. All of these are space, okay? And that is easy. I'm going to find that it looks like we already have that. So this is it. I'm bringing that in and start to place it in here. Two level design this one as well and finish it. Later on. We will check to see if this is inverted or not. But for now, only. We care about placing this to the right place. This is done. Now, let's duplicate it on the other side as well. That is so easy. This one only needs once. And I'm going to again select these and bring them over to this side, okay? Now this is done, the problem Fixing is done. You can take this and suppose that actually this is finished. But for these parts, since these are two custom pieces that are not going to be used so much, I'm going to leave them just the way they are because they are snapping and they work perfectly. Okay, this is done. Okay, This chapter is finally done. And the next one who will start to create a real art as well. See you there. 15. Substance 3D Designer: Okay, everybody, congratulations on finishing the blackout part. And in this one we're going to create a real art. And now this is where the cool part of the tutorial is going to begin. We have done the fundamentals and we have a great blackout that is going to hold out in a lot of situations. Now we're going to really create materials, create real high-quality nano it meshes and bring domain. We're going to do a lot of cool things and we're going to learn a lot of new techniques together. First things first, we started with this building. And what I have in this building for This building in mind is creating a red brick type of building for this one. And I have gathered some references that we're going to look at. So this is one of the looks that I'm having for this building. I'm going to create some red bricks. And I have sent this with breaks in a lot of Victorian art. And these are so common. And I'm going to create what Briggs for these parts. And then in here for this entrance and the sharp as well, we're going to do some wooed as well. The top part is going to be wet break, and the bottom part is going to be all about roots. These are the references and as you know, I've created a reference sheet. And then this reference sheet, we have images that are big, medium, and small. For example, this one is a really big one. And by that I mean, it gives us the big picture how many bricks we're going to use, how the bricks and cement are being mixed together and things like that. How many dirt? How much dirt and things like that are in here. But in this picture we're not really able to get a lot of the cool details that these images have. So in order to get the cool details, we need some close-up images as well. For example, this one is clearly given us a lot of cool detail on the brakes, on their edges, on surface damages, big damages, a small damages, this tiny little spots that are common in these images. If we wanted to make that really dirty, this is going to help us. And of course, for the museum building, I have something like this in mind. Of course, I'm not going to copy this, but the whole building is going to follow the same structure. Of course. As I said, I'm not going to copy this one. Even the colors is going to be different, but this one is going to give you an image of how this building is going to be. A lot of plants were this building and this middle one. Maybe we're using some of the bricks that will create here. Maybe we create variations and apply them on here. That we're going to create the materials mainly inside Substance Designer. And we're going to create tiling textures and materials just like these ones. So that we could create tiling geometry and displays these using those materials. And you're going to understand just in a minute, but we're going to create some styling breaks so that later on we could apply those bricks on top of these buildings and displace these. And since we are using tiling textures, these are going to be really good looking when we start to add the geometrical details and material details. Okay, now we're going to close out Unreal Engine and go to substance. This is substance 3D designer, which we are going to create the brick material in. To create the materials is simply go to File New and we want to create a substance graph. And in here, the default option is the empty. But I'm not going to use empty because it doesn't have any outputs. And by that I mean, if I create this CC, we do not have any outputs to show in here. So you mainly want to close this 1. First. Let me go in here and close it. And always want I'm going to create a material in substance. I go for metallic roughness. And this is what Unreal Engine users. And for the resolution and things like that do not change them. They could be changed later on down the process. So for the graph name, I'm going to name it brick, or let's call it rhetoric and hit. Okay. And it created a material, a default material that has a lot of outputs. For example, we have the base color, normal, roughness, metallic, ambient occlusion, and height. Of course later on if you needed something who will create that. But for now these outputs are enough to give us the result that we want. And my main workflow is creating the height first and then their height. We create the color information. Normally information, metallic, I'm being so collusion and roughness and things like that based on that height and substances pretty powerful to create masks from height channels, for example, separating the edges to create edge damages and things like that. We're going to understand later on. But for now, let's save the package because we have an unsafe package in here. You're going to hit Control Shift and S and go to the folder that you want and save the file. You have saved it. And every time you want can either go to the folder, click on the substance file to bring the Substance Designer up. Or you could go in here, open and go to the file and open it in substance directly. Now we're going to create a brick material. One of the greatest tools to create things like gouache, which have a certain pattern is the title sampler. And to make the viewport to Willie more usable, always bring this Explorer and match it with this one in here. And this Explorer window isn't something that we use regularly, but this library is so important. It holds a lot of the nodes that we're going to create in the process. For example, in this texture group, these noises are very handy and very powerful. We are going to use them a lot. So you want to have them shown here to use the space better. And when we drag something in, every detail about that is going to be shown in here, for example, the scale is the amount of tiling that this node provides. This is the default styling, and this is more tiling, makes it really a smaller. If you're going to see the tiling while being in here in this 2D view, hit a space to see the perfect time. For example, we have the disorder, it's going to make it really randomized. And then a lot of the settings based on which generator, which texture, and which pattern you are using. To bring their title sampler, I simply right-click and add nodes. You can bring these common nodes that are available to you, isn't simply go to add nodes. These nodes are some of the most important ones. But if you're going to bring in from all of the nodes, you hit a space. And in this search menu, just search for tile. And in here we have a lot of tonal options. And the one that we're going to use is the total sampler. And it gives us this pattern. And this tile sampler is great for creating those patterns. And you see already it looks like something like a break, although not totally, but something close to it. And it has a lot of cool settings in here, pattern size, rotation, color, and things like that. It gives you a lot of flexibility to create your materials. Okay, for now to see what it does, Let's go to position. And in here we have the offset. So you place the offset in and they already see that it starts to create some of that brick pattern that we have in mind. I'm going to go back and first things first, we need to decide on how many bricks we want each row to have in x and y, horizontally and vertically. And you might be tempted to create a lot of breaks, a lot of rows in here, but that is not a good idea because we're going to title this a lot of time. You see that building has a lot of floors on top of each other and that's simply gets repetitive. You want to make it as generic as possible and as a smallest possible. And you want to avoid a lot of custom details in here. For example, let me apply this one to height and to normal as well, so that we're able to see something from that. Okay. Let's guess that this one is a brake material that will create you really do not want to go and add some details that are too obvious. For example, is this gradient. This one you see when we tiled is, you're going to see a lot of repetition or something like this. When you see that, it's going to create a lot of repetition. And then we have a node that is called Blend. And you never want to blend something with this. The texture. You see that this is how the texture now it looks like it has a lot of details that are tiling visibly. So you want to avoid as many custom details as possible and leave them for the engine when you create materials, just leave them for their to add variations there. So as less costume details the bur, so you want to make that really generic inside substance. Substance works really by utilizing the black and white data. And black means yes. Excuse me, black means no, and white means yes. For example, Start, we have a lot of black and white in here. And it works with black and data as a mask. For example, if you are going to create a base color, these black parts are not going to really do anything. And we're going to create a simple material to really know what is substance going to do. Although I know some of you know how substance works, but to make sure that everybody's on the same page, we go and create a really, really simple material that is not going to take more than 20 minutes to create so that we get familiar with substance and how it works. So we're going to create a really small mode material. So always when I'm creating something and start to work from big, medium and small. And this one is a big shape. And if I take it and drag it into the height, you see that it starts to displace the shape a bit. But to see the effect, really, we need to bring in this 12 normals. So now you see a bit of detail happening in here. One thing to keep in mind is that substance mainly works with direct export. Unreal is OpenGL and that means that the g channel, the green channel of the normal map, should be inverted. This is the normal map and it has three channels, RG and B. And if you are going to separate the channels to see there's a node which is called. Rg, be split and drag the normal into it. And in here you say this is the R channel, this is the G channel. And in order to see the different channels, just go and double-click on the node to be able to select them. Now, this one is the G channel and that is inverted inside Unreal Engine. And if you are going to work with OpenGL, to work with Unreal Engine, you could simply go into this materials default. Just for previous material. From here, select a metallic roughness and isolation and displacement. And in here it gives you some options. And in here you see the normal. It has been set to Direct X. And if you are going to use this inside Unreal Engine, you need to flip the green channel. And to keep everything consistent, I always export my normals indirect X format and flip the green channel inside Unreal Engine. Do not worry, we are going to cover that later on when we export materials into unreal engine. Of course, excuse me, I was wrong. Unreal Engine uses Direct X and are always offer my normal maps in OpenGL and later on convert them to direct eggs inside Unreal Engine. So in order to make this one OpenGL, you simply disable this one. It becomes OpenGL plain and simple. In here. You want to go in here and set the normal map format to direct to OpenGL as well. And this is by default embedded into the normal load. You will right-click, excuse me, you hit a space and just search for normal. And this is the normal that converts your height data into normal map. You plug something into it and it converts that to a normal map for you. So this is the Direct X. I always convert that to OpenGL. And later on inside Unreal Engine, I flipped the green channel to get the Direct X normal map because a lot of the softwares that I work with are going to use OpenGL, but Unreal Engine is Direct X. So to keep them consistent, are always render my normal maps as OpenGL and convert them inside Unreal Engine. So this is the Cloud material. This is the Cloud. And Cloud is a really great note. You're going to use that a lot. And it has a lot of black and white arrow. The black and white data means that the black is no. White and white is yes. And in here, the black parts, in terms of height are going in and the white parts are going out. So it creates something like this. And if you're going to see that dramatic height effect, you simply go to material again and go to metallic roughness, tessellation plus displacement. And if you're going to really see that a scale just bump up the scale to be able to see the result better. Now you see that these parts are going in and those parts are coming out. So plain and simple, and it's using your height channel. This channel is directly fed in here so that you can use that. We have normal in here. And I'm going to totally disabled the Direct X so that we have the normal as OpenGL. So this is it. And of course, using the normal node, you can really bump that up to get a stronger effect. For example, if we're going to create something like a brick, which is harder than something like mod. It's really desire to bump up their normal. And of course, it has been kept 23. You can overpass that value to something, for example, ten. But it's going to make your normal map a lot more noisier, but it's desired in some parts. For example, if you are going to create a cliff material that needs a lot of bumps and tears. You want to do that, but for something like mode, you really do not want to make that really too intense. So there's another one which is a very important one in the PBR maps and that is the roughness. And roughness means that if your material is rough, and in here you see it has plugged in a single value, and that value is close to black. And it means, although it's not pure black, but it has a bit of roughness into it. I feel make it pure black. You're getting a totally what material and this is something like a water. But if you're going to make it more like water, you want to bring this up to see that. Okay. Now we're getting somewhere. The metallic material for roughness, excuse me, for something like mud isn't something that we're going to use because mod isn't metallic. If you're going to use a material that consists of metallic and metallic objects, for example, metal itself or Chrome, bronze, silver and things like that. You want to use this output. But if not, just plug a simple uniform color, just bringing a uniform color, and this is going to give you a color, either color, you can choose from different colors in the color spectrum, or simply use a gray scale value that ranges from 0 to one. And this is the sRGB value that you're using. If you're going to use a float between 01, just use it. This sRGB is a value between 0, two fifty five, fifty five means white and 0 means black. When you get around in substance. You really discover your values by ice and not looking at a lot of these values. Okay, now let's go and improve our mode material. So I'm going to remove this one as well. So this is the big shape. Let's make the scale bigger. Make the ground a bit smaller because we have now more texture resolution in here. So this mode is now too harsh and mod is not really looking like this. And if you're going to see the lighting changes, hit Control and Shift. And by dragging right-click the left and right heel, you're able to alter the lighting condition in here to be able to see the prompts and things like that. Okay? Now I'm going to make this one directional lipid. So let's go in here and find something that is directional. This crystal node is great, but this is too harsh. And if I hold shift and bring the input in here, you see that it's very harsh. So there is a node that is called blur. This blur and blur high-quality grayscale. I'm going to use this one because it gives us a better quality. So drag the quality of our intensity down a bit, just a bit and you see how it blurs the image. So I'm going to just use something like this. And now I'm going to blend these two together. Just select one of them, hit a space and bringing the blend, it's going to wire that in here for you. And this is a blend, just like the blending Photoshop. And if you are going to use plant, you want to put that actually in the chain of actions. And you want to connect a blend into this, but there's a better way. And that is holding shift on this node and dragging that to blend. It's going to not only connect that for you, but also wire that to all of the outputs that you have. Okay? Now, let's bring in the clouds and here, and I'm going to mix these two together. So let's use Multiply. You see that now we have both shapes from both of them. So this is it. And let's go to roughness. And I feel like this is really rough. So this is good for something like a modern material. So now the mod material is looking good from far away. But when we look close up, we're seeing a lot of blurriness. And that is because we're only using couple of nodes that are big. Now, we need to start adding medium and small details to make it look in medium and close up distances the better. Now, right away, I'm going to bring in another node from here. So let's use this one. And this grunge maps are really awesome in terms of giving you cool details. So I'm going to bring the contrast down. And again, I'm going to bring in the blur because I do not want that to be so intense. So the quality up and this one down just a bit. Then again, in here, I'm selecting the latest node, which is the blend space bar. And it can bring the, bringing the blend from here. And I'm going to bring here. So you see, this is already starting to add some details. I want to blend that with the previous one. So these are the notes that I can use. For example, I can use copy, can use add, subtract, multiply, and a lot of things that we can use to get the result that we want. So let's go for something like soft light. And now you see in close-ups we are seeing some details. So let's go and start to add some small details. For example, those tiny cracks and damages and stuff. So one of the nodes is for, I'm using this one a lot in a lot of productions. And another one is this dirt. And there are a lot of their study can use black and white spots is again, some of the nodes that you can use. So let's bring in the dirt again to a blend and dragging here. And now I'm going to subtract this one from the whole one. You see in here. We have a lot of spikes. So let's go and bring in subtract. And you see there are a lot of harsh ones in here because these are too intense than subtracting them from this results into pure black. So I'm going to bring the intensity down just a bit so that you see in close-up details also, we have something to look at and you see in here, we have something to hold on. So again, let's add blend. Of course, this is the simplest material that I'm creating. When you go and become advanced inside substance creating materials, you're going to have easier time finding different nodes and using different nodes other than blend to create your materials. So this black and white spots one is always good to add a lot of cool details. I'm going to bring in the scales up. And in here. I'm going to leave that at copy, but bring the intensity sole down. Let's compare that before you see there's nothing in here. And after adding just a bit of that, you see that adds some resolution into the mode. So let's add yet another level. This dirt is also a good one. Let's add a blend. I'm going to connect that here. And now I'm going to use Multiply. This multiply is also a good one. So again, I'm going to bring that down. And now you see, even in close-ups, this has a lot of cool details to look at. So this is the firm. Let's bring up the scale and waves rotation is going to give us some randomness. Let's bring the scale down. This is it. Now let's separate some of the data that is from here. I'm not really going to use all of that. So our dragon node, and this time bringing the levels node and this level is node is going to level out basically anything that you have. You drag these sliders to select between the black and white data that you have. So I'm going to separate only these splashes. And I'm going to bring in the blend here. Now instead of making subtract, I'm going to add that to mix so that we have some details coming out as well. But this is starting to look really spiky. So I'm going to drag it. Just something like this. Let's tell that we created the height map. Let's look at that. And now I'm going to bring in a node. And that node is called R T ambient occlusion. And it's going to create ambient inclusion based on the height that you give to it. So I'm going to drag it. Let's drag it in here. And based on the amount of data that you're given, it's going to create a ambient occlusion. So let's bring in the height down because this is not too deep of the material. I'm going to remove this one and plug it in here. And right away you see that on these darker areas, it starts to darken them because ambient occlusion in these small parts, the light could not enter so much so they are darker than the ports that are exposed to sun. So this is the ambient occlusion and for roughness, Let's bring the uniform color. This one and something refer. And these ones, I'm going to bring in blend node. And I'm going to mix these two together. And the opacity is going to be the height map. So bringing the height map, this is the result that it gives us this opacity map acts as a mask. And now we have two inputs. Now let's look at that. It's going to mix these two inputs based on the mask that we have in here, which is this one. Of course you can do a lot of things, but now we're going to do this and we added a lot of cool roughness details into it. Of course, we're not going to really make that a huge AAA material. This is just to look at that. So let's make this 15 to make that really pronounced. And now we need to create a quick base color for that. So for base color, I always start with uniform colors. So it has space and just search for you. And the first option is the uniform color. So I'm going to bring into uniform colors and we have a color picker here to pick colors from external sources as well. For example, you can bring in the images that you have. This one already has some cool colors. So I'm going to hit this picker icon and we can pick from here. Okay? This is the first one, this is the first color. And let's pick one from here. These are the colors. I'm going to blend these two based on annoys, based on a random noise. So let's bring in this. This is a base color that it gives us. And if you're not happy with the results, you can select the nodes together, hit X to invert it, something like this. But let's take this one and bring in the V down a bit to make it darker. And now, again, let's blend. Now I'm going to use a note that is called HSL. These are just early is going to control the hue saturation and lightness, basically that is the abbreviation of those. So let's click on it and change the heel to something. Or change the lightness to make it darker, but really make it brown. So I'm going to convert, connect that to this blend. And now this one only is going to be shown. So I'm going to bring in another one and connect that to opacity to be as a mask. And this is the result. This is before, and this is after. Under which are the color you make, the better your material is going to be. So first we're going to create some random tiling wants mixed with different colors to create a base. And after that, we bring in these information to make, to make that really localized. Okay? Again, I'm going to bring in the blend. And there's a node which is called gradient, gradient map. You can pick different colors based on the black and white data. For example, let me go and pick something so intense. For example, this fracture sum, I'm going to add that in here. And it converts that to either gray scale or a color. So this one, you can, instead of picking only seeing single color, you can pick up a ray of colors, for example, I'm going to bring this up using this Gradient Map on picking that up. And in here, you need to pick gradient. That one had the pink color, but this one has the pig gradient. So the gradient, and you need to click and hold and drag so that it picks up from all of these colors. It picked up. But since all of the colors are the same, it didn't pick a lot of colors, but for something really intense, this is the amount of color that they can pick. So let's go and start to pick from here instead. This one is already good. Let's look at that and it has a lot of intense detail as well. So I'm going to bring that here and make this one the mask. And you see that it has created a lot of cool details. So I'm going to connect that to the base color input so that it gives us the color. But now this is really a random color and it has no connection whatsoever with the base material that we created. So I'm going to bring in these masks, for example, this dirt debris created. We can extract a mask out of it and use it to color. For example, let's go create a blend. And I'm going to bring this one as the opacity. So I'm selecting that. You see, we have them in here. Now let's for simplicity, let's hit a space and bring in a uniform color. And this uniform color is going to be white. Let's make it white. Let's pick up from here so that it's obvious. So now I'm going to connect that into base color. Now let's look at it based on the mass that we fit in here. Based on this mask on black parts. It's going to ignore that, but on white parts it's going to apply this for us. So this is it. And now let's hit Shift, hold down Shift, and drag it in here. And you see that on these parts it has made that white color. So let's make it black so that those darker areas get some information as well. So again, let's add a blend. And we can choose from these colors. Let's select this one or the height itself. I'm going to bring in a gradient map from it. First, I need to connect this one into the base color, into the opacity. And I'm going to connect this one on top of that. So now this one needs some colors. Let's go in here and I start to pick some colors from here. Let's pick up from here. So I'm bringing in the Gradient Map, gradient editor and pick gradient. Okay, I'm going to pick up from here. No, it didn't do a good job. Let's go and pick up from here. This has a better color Arrange. No. Let's go for this one instead. Okay. Although I'm not happy with the color, this is not what I wanted. But now, after this one hit a space and bringing h l, l, bring the lightness down to make it darker. And it can change the hue to something that is really looking like the mode color, something like this. That is a lot better. After that, Let's bring in another blend. And this time I'm going to use the ambient occlusion as a mask. You see it has created a very intense mask. I'm going to bring in this, plug it in here, and again, copy this gradient map. And look at that. It has created this one for us. Now again, I'm bringing this one. Let's go for gradients. Map starts to pick from these darker shades. No, not this dark. Let's pick up from here. Okay, this is a good mixture of colors. So let's apply it and bring that down. We created a simple mode material. Of course you can go and customize that more. This is not the best material and even not a good example of materials and how much you can go. But this was a simple introduction into substance and some simple nodes so that you can use them to create your own materials. In the next one, we're going to create a brick material and continue the work. Okay. See you there. 16. Brick Mat Big Shapes: Okay, everybody, we created this simple material in the previous lesson to get ourselves familiar with the substance in general and Substance Designer specifically. Now, I'm going to take everything and delete them for roughness again, I'm bringing this in here. You are seeing this tessellation problem. That is because we do not have any information in here. And as long as we plug the outputs, we are able to see the true information there. So now it's about time we go and create a tiling brick material that we need for our kit. Let's go and start creating. And just like anything, I'll start with the big, medium and small are first start to create the big shapes. And by beak shapes, the shapes that are fundamental, for example, the shape of the bricks themselves. When we made sure that we're on a good ground, we start to create details, the medium details, for example, those tiny cracks that you see in a brick wall. And after that, we go for such a tiny details, for example, these are small holds and this surface breakoffs that really make the viewer pleasant. Well now, looking at this, we understand that we want the bricks to be a little bit bigger because these are really too small and not holding very good in the long distance, as you see in here, in such a distance we are only able to distinguish the color, but it seems that there should be, excuse me, 34 breaks vertically and horizontally. So I'm going to do the same thing, but not discount of breaks because it's going to be repetitive a lot quicker than you might think. Okay, press the space and bringing the tile sampler. And this is the device that you're going to use. So I'm going to use half that value instead of 34, I'm going to use 17. And for the y amount, which was actually 17, I'm going to use something like nine, but I'm going to make that reversed in here, 917 in here, which is actually looking a lot better. So the size of the brakes is too small actually, let's go in here. And in this size tab, you are able to change the size of them. This scale option is going to scale them. Just drag it a bit. And if you hold down shift, you have better control over that. The control becomes a lot smoother. Okay, Just until we have a tiny line. And in the size random, I want to add a bit as well. There's randomness is great to add. Randomness in your, everything that you create inside substance. Because in nature, not a lot of things are so mathematically correct and a lot of random, randomness happens in a lot of materials. So for a scalar random, for something like this, because you do not want that if you drag it so high. Some of them are going to stay a lot bigger and some of them a lot of smaller. And you're going to see something like this. This is not actually a good thing for something like a break, but let's change just a bit. And I'm going to add a slide number so that we have a bit of variation in here. So if you'll press a space, you see that it's tiling perfectly. And this scale map multiplier. And speaking of this one, actually let's talk about these as well. In here we have some gray scale inputs that we can input. For example, one of them, this one is the scale map input and ask for anything in Substance. Designer black means no. White means yes, means a small. And what? White means big. And if you bring in a texture in here, for example, this one that has a lot of higher contrast. Let me make it so something like this. And I'm plugging this into the scale map and go in here. It doesn't change anything. For that to take effect. You need to go down until you see in this scale map multiplier. So I'm going to drag it all the way up. And you see, depending on the input that you put in here, the bricks are going to stay large and in black areas, they totally disappear. So this is something that you can use as well, for example, to make something really interesting. You might use something like a Perlin noise. And this Perlin noise, I'm going to make it a smaller, something like this. And there's a node that is called Auto Level. And this node makes sure that you use the full range, the black, all the way to white. And by that I mean, if I bring in a level node, you see that there are a lot of ranges that have not been used. So in order to localize that and make sure that they use the full opacity. You use the auto levels or bring this one, this level itself, and this one is the outer level. If you bring it, you see that you get the same result between these. So there's audio levels is a good thing to make sure that you're using the full range. Pull it. You see that based on the grayscale value you are getting the scale multiplier. But I'm not going to make that something like that. I'm only going to add a slight bit. And this is not actually a very good thing for bricks. But I myself, when I'm creating materials and textures and things like that, I want to have as much contrast and as much randomness as possible. So now these are good, but they're nothing actually just like brick. I mean, in terms of positioning themselves. So the next rollout that we can use is the position and this position random if we drag it. So it's going to really make it chaotic for something like a ground pebble where it's totally chaotic and natural, you want to use something like this, but for something like a break, It's not going to work. So I'm going to use offset and put the value to something like 0.5. And now they are actually starting to look like brick. Under placement is a lot more like brick. So now I'll want them to be lengthier in x. So let's go in the size and the scale. And we have this, this scale is going to change the scale on all of them, but this size is going to control them individually. For example, in x, I'm going to make it, for example, 1 to, and it makes them wider a bit. So it's too much. Let's do something like this. And actually I need to go back and reduce the numbers in here. This x amount should be lower. No, let's keep it just like that. Let's see what we can do about it to make it right. Let's go in here. And I start to make them why you're a bit, and you'll see in some places it has done that. Actually lets go and reduce the amount to something like eight. And now they become wider already. This is better. Let's make it eight. Start to increase the x. Something like this. And now we have bigger bricks. So now we have the global offset in x and y as well. We can control how much we want these to offset in x and y. It doesn't affect the tiling, but it's going to control the texture a lot of time, How do not use it? And there's this rotation for something like a break. Again, you really do not want to have a lot of rotation. But since I always love to add a lot of craziness into my textures, I'm going to add just a bit of rotation, not something like that. Absolutely. Just like these degrees. And add a bit of rotation. This is good. Now let's look at that. And now I'm going to add a bit of rotation. Randomness as well. Not too much because it's going to stay really chaotic. And bricks are going to create something like this, which is not actually so natural. So let's make this 10 and start to use this one instead. Now these are really random and chaotic and very good. So let's go and bring this scale just a bit low. Hurt that. So this is actually very good. And let's look at that from the far away. We have the tiling, but not so obvious. So let's go. And this one is going to really create a good one. This color is going to create that height that we expect from that. The first option that you can use this mask random, it's going to randomly remove individual planks from this. If I start to increase, you see that they all get disappeared. And this is some for something. For example, when you want to remove some of these bricks and only the mortar being shown, that is, or something like that does good one. If you, for example, have this mask, you have this ability to invert that. It's going to show other ones if you want to create some advanced masks to do whatever you wanted to solve, the next one is colored random. And if I drag it up, you see that the rain changes to something like this. And if I connect this one to the height map, you see that it's starting to look very ugly and that we connect that to the normal map as well. I'm holding down Control to take an instance from this and bring it down here. So I'm going to take the normal map and make it a stronger because this one is a break. And now you see the lines are very harsh. And that is because here we have only black and white value. Black means absolutely 0 and the ground-level, the white means one and the peak level. But something like a brick isn't just like that. You see, there's just a bit of spacing in-between them. It's not something like this. Let's say we have a lot of unnaturalness in here. So in order to make them leveled out, that color random is a lot more useful than you might think. So let's go in here, down the list and this color random, you see it's going to level them so that you have more range in here. And a lot of times, I put a lot of contrast in this, but You can use that as well. And again, in here we have the colormap input as well. Let me bring that into this colormap and drag this one down. This is called random. And if you're going to use a specific map, just like this one, you can go there. And instead of color random, use this color input and drag it up so that you see this map only being shown. And this is a great thing to use as well. The mask map input as well, is that this mask map random is going to hide all of them. And you bring in this mask MAP threshold. After bringing this down, it's going to keep the brakes that are in-between these. And it's a great thing to use. Okay? Now we have the brick. I have the amount of randomness that I want from this break. But if you're going to add even more randomness and make this one really random. You can create another tile sampler. And this time, I'm going to change some of the properties. For example, I'm going to make these breaks in here wider. Let's make something like this and bring it down even more to something like this. And now I'm going to create a blend in this plant. I'm going to blend between these two. And we need a mask to select in-between these. We could use this mask map input as well. So let's do an Advanced move. I'm going to bring in a tile sampler. Now, let's remove that and bring in a brand new one. So just search for tile size sampler is what you're going to do is I'm going to make this one really wants. And the y amount, I'm going to bring it to something like, Let's see how many bricks we have here. 17. I'm going to bring in 17 of them. So this is it. And for the scale in x, I'm going to really increase it. Make it too, so that you have some horizontal lines in here. So let me go in here. And in the mask, random, I'm going to remove some of the planks. So just randomly. And you can either select this one and plug it into this opacity to get a mixture of those. Or you can do a better thing. And that is plugging this one into the mask map of this and go and mask MAP threshold. You want to increase it so that it's going to separate these planks for you. And again, I'm going to take this one, another one. And this time I'm going to invert the mask, the thing that we use. They're going to bring in this one into the mask map inputs and mask MAP threshold. And this one is going to be larger. So let's go see what we have here. Now, you want to set the blending mode to add. Add is going to work. On a screen is also going to work. You see, we have something like this. We are using some of the bricks from this one and some of the bricks from here. And you see the result, you can compare them. And this is the way that we created. Now we have a lot of randomness in here, but we lost the control to be able to do color masking in here to color random. Of course we could do that. But we're going to manipulate both of them. You need to select this one, change the color, and go to the other one, change the colors to see if you like it or not. But there's a node that is called lot fail. This flood fill is going to create gradients based on your individual planks and these individual bricks. And then after this one, just search for fluctuate. And there are all kinds of options that you have. One that we're going to use is grayscale. And another one is random color, which you can use to create and separate mask, for example, for coloring and things like that. And another one is the random greyscale color, so that you have control on both of them. You don't need to go to this tile sampler, change something, and then go to another tie sampler, change something else. You take this one and then to a random seed to randomize the selection. And you are not only limited to this ten, you can go, for example, to a thousand, get a different one. And we're going to use this one extensively, extensively later on. So remove that. And now we have this one. Let's look at that. And we have a good amount of randomness and good amount of selection in between the bricks. I'm going to remove these, and I'm going to select all of these, right-click and add a frame. And always remember to add frames. And this one I'm going to call it breaks formation. If you want to have another preview, for example, instead of this cube, you can go to sin and use one of these options. And the ones that are used regularly. Are the rounded cylinder. This one is a good one. Lane highways as well is a good one. When you are having ground materials, this is going to help a lot. Okay, let's go for either rounded cube or rounded cylinder for breaks or love to view them in ground cube or round cylinder depending on how you are going to view them. Both to make the preview and a little bit better. I'm going to select this height and connect that there is ambient occlusion to have a bit of more information in here. So he see a bit of more separation in between the bricks. And that is because the ambient occlusion, of course it's not a good one, but we're going to change that. Let's remove this uniform color. And these two as well. You do not need them. Let's take them and delete them to stay organized a bit. So this is it. And now that I'm looking at it, we have a lot of good randomization. But now one thing that you might notice is that all of the edges have the same shape. They all have the same sharpness. This is not so natural, so let's go and there is a node which is called pebble. And you might be familiar with this pebble. It's a great note to use. Let me see what I did. This one, unselect everything and bring in the bubble. And this bubble is going to take something from you, an input. And in order to see that, you need to bring it down, you see, now it starts to add a bit of fall off from the absolute black to absolute white. Although this one is only having 100% sharpness. So let's make it something like this so that we have a bit of purple in here and then we have the smoothness. Let's make that a smoother. You see there are a lot of jaggedness in here, which we can use a smoothing, or it can use the blur. High-quality grey scale. Of course, bring the quality down, up, excuse me, and just add a bit of blurriness into these. So when I'm comparing this 12 days, you see that we have a lot more clean, nothing here but this is becoming something like a mud brick. So let's add only a tiny bit. We need to bring this one here. Yeah, not to make that so muddy. So again, I'm taking this one and now we have this one being blurred. But I'm going to create blend. This blend. I'm going to blend that with the previous one. So now there is nothing changing because this only is being shown. So we need to introduce a black and white mask into this opacity so that on the black parts, for example, we view the foreground, which is this one. And on the white parts, we see this background, for example, soap. Let's go in here and see something. This grungy map is a good one. But we do not need a, need that to be so sharp. And if I select it, you see, we have a lot of patrons see going from blur all the way to sharpness. You do not want that. So after this one, just select it and hit blur. High-quality gray scale. Again, bring the quality up and intensity down just a bit. Make the transition better, and go and take this one. And you can bring in contrast to add more ranges so that they're not going binary from 0 to one. This is a good thing as well. And you know what? I'm going to go into this material preview mode and bring the height scales down a bit because it's becoming too annoying for me to look at. Now we have something more natural. This one was too crazy. Now we're able to see what is going on again. Of course, we need to add more information, but this is going to give us a better preview. Now there's a great note to add a lot of edge damage and Azure sculpt just you, just like you would do in ZBrush. And that is the slope blur grayscale just hit a space and bringing the slope blur grayscale. It needs the slope and a grayscale. So let's give this the gray scale and note that I use quite often with that is the clouds to, so this is of course, to make that work, you need to bring the samples all the way up and bring the intensity down. So you see that we have a lot of hitting edges in here, but the mode that you're going to use is mean if you're going to add a subtractive, if you're going to add additive sculpting so that they extrude beyond the borders. You want to use Max if you're going to use the both use blur. But the mode that I'm using quite often is the mean, so that it's always subtracting from the bricks. So let's use that. Now you see, we have a lot of shipping this, but this is exactly not so natural because it's chaotic and it's all over the place. So we're gonna do something and create more grayscales to be able to use with this slope blur, because a better customization who will do a lot. So let's use some nodes just like this crystal. And I'm going to make it something like this and bring on Auto Level so that it uses the full range. And if I use this one as the slope blur gray scale, we're getting a better effect. So let's connect that. And you see that we're getting a lot of randomness in here because there are a lot of changing in the range in here. So I'm going to keep this as low blow gray scale and remove this cloud for now. But now this one is too chaotic and a lot of parts, it's giving us some undesired results just like this one. So looking at that from here, if you're going to create a really abandoned piece, this is going to be alright, but our project is not that abundant, so we are going to control that. So to add another layer of detail, I'm going to add a slope blur on top of this one as well. So let's take this one. There's a slope blur and I'm going to use this black and whites to give that so much detail, but this is too much. So let's go into this slope blur, bring the samples up, set it to main, and add just a bit, only a bit. So carefully starting to add detail and you see it added a lot of small details in this part. Let's compare that. Before you see. It only has the first level of detail, but now after adding this, it has some cool details as well. This is a great one to use. You want to be settled with it. If you are going to use other modes as well, you're more than welcome to do. But it's not going to give you that result that you might think of because this brick overall is a tiling texture that is going to be used in the environment. So why wasting so much time refining noises in this level that the player isn't going to be seeing over, under rule is that the more of thing is going to be visible to the player, the more attention you are going to put on that. Okay? Now, this lesson is taking too long. I'm stopping here and picking up in the next lesson, continuing, continuing to refine this even more. See you in the next one. 17. Brick Mat Surface Carving: Okay everybody, this is where we left in the previous lesson. We added a bit of damage to these bricks. But of course, when we made sure that everything is working, we go and try to bring this one down, for example, something like this. Add some more subtle damage, not so high. So let's go again and try to use a slope blur grayscale once more. This one we're going to add finer details as well. So I'm going to bring this one and styles tile this so much is it, There's a lot of information in here. I'm going to make that so tiny in here. I'm going to bring the samples up. This one is a min and we'll drag it down. So let's add just a bit more so you're able to see a lot of cool details in here, which is good. Okay, Let's take these, bring them up. But now one thing that I'm looking at is the shape of all of the breaks is just CG line. You see it has some breakup but not that big. I'm going to change the shape on them a bit. So before this one again, I'm going to bring in a slope blur grayscale, but not this time. We're not going to make that so intense. This time we're going to use a more subtle one. Let's bring in this Perlin noise and bring it down and start to introduce it to this mix. Now this is so chaotic, bring the samples up, make it mean. Now you see we have a better shape shift in these bricks. But this is too much. Let's make it 0.19, 0.2. This is better. I believe this is starting to look better and the tiling is cool as well. So let's go see the result in here. We have some undulation on the brakes. You see there are some places that are changing but having no damages and a lot of places which are having a lot of damages, which is cool. We have these big shapes and we have this a small shapes. And now let's add another. Absolutely, This is big. And now after this one, I'm going to add another slope blur. This time we're going to use this cloud noise that are talked about. So I'm bringing this up. It turns this one into ashes. So let's go in here, samples of intensity down and Min. So we have some medium shape, a sculptor as well. We have some big ones, some medium ones and some small ones. So let's go in here and try to bring it down. This is without everything. And this is just with something we have. Now a lot of cool. I just sculpt in here. You see we have places which is having settled undulation, parts that is having medium break up. And the parts like this which we are having an intense sculpt. But now this is becoming too chaotic. We have a lot of the sculpt in all of the places. I want some of the breaks to stay on touched. So again, I'm going to bring in a blend after this one. And I'm going to hold Shift and put that in this input. And now I'm going to bring that from here, these untouched ones. I'm going to bring this one in here. And we need a gray scale map to be able to select between them. So again, I'm not going to make that so harsh. I'm going to bring this one. And now you see some breaks. Are living on touched. Of course, it's better to do something like this and add an auto levels after that. Okay. And now you see some breaks on touched on some of them getting a sculpted. And I can take these to hold x to invert that as well. So let's bring this down. This is getting chaotic. But I want something really subtle. Feel like this is enough for the edge damages. I'm going to take them all and bring them all together so that I can create a frame on them. Let's select them and create a frame around them. And college damage. And it can change the color if you want to. And if you take this frame. It's going to move everything within it. And this is one of the benefits of that. You can take whole nodes and move them together. Now I'm going to introduce some big shapes in the surface of the bricks themselves. You see the surface of the brake is on touched really. So let's go again. And I'm going to bring this Cloud tool. And I'm going to use slope blur. And this time use the clouds to slope blur around itself. Make it so that you create this blobby shape. So after this one, I'm going to use blur, high-quality grayscale. Because for the first one, I'm going to make it so subtle. And let's go to here. And I start to make that more blobby. Okay, this one. And now I'm going to use this one to add some breakup on the surfaces of the breaks. So again, I'm going to add blend. I'm going to place it here and bring this one in. So this is the amount of detail. I need to set this one to multiply so that it takes effect on these nodes. So I'm not going to make that too strong. I'm only going to add some. And you see, we have now a bit of wobble effect on the brakes themselves. They're being ovulated on the surface. So let's take this one and bring it more a bit. This is alright. But again, this effect has been applied to all of the breaks. And if you look from far away, they look something like plastic. And I want to make this one per brick. So that's some of the brick habit and some do not have. And this time, instead of bringing random node in here, I'm actually using the rigs themselves. This one, actually this one before the changes. Let me go there. This one, this one is something that we're going to grab the masks from. So we're going to bring in the fluid-filled node. And this creates a gradient which we can do to drive some informations from it. So I'm going to just write flood fill and random color grayscale. This is something that can help us separate some masks. So I'm going to hit random seed. Then you can do something. You can either bring levels after that and create a lot of contrast. For example, something like this. It will create some contrasts for you. If you are going to make that randomized a bit, you can use that. Okay, let me take this one and this time applied in here. And you see now some of them get unaffected and some of them get that surgery. You see these breaks or touched but this one not. So let's go and bring the blur intensity down a bit because I feel like this is looking too much like plastic. And now this is much better and has better edge definition. So let's go again and bring this down. Now, this much just something like this. You see, now the bricks have bigger shapes on their surfaces. So take this one, I'm bringing this down. Again. I'm going to create another blend which is going to hide everything and bring in another mask. Wearing another landfill. Using the flood fill two random gray scale and change the C2, whatever you want. Just to change anything. I'm going to copy that level to add that contrast that we needed. And you can use something better. And that is called histogram a scan, which is this one. Then you have a position and you have a contrast. Just drag it and add the contrast to separate the bricks. So this one is doing a lot better. So let me take this one and add that here as well. Hold down control, excuse me, hold down Shift to place the bricks there and take this one and bring the position up. Now, I'm going to make this one randomized 200, for example. The number doesn't matter. It's going to only choose one randomly for us. So I'm going to create another one. Again, I'm going to take this one. And this time instead of using Clouds one, let's, instead of using Cloud stood, let's use clouds one and see the result. This is it. And this is this one. No. Let's use this Voronoi instead. This is the result that it gives us an after a bit of blur. Let's see how it does. I'm going to connect that one to here. And this is the effect. And now I'm going to again set it to multiply. So now this is more intense. So again, I'm going to bring it down more. Something like this, and set this one as the mask. And I'm not going to use this too often. So now we're actually starting to add some information on top of this one. As much randomness as you want is better. But have in mind that you really do not want to overkill yourself. It's adding a lot of details into this. So again, I'm going to bring another one and randomize it and then bringing the scan. This is histogram scan and bring the position up contrast. Now I'm going to use this mask again, and later on we will use this mask maybe for coloring as well. I'm searching through these to see what are found to be more beautiful. So this one is good. Let's decrease the contrast and do the same thing. I'm deleting this one. And bringing this here. This is it. This is using blur and this is going to add some more information as well. Again, blend. I'm going to bring this here. And this time instead of multiply, I'm going to use subtract to actually cut away from some of the surfaces of the breaks. And again, I'm not going to make that too strong. I'm only going to add some bits. For example, you see, now it is starting to chip away from the surface instead of adding to that. Now, the effect is all over. I need to bring in this mask to separate some of that. And actually this mask is too strong. Let's use that in lesser places. Now, we're starting to get some information, but some of these bricks are staying on touched, which is actually not a problem. So now let's select these nodes as well. Right-click on them or the frame and give them a different color. And I'm going to call them serve phrase, big damage, done. And now I'm going to add some finer details. For example, some edge Berg, excuse me, surface breakups and things like that. So let's bring in one of these furs and try to randomly use that. Again. I'm going to use histogram scan and bring in some of the information and add lots of contrast or only need some smallest pots. And after this one there's a node that is called distance. And this distance node is going to create this one for you. It's going to take this and extrude them. So I'm taking that and increasing the distance. This is not really actually useful for now. And after this one, I'm going to add a node that is called edge detect. So let's bring the edge weights down, an edge roundness down as well. So you see, we have created these Voronoi patterns. And actually let's go in here and try to increase the distance. Soda, they get these without problem. So this is the effect and let's increase the width. Now, I'm going to do something and that is warping these. So there's no just call or dot work. And you have this directional war and this, you see there are a lot of CG lines in here which are two directional. So I'm going to add a node just like the Perlin noise. And just, you see, this is before and this is after. It's going to work them. So I'm not going to warp them too much. I'm only going to work them in a couple of directions. So this is one and I'm selecting both of them now in another direction. And you see basically this is before, this is after, and this is after, after. Something like this. Now we have something, we have some information that we can subtract from the surfaces of the bricks. So let's add a blend. And I can bring this. Let's bring this one. And you see it now creates something like a desert ground. We don't want that. Let's go four subtract to be able to subtract that information. And I'm going to bring that down, excuse me, that change the effect. And now you see this is what it creates. And I need to first invert this one because it's going to subtract this white parts from this. And it's not doing what I wanted. So let's go for inverse. So now it's going to subtract these parts and you see it has subtracted from the bricks. But there's a problem that is all over the place, just like a tiny kid with a pen or scratching the wall. And it's not so natural. So this is it. We created that and now we need to separate that per brick. And again, to separate that per break, we need to bring in another direction all work. But this time it's different. Let me bring this one into input. And now we need an intensive input and the intensity input is going to be the same. Note. And now you see it has separated them based on the brakes. Let me go and show you that this is before that and this is after that. And you are able to distinguish the pattern of the bricks in here. And if you're going to see that better, let me bring this liquid. And let's do that. You see this is the pattern of the break and this is a confirming that brick to offset this, okay, now this is it. Now this is more natural and more random. Just, let's change that. This is before that. You see it's the line has a continuation. And this is after that. It makes it a bit more random, but now it's again all over the place. So again, I need to select a mask from here. Just a fluid-filled to random gray scale. And after that again to a histogram scan. This one. And I'll do not want that to be all over the place. So let's choose something. I'm going to use a different number. No, not this one. I'm going to use something that is not visibly so tiling. So this is something great. And this one is going to be the mask for that. I'm going to place it here. And it's going to only place that on some of the bricks and not all of them. One thing that you can do is adding these masks on top of each other. For example, let's create a blend. And I'm adding this, this. Just use add. And I'm adding another blend on top of this one. And I'm telling you what I'm doing right now, just in a second. And now we have gathered all of the breaks that have been undulated using these because these were the masks that derived the noise on the surfaces. And now you see some of the bricks are untouched and these breaks are happening in these black parts. And if you are going to create a mass two, make that curving happening only on these breaks. You can do that so you can invert the mask, Invert gray scale. And this is where it happens. Let me bring it here. Now you should see only the brakes which are untouched or having the effect and not the bricks that are having some information. So this is a trick that you can use, but since it's giving us too much information, I'm not going to use that. So now I feel like I can use that information on more bricks. So let's go in here and try to add more position into that. And the effect is so subtle. Let's go and try to toilet. Of course, not so easily we're able to see that. But now you see, although we have separated them per brick, we need a still more information because these lines are to CG and I'm not liking them really. So let's go again. Bring the lovely slope blur gray scale. And I'm going to use the clouds to, again with it. Okay, now everything is gone. We need to bring in the samples up and intensity down to be able to cut away from this. So you see, now it's more like what happens. The brick, It's not really too uniform and it has some parts that are deeper and some parts that are not so deep. And you can use blur mode to get a better effect. Something like this. Or you can use mixed mode. But I feel like giving it. Men is good. But of course I found out that the max is also giving us a good amount of information. So maybe I use Mac maximum this one because it extrudes. Adds already to the breaking parts. It's absolutely a great one. Now, one thing more is that some of these bricks look like mirror. They look like mirror just so let's take this one later on. I will come back for this one to refine that even more and add more information. But I'm going before anything, before even this one and add some information on those bricks on all of the breaks. So not all of them look just like mirroring. This one is just like a mirror. So I'm going to go after this one and bring in a blend. So now everything has been hidden. Now I'm taking this one and adding that to the mix on top of everything. But I need to tell this more. This clouds to, needs to toil more. Something like this. And not so radical. Instead, I'm going to bring that down so that all of the bricks have some information in them. You see, it's not something too extreme, but something to give them really look of a break so that not all of them looked something like mirror. And let's compare that before and after. Let's do something like this. Let's plug this one in instead. And this is some of the breaks are really not looking to let them take this one hit backspace to bring that they see these bricks are actually looking like mirrors, and now they have more information to be shown on them. Okay, Now we're getting somewhere. And let's go in here and do our works on this one. Let's bring this one in, an after this one that's bringing yet another slope blur gray scale. On this one, I'm going to introduce the black and white spots to add some finer details. Again, we need to bringing the samples up headed to main, this time only to add a bit of information. So let's check that before and after. This is before, and this is after adding too much randomness into these. So let's take this one and bring the tiling much. Now, this one is adding too much noise. This is alright. So after this one, I'm going to add a blend. And on this blend, I'm going to add a black and white spots on top of this one and use no, I'm using something, not subtract. I'm just cycling between the modes to see what the best one is. Of course, later on we're going to add a lot of these noises as well. I'm only looking for something that gives me better and inflammation. So this is mean darken or let's go for max brightness. Know. I found out that overlay is the way to go. So let's add more finer noise. Now in there, we're having a lot of information. So let's take all of these and add a frame again and call them surface carving. Okay, now, you see, although we're not using any advanced things, we're able to get to a point which we're starting to get happy with the result that we're getting. Now, we added the beak shapes on the brakes. And in the next lesson we're going to continue to build upon the brick and it starts to add medium, but smaller and finer details. See you there. 18. Brick Mat Finalize Height: Okay, This is where we left off in the previous lesson, and now we're going to continue building up the rest of the break. So now we're going to add some medium and small details. And I'm going to utilize this for nodes as well. Again, let me bring in the nodes, this one and for two. These are awesome. If you're going to create something, It's okay. I'm going to take this one and the scale. Let me bring it up and add more rotation into them. Not so much. So again, I'm going to bring in level, just take this one and search for level. I'm going to bring this up and just have some of them, something like this. And I'm going to take this and add a bit of information to that. Of course not. We first bring in some more so that when we subtract information for me to still have something to hold onto. Let's again bringing the slope blur and clouds. I'm going to use that, but this time with a bigger tiling because that is a huge amount of information. So this is its samples up, this one down and to Max. And of course this is too much. Let me only have something, something like this. Now, want to confirm this one to the break stem cell. Again, I'm going to bring in a directional warp and work this against the bricks. Now, instead of ten loads to something really crazy, for example, a 100, now they're really attached to the bricks themselves. This is it. Now before this one, Let's add more details to that. Before this one I need to add this attached the clouds to it. After this one, I'm going to bring in a blend and bring in a random gray scale nodes to subtract from this so that it's not all over the place. So I'm taking this one and let's do a subtract. Not so much, just a tiny bit. Okay? Now this is the result, and now I'm going to add that to the mix. Let's go and bring it here to another blend. And I'm going to now subtract this one from the whole mix. This is it. Now looking really ugly. We need to go here and start to subtract that. Now these bricks have something to subtract from them, this medium detail, but of course this is too much. So I'm going to add just a bit of it. Now you see these really start to make the break look good, even in the close-up view. Something like this. As really too much. Though, let's go. And I'm going to take this one again. Let's add some other ones. And then I will frame this. Let's see what we have here. And let's add a bit of disorder. Let's add directional warp. And this time I'm going to add multi-directional work. I'm going to work that in a lot of directions and against Perlin noise. Now, it has a lot of weakness, intensity too much and in four directions. Okay? Now I'm going to bring in a levels again to select some of the mix. These are some patches and some noises that we can subtract from the surfaces of the bricks. This is good. Now again, directional work, and I'm bringing in the brick from here to here. Now let's do something like a 100 again on this one. So again, let's add another blend. But I'm going to add that here. These are some dots and some dirt's that would go in. Let's go in here. And again, subtract. But this is too strong and these are really against these, these are darkening in some random directions, but these are vertical. So let's bring this one down just a bit. Now you see when we add these small details, the brick look better even in the close-up view. Now you see we have a lot of resolution in here. So let's go in here. And before that, I'm going to add more detail on that blend. And this time I'm going to add the black and white spots on top of that with a lot of tiling. I didn't take this one until that too much. I'm going to add just a bit. And instead of add, Let's do multiply. So let's see before and after. Not a huge change, Let's go for adsorb. Not again, let's go for a screen. Overlay the best or even. Let's not use blend. Let's use a slope blur, grayscale. And this one as well again, set it to max so that it's additive instead of subtractive. Bring it down. And I want only a small portion, not too much. Okay? Now these bricks have something that gets shown in the smaller view as well. This is one. Later on we add the roughness information and Makemake these areas really rough. It's starting to look very good. I'm taking these right-click and add a frame, and I'm calling them medium surface details. Now let's add some of these black and white spots to add some finer details on micro level. So again, I'm going to bring this up and bring this over. I'm going to bring in a blend to make sure that these are separated per break. I'm going to add directional warp again. And I'm going to warp that against these books. This is it. And now I'm going to blend this blend. I'm going to bring in the bricks themselves, and I'm going to set that to multiply so that on these parts where we have no break, we have no information. Okay, Now let's take this one star to toilet. Of course I need to bring this one and blended to this. Of course, this is really ruined it. And I'm going to again go in here and bring the intensity down. Now you see, even on close-ups, these have a lot of information. But this is starting to look too much. I'm going to bring it down only once. Okay? This is good. Of course. It's good to add details but not over detailing, that we make it twice more. 0.02. Now, this is again, watch. This is better. Now I'm going to do something. I'm going to bring this one over, bring this one back and make this one happened before those. Let's do a step back. Something like this when I'm taking these. Of course, Let's leave this one and I'm going to make that happen after I added the big shapes. So let's bring them here. And I'm going to disconnect them from here as well. Excuse me for inconvenience. I'm only taking them. Just disconnect these so that I can take them in peace and bring them back. Okay, I'm bringing them here before these soda, these common taught. So I'm taking this one and bringing it here. This one as well. Now we have this. I'm going to now add the blend. Excuse me. I should add blend in here. And now I'm going to add this one on top and bring it so much down, something like this. So that all of the surfaces have something. Now, these finer noises come before these, and these are stay untouched. Okay, Now let's again do something like this. And this one again, it's going to add really high-quality final details. So again, blend. And I'm going to copy this and this one now. Again, I'm going to multiply that. By this, let's do a multiply. And let's compare before and after. You see it all starts to add even more finer details. Let's leave it. I'm going to bring this one in and connect this one after another blend so that I can control that separately from that. Okay? This one is also doing a great job. I'm taking these add a frame and call them micro details, and do a color that you're happy with. Now, the bricks are good for view, but a bit too much in close ups. So let's go in here. And I'm going to make the blend weaker a bit. This one is too much. Let's 0.1. And let's see that disabled. Actually this is better. So let me take this one and remove it. And I'm going to remove these two as well. This is actually starting to look better. Now. They are looking good in three levels. Peak. You see, we have a lot of randomness. In medium, we have this details. And in small as well, we have a lot of these finer details which are doing their job perfectly. So up until now we have been only doing the work for the bricks. It's now time to go and start to work on these blackboards, which is the mortar that is going to hold these up. And the mortar is not taking a lot of space from us. And in fact, let me bring in invert gray scale. And the mortar is taking only so much. We really do not need to add a lot of details into it. We only need to have something to look at. A lot of cool details. So let's go and create a motor or the mortar, just like the model. I'm going to use this one again. And let's do something. For example, slope blur gray scale against this Voronoi effect. Samples of intensity down. And I'm only going to add some really random shapes because this really doesn't matter if you do not add a lot of details into it. So I'm going to add blend and add some of these that are C are great for having a mortar. So something direction or like this one. This is good. You see the directionality. And now let's again blend. Then I'm going to bring in this fractal some, these are good nodes to use for detailing. So let's add this one. Of course. Let's bring in the black and white masks and scale it up and bring it down so that we have some details on the motor. So again, blend with a lower opacity. And then after this one I'm going to add a directional work and work this one against something like this, this. Okay? Now let's bring the intensity up to something like a 100. No. Let's make it down a bit. And actually let's find something else to warp that against the alerts. Use these clouds. This one is better. Now again, after this one, I'm going to add some details. Let's bring in the black and white with a lower opacity, only to add some details. Okay, or mortar is done. And we really do not need to add a lot of details into that because this is not going to be seen anyway. Okay, let's go and try to add a blend. Again. I'm going to take this one from here instead and select this one and bring the mortar in the mix from here. Okay, This is it. And as you see, it has a lot of detail. And now let's connect this one. And so all of the places where we do not have the break, we have the mortar coming in. It's too noisy. Let me take this, remove it, and start to remove some of those finer noises that we have there. Now the mortar is better. Let's see that. Yeah, it's good. It's actually starting to look better. So we took this one, inverted that to add the place for mortar. And after that, we added these and mix them together. And if you are going to customize that even more, he can add a level after this one to add more contrast into that. So that we have the moles are only on these parts, not on some of the inner parts as well, to separate them. So I believe this is good enough or this breaks that we want to create an after this one, I'm going to do something and bring in a histogram range. And this is the ground range is good for leveling things out. And in here you see that the brakes are no longer so intense. We have these the mortar on the bottom. I'm taking this one. Let's bring the range on and just bring the something like this to have the mortal line in between those. Okay. Now I believe that I do finally created building the height of the bricks. And of course there's a bargain here. These two bricks are connected to each other. Let's go back to the route to see where they belong to. So I'm just looking to find that. Let's take this and bring the size down just a bit. Or use this, which doesn't really matter. Let's go in here and mess with the Hawaii. Or just a bit. Or we can actually use the offset that in working as well. This one looks better. This is the break that you created. One more thing. I'm going to go in here and bring the position of soda. We see those breakups and more breaks. And by that I mean, this edge carvings that we created. Okay, this is the height of the brick material. And in the next one, we will start to add the roughness and albedo information. Okay. See you there where we finalize this one. 19. Brick Mat Base Color Big: Hey, we're basically done with the height map of the great material. And we're technically going for base color and roughness and take this one to the next level. Of course, it can take more time and start to refine this even more. But for time constraints, we are going to leave that here and go for base color and roughness and throw that into the kits that we are going to create. Now for base color as well, I always start from big go-to medium and small. And by big I mean, I start to lay over some uniform colors from the menu. For example, upbringing uniform colors and give it a color. Let me find that. I'm going to go and make it into the base color. I'm going to give it a uniform color. And then after that, start to add variations. And this is the method that I'm going to be doing. I always start with uniform colors, add oranges, and then these all look just like random grungy has thrown on top of the material. Lastly, in order to make that really customized and make it belong to the same material, we're going to use this height information as well to derive some of the information into the base color. For example, bringing in ambient occlusion. This is one thing that I always do and bring it here and I start to mix it on top of what we have created, for example, to see that, let's add a blend on top of this one. I'm bringing this n. Let say, for example, a multiply and see how it starts to add into the texture and it makes it really belong to the same one you see before that one. It's only a random color, brown on top of material. But after that, it really belongs to the same material. It's using the same information that we created and really makes it more beautiful and authentic to look at. Okay, let's go and I'm going to pick the colors from the references. So I'm going to bring the pure rough on. Let's go and start to the color from this area. Actually, I love this ranges. So let me bring it uniform color. And then this color picker is going to pick the color for us. And it did a good one. Let's actually make it darker, but this one is going to be the base. And you see it already. Give that look of a wall that you are looking from far away. You can tell that this is a wall. But for close-up views as well, we're going to do something. And even after doing the blend, for example, I blend this one who's another color. Let me bring in another color or copy that and try to add some variation to the color. For example, picking from here, bring it here and combine them using random grunge. And this is not the end of it. We can also go back and start to refine these colors themselves as well. For example, we have this blend in here. We can add another blend before that and do an HSL. And I start to refine this color as well. Now we're only mixing this single color on top of that. But now if you bring in HSL and try to change the color a bit and apply a grunge mapping here. You see now instead of mixing in only a single color, we are mixing multiple colors on top of this, which gives us a better result. Now I'm going to delete everything and only keep the original one. And I start to do the base color phase. And always make sure that you have a good reference board that you can pick the colors from. This is very important. As important as when you create the actual material to be able to look at their references and pick the right height details that you want to create. So this is the base color, the, I mean, the color that is the big shapes, the main color. And then we go and start to add more variations to that. Let's bring in a blend. And I'm going to bring in HSL applied here and bring in a random color from here. So let's bring in this one. I'm assigning this into the opacity. And right now we're not saying anything because the colors are the same. I'm going to click on this plant and after that single click on this HSL so that we are able to change the setting but see the result on the splint. Okay, Let's change the color, change the lightness a bit to get something desired. Rarely, you see not so visible, but some, something subtle. Then I'm doing a lot of blends and using different branches to really make the color which, but these ones are going to be subtle changes. I'm not going to make that really obvious. And I do that on a lower opacity as well. So let's bring in this one. And now again after this one on bringing another adjust L applied here and see the results. So now I'm going and make it brighter a bit. Of course they are going to stay procedural until you start to bring in those high data from the material itself. So let's go in here and bring this one. This one is a grayscale and it means that it's a grayscale. You see it says random grayscale, but this one is colored data. We need to convert either this one to gray scale or either this one to a color data. So I'm selecting this and added a gradient map so that it converts that to color information. And I select it and make it a multiply. And you see now it starts to really separate that per color fabric in something like this to make it really customized and belong to the bricks themselves. So removing this for now, because I now, I'm only adding these individual colors. Again, another blend. And the more you do this, the richer the base color you are going to have an after that, we're going to use these the roughness map as well. So again, another HSL, HSL and remove that, excuse me, change that color is slightly. Or you can bring in the references and assert to pick a whole new color. This is it. And now let's change it to a color. That is better to look at. Something like this is awesome. But you need to manipulate this one as well, because this is really gray scale and are starting to mix those colors together. And I do not love something like this. And invert that. And this is a good one, adding only small bits of color information on the books. So let's go and start to make this one not so visible. So something like this, really subtle color changes that you see in here. So again, I'm going to the color and starting to add a bit more saturation to that color to make it more pronounced. You see this color variation is something that happens in the bricks a lot. And always make sure that you hit Spacebar in here to see that there's not visible tiling, which in this case we have some. So let's go to see where the problem is. When a problem is, I believe with this cc, this information is getting tiled over. So let's bring the contrast down or up. Or we can do something like this, bring the contrast down. And now you see the tiling is lesser obvious, but it's still there. And you can not really do a lot of things about it because after all, this is a tiling texture and you're not going to be able to do a lot of things with it. Now, let's start to blend more grand jurors with the material that we have. And I'm bringing this one, and this one proves to be great. And if you're going to add a lot of colors instead of this single uniform color. This is the way to do it, bringing a grunge and add a gradient map. And using this one, we're going to pick a gradient. So let's bring this one up. And I'm going to pick from here. So instead of a single color, we have an array of colors to use from. Okay, you see now we have a lot more ranges to play with. So I'm going to add this to the mix. Let's use the same grunge. It's good, but we need to add a level in here. So let's bring in a level and I'm going to separate a lot of the data from this. I'm not going to make that really all over the place. So this is it. Let's start to remove some of the color because these black bars are going to be ignored if they get fed into the opacity. And now we're only seeing the information on these parts. And if you go here, you see the color laid on top of this. And always come back and make sure that you see, to see is visible toiling. You have and you are going to cover these all inside Unreal Engine. So again, let's do a blend. And it can take this to infinity and I start to add even a lot of Granges. But the more time you put in a richer the color is going to be. So let's see about this one, and this is great. So let's bring in a gradient map as well. Then again, I'm going to pick something from here. This one is good. So let's go and start to pick this one and procession. If you drag it so high, it's going to give you more values. Let's applied here and apply the mask in here. So you see the random spots being present in here. But instead of making the mask weaker, I'm going to the blend and bring the opacity down so that we do not see a lot of those information. This is fully opaque than this is lesser opaque. I want some of the values will be shown. Now, these are all our beak shapes and you say, this is the first layer of color that we are adding later on who will add tiny colors as well. So this dirt is good as well. But I'm going to make it not really obvious. So let's do the blend again and make this one a gradient map. And the square root Aid Map is a really powerful tool to start to pick up the colors from images. Under more calibrated colors source be, the better you're going to have inflammation. Procession up. And again, start to pick the color. And a lot of information. Let's apply that on top of here. And this one into the opacity. Now, it really starts to give it a lot of detail. But again, I'm going to the color, I mean, the blend, start to bring it down. And let's see, we have gone from this single color all into this using only these procedurals, masking them and giving them details. So I feel like this is good for the first layer of colors. So I'm adding a frame and just call it color pick k. This is going to be the first layer of color, and we're going to be adding colors on top of this one. For example. Now it's the same all over the place. And now we're going to use these colors from the material itself to add more information and richness and deepness into the base color. So for the first one, I'm going to use these gradients. Note, let me bring this one again. I'm going to copy another one and apply that. And another one. On a gradient map. This gradient maps are not doing anything. These are just dummy nodes that I'm selecting to bring here and apply to the base color. So let's bring in the blend. And I'm going to bring it down. And I'm only adding these on top of the base color with a very, very minimum opacity. Or instead of that, let's go for a multiply so that it blends with the color. So something like this, and you see this becomes darker than the neighboring piece. Again. Another blend, this time I'm adding this. Let's this time use AD starts to lighten some of them up and darken some of the others. And again, do another blend. I'm adding this one. And let's cycle through the multiple nodes to see what we have been darken. None or very, very low opacity. Now you see it has taken some of the information from the material which makes it so authentic. And this is the tiling, and I can tell that the tiling is already good. We have no tiling in here. Of course there are some, but you are going to hi term in Unreal Engine. In here you see that each brick has its own different color. But if you're going to make that really obvious, we're going to add another layer of changing colors. So I'm using this information. So let's again, instead of gradient now, let's bring in the level, because this level acts as a dummy node as well. I'm bringing these textures that have separated bricks so that we can add different colors on top of individual bricks. So I'm bringing all of these and use these as a mask. Okay, let's bring this on top of here. And by the way, this one has a lot of breaks and this one, this one, and this one. Okay, Now I'm adding this on top of that. And in here you can either bring in different colors or use HSL. And I'm using this one as a mask. So let's make it lighter a bit. Now you see we get some separation between the bricks, which is a good thing though. Let's change the heel as well. Something like this. And make sure that you look for the tiling as well. So I'm going to add another blend. And this time I'm going to add this mask and another HSL, or let's this time use a uniform color. I'm going to use this uniform color. And it has separated those for us. So this is the color that we're going to change. First. Let's set it to multiply and bring it down so that we have some darker breaks in the mix as well. And you can take this one and make it lighter a bit so that it's not so dark. So let's look at this. And now we have a good amount of separation in between the bricks. Another blend, and this time I'm going to use this one as a mask and bring in a uniform color on top of these. And I'm going to pick the color from one of these references this time I'm going for this one. Let's pick this. Start to look at that. And we see a lot of tiling. So I'm going to the blend and bring the inflammation down a bit. Not so obvious, something like this. Now, it's telling us that each and every brick is different from the neighboring piece. And the next one, let me go and bring in another blend. This time I'm going to use this in the mask and bring in another uniform color to see what we get. So this is the mix, and let's go pick the color from here instead, I want an information from here. So let's pick from here. And let's make it a cell and make it darker bit. And change the tone of the texture just a bit. And let's look at that. It looks like that, But do not need this last one. So I'm deleting those. This is a good amount of variation that we need, okay? Now you see each step that we take further, the base color is going to get richer and richer. I'm taking this one, adding a frame and just call it color from formation. And you saw that we took these formations and added them on top of the base color to make it more richer. And the more we go further, the more information from the height map you're going to add and Richard, texture is going to be. So now it's a good time to start to add some information from the height map on top of this. So this is the first layer that we created. This one, this is the edge damage that we created. Let's bring in a blend. And I'm going to subtract this one from the main information from this one, which is untouched bricks. And I'm going to produce a mask from it. So let's take it and go for multiply. Let's take both nodes together, hit X, and let's use subtract instead. You can use this mode or this mode. So this one is more intense. Let's go and use this one to add some color information you see on these black parts were able to do something on this white parts, excuse me. So I'm adding another level and bring this over to use it in the mix. So land again. And I can either drag this on top of this one and use a multiplier, or I can bring this one into the opacity map and bring in something else on top of that. So a good way is to use an HSM no, because it's going to use all of this information as well. So I'm bringing another HSL, drag it here. And to see how it affects, let's make it dark and see where it has affected. You see it as a fact that these parts, well, let's make it fully white. Although it's not so prominent in the texture, but it's going to give us a good information. So I'm taking that and make it less saturated. And something towards the white to separate the edges a bit. And if you want more, you can take the mask and it starts to increase the whites to get increased information in here. This is the good edge effect that we can take from the map itself. Or I can take this one and bring in the ambient occlusion and use both of the ambient occlusion to see, which gives me the best result. So another ambient occlusion, one is HB A0 and one is RT. This is it and this is, it looks like arteriole is doing a better job. So let's go and invert it. Now this is too intense. Let's add a blend and see what we come up with. This one is going to be the mask. So this is the before, this is after. Not so much information. Cycling between different modes. And this one is better than giving us a better result. So let's go and watch here. We added some white parts to the texture itself, and it has been connected to the result. Let's go and see. The reason that we're not seeing those is because this ambient occlusion is too intense. So let's come in here and bring the height scale down. Now you are able to see more of those colors because the more ambient occlusion you add, the darker these crevasses are going to be. So something like this is going to be alright. Okay, now, this is the first level of the color that we added. And in the next one, we will continue to add more color information into this. And after we finished the colors, we go for roughness and roughness is going to make this one a really true PBR materials. And before adding the roughness, it looks really dummy. It looks dull and without any sense of depth and information and realistic minus. So now I'm going to stop this lesson and the next one, we go and do the rest of the coloring. See you there. 20. Brick Mat Base Color Medium: Okay everybody, this is where we left off in the previous lesson. And now we're going to add medium details and some tiny small details into the base color. We have a really good, strong base that we can rely on to move on to the next lesson. Let's see what we have here. We have this blurred gray scale paying laid on top of this one. So let's bring it out a gradient map or let me see what I can do with it using a blend. Just dragging node and bring in a blend. And actually let's first use this one. This is the first thing that we added. One method that I found that gives you a good result for selecting the changes that you make using this is using this blend and the previous blend and subtract them from each other to get the information that you get from this one. So I'm going to bring in a blend, this one. And this one. It's comparing these two plants. This is a blend. And this is a blend after we fit this information into it. So I'm going to subtract it. And now you see this is the, more or less the effect that this particular node is having on the texture. So I'm bringing in a level and bringing this here to start to either make it a mask or use on top of this. So let's go for blend. And I'm going to set this one for math. Let's go here. Use an intense noise, something like this, black and white spots. And use a gradient map and I start to pick a color from this image. I'm going to drag the color. We have lots of information. Let me add it to the mix. This is before and this is after. That is so slight. Let me take this and I start to bring in more of that color into the mix. This adds a slight color variation, not so obvious, but definitely something to consider. This is so intense. And I do not want that to be like this. Just something really so slightly. Let me take the mask itself. This is the information that it's laying on top of that, which is a great one. So let's make it something like this. And this is really these tiny details that make your material go to the next level. So I'm adding another blend and this is a good method for adding your custom details into the mix. So I'm going to now again use another blend. I'm comparing this to the previous blend and always set the mat to subtract. And if you see pure black, it means that you need to take these two nodes, hit X to invert that to see the results. So this is comparing this blend between the previous one to see what has been added. And we added this one on top of that. Of course, you can bring in that we see what hints histogram scan does. Bring the position up. And you can do contrast as well. You can use this one or he can use the levels. You are free to use whatever you want. K Again, this one in here. And after this, I'm going to bring in HSL node and apply it on here. And to see the results fully, I'm going to add really contrasted color to see the result. Then I go make it customized to what we need. Let's make it more desaturated. Something like this. And he knew something like this is fine. And I'm going here, bring the opacity down. Only a slight color and now go back and start to remove some of those information. This is it and now let's increase it in here. Either we can do mask or bring the intensity down to see your result. Now we are going somewhere. Again, another blend. This time, I'm going for the next blend that happens here, which is comparing this one against this one. Another blend. And after that, this one is going to be subtracted. So we see black. It means that we need to invert that. And again, I'm going to bring in levels, hit auto levels to see the full results. This is what you get. So I'm bringing this here and apply it to the mask. And actually I'm going to use a gradient map on top of this one. So I bring the gradient map up and let's pick up a color from one of these images that we have. Let's pick from here. It has some cool information. Not so rich, but now let's go and start to freak from this. And actually that is happening because we only have a small bits of information. Let's go in here and start to pick from somewhere else that has more color information in it, including this one. Okay. Now let's apply it on top of the color. Now you see in here we have some information that is really a special to some bricks. And I'm going to bring that slightly down. And you see some of the bricks get a special treatment. Now let's see what we have next. The next one is when we add these. So actually I'm going to see what we have here as the mask. This has been separated to be used only on these bricks. So I'm going to bring in a blend, excuse me not by selecting that. I'm only adding a blend and bring this one into opacity, excuse me, into that land. And this one again in here. And let's see what we can get from that. This is the subtract, but I'm going to have the inverted. So this is the inverted. This is the result that we can get from it. So let's use other modes. Actually this one is a lot better. So let me take this one. And I'm going to add a levels again and bring this one in here and take all of these and drag them over so that we have more room to add the information. So going to blend and add this one as a mask, I'm taking this black and white spot and other gradients path and I need to pick up a lot of information. So let me increase the tiling so that we have more information and go in here and it starts to pick a darker color. Let's actually go and pick from here, because these are curved parts that get occluded a lot more than other parts. So now let's apply this color in here. Now you see we get a bit more separation into these colors. Let's compare that. Before we see we have no color information in here. Now these get more pronounced as well. So I'm going to bring in HSL and bring the lightness down even more to make these pronounced better. I'm telling you that before adding the roughness inflammation, this really has no feelings into it. And everything is so shiny. But the moment that you add the roughness map, it's really going to make a lot of difference. So let's take this one. Let's see if we can make it darker to add more depth into it. One of the ways into cheating the engine to make it look darker is the adding a darker so that it doesn't bounce a lot of light around and it makes it darker. This is good. Now let's look at that. And you see we have now a lot of good colors. Again, let's go and see what we have there. We have this one. And let's again the blend. And I'm going to subtract this from the next one to see what we have added there. And that's inverted and nothing actually, let's use the same one. At a level. I'm going to bring in this one. This is going to add a lot of cool color information that looks good in the close-up view as well. So excuse me, I should have added a blend. And this one has a mask. And now let's use this as a gradient map and pick some colors from the references. And I'm going to pick from here a lot of information in there. So hide it. And I'm going to connect this one to base color. Now you see it has added a lot of cool colors in there. But let's go. And I do not want that to be so intense. I only want some bits of information's just like this one. So every tiny little bits of information. Now we have something that looks good in barbecue, in close up view, having these cracks and things and even close up view, we have a lot of cool details. You see a lot of separation in-between the colors. But we're not finished yet. Going to add more and more to make this really finalized. So let's see what's the next one that we added. This is it. And now let's go add another levels. Now we're going to go for these things that has happened to the bricks, this height information. So on bringing this in here, adding that as a mask and to test, I'm only bringing a uniform color to see what effect it has on the diffuse color. Say it starts to pronounce those carved areas. And I'm going to make this one litre a bit. Looks and make them look like really their new. Now let's go see this before and after. But I'm not going to use that really. A uniform color. I'm going to bring in a grunge. No, not this one. Let's go find something that has a lot of cool details like this one or this one. So let me take it and make it a gradient panel. Again, we're going to pick colors from these references this time, let's pick up from this. They have cool colors in them. The more you drink, the more colors you're going to pick up. Okay? Now, assign it in here. And this time instead of having only a single value, we have multiple values. But this is not going to be seen. So I'm going to add an HSL, HSL unsaturation. I'm going to make it more saturated and more pronounced. Something like this. And even the lightness could come up a bit. You have seen these parts on the brakes where they have a lot of carving in them. But now this is too intense. Let's go in here. And I start to remove some of the information and only keep some of that. So this is before, this is after, before, after, before. That made it really is stronger compared to what it was before. Actually. Again, I'm adding a blend. And let's see what we can add. Now I feel like we have some more information to be treated in there. And yeah, these are these ones. Let's bring in the level. And these masks are great for adding roughness information as well. Later on, we might use these for adding roughness information into their color. So let's bring in an HSL. Let's make it darker. And to see what information we get from that, if these parts, of course, first, let's remove some of the information. Start to give this one a better color. Something that is different from the brick itself. And you have seen that when some carvings happen in the break, normally lighter in terms of saturation, but over the time, when they get dirty, they become darker. And now we have some new ones, an older ones. So let's see what effects we get from that. This is it. Let's bring it down just a bit now. It's a great thing to add. Okay. Now the next thing is the mortar actually. Let's select it again, make it a gradient map. I'm going to pick the more torque color from here. Okay? This is going to be the base of the mortar. Let me bring it up. Add a blend. And this one is going to be added on top of this. But we're going to add the mortar mask as well, which is this one. So let's add it in here to separate that. And you see that we have added this more dark color successfully. In here. It added really a cool thing into the texture. So let's go for HSL again. And this one needs to be darker a bit because this looks very new and really unnatural, distinctly contrasting to the information that we have. Okay. Now darker. Let's make it a little bit less saturated. Darker, a bit more. Now, it looks more used than it actually is. Okay. Now, let's give them more dark color, a bit of more information from adding a blend. And now, from now on, everything that you add is going to be added in these sports and not on the brakes actually. So that's bringing these colors. And actually this one on the base color and this one as a gradient map. Start to mix colors to get more definition and variation in there. Okay, another blend, this one. Another HSL, using other grantees to add more color variation in there. So let's, this is not natural. This is better. And of course, the mortar itself is not going to be seeing a lot. But let's just add some information to it so that it looks cool from the close-up view as well. This one has a mask and this one, Let's make it HSL again. So let's add it and see more variation. This one actually looks cool. Let's color is contrasting against the bricks. But let's not make that so much. Okay, this is better. I feel like that we are going to good direction and we have some good amount of variation in here. But one thing that is a bit annoying is the amount of color that we're getting from. Not these, but these. You see the mask is so intense. So let's remove some of that information. That is better now, not so much, but let's keep it so subtle. We created the medium parts as well. And some are small, tiny parts as well. Now it's time to go and make this one localized. Until now, we have some colors that have been laid on top of each other, although it's using some masks. But you see that it's really flat. And to give it more depth, we're going to use some of the information from the height, normal and things like that. Okay, Let's take the height map, which is this one, or this one. So I'm going to bring in a normal map from that. Okay, let's make it a normal map, OpenGL and I'm going to make it 20. See that we now we have a lot of cool information. So let's take it here. And we can use generators to use this information to be laid on top of this one to make it really cool looking. Couple of notes study can use is curvature and curvature smooth? Let me just search for smooth, and this is the curvature smooth. Of course, these are now two Direct X, but since we are using OpenGL in here, we need to set them to OpenGL as well. So now you see we get some black and data, black and white data to use in the coloring phase. And let's bring in the ambient occlusion as well. This one, this is HP A0 and let's bring in that ambient occlusion as well, that is RTA. And this is the height. Let's plug them in here. And in here also we have some masks that can help us during the texturing project. We have this. And now there are some generators that you can use. For example, you can go just search for generator and all of cool generators are here. And one for example, damage. This is a generator, it needs the ambient occlusion. Let's pick. And it needs the curvature as well. So it gives us some data based on the masks that we fit there. Let's use this one to see that one is better. So let's bring in another blend. This one is going to act as a mask and I'm dragging HSL and make that lighter a bit. To put some information on these masking on this edge parts as well. Make it so high. And see the result. Let me make it pure white. And check before. And after you see some of the edges are getting some information. It's not too much, but it's something to consider. And we can bringing the levels of password, something like this. Really put more concentrates on these edges. So let me take this one, I'm bring it down. We need only some bits of information. You see how cool we can get information from that. Now, let's blend again another HSL. And this time let's bring in the curvature at a level and make this one the mask. And apply this one and again give this a pure white color to see what we get. So this is what we get. And now I'm going to separate some of the colors, make it darker and add some contrast. And this is what we get. This is before that, and this is after that. Let's make it something like this. Not so radical, but only a slice, a small bits of color, another blend. And this time let's connect this one directly into what we have here. This one is the gray-scale. Just select the wire and use the gradient map. We have this. And now let's multiply that on top of the texture. You see it has added a lot of details, but it's very dark looking. So let's go in here, copy and add only a small bits. This add sub is a good one. You see in the parts where the brick and mortar or being connected, we are getting some darkness, which is great. Okay, this one. And now let's add another blend. This time let's use Ambien, so collusion. Let's bring in a levels. And we're going to add some darker colors in these parts. So now we have a separated mask. We need to separate these darker parts. Let's select the node and this is invert. This one is inverse. And now we can manipulate these parts. I can select it added here. For example, let's bring in HSL to add some darker coil into these crevices. So I'm taking that, add more lightness and you see it adds more, even more depths into the texture. Now you see before adding those colors, really flat, and after using generators, you see it starts to come together. This one is looking cool as well. Now, another blend. This time let's use that map as well. Let's see what we have. We need to select one of these crevices parts. Again, I'm adding levels and that's inverted. And we're getting a lot of those parts. So this time let me add it on top of that and convert it to a gradient map. Excuse me. And this is before, this is after, this is before. Let's make it a multiply to darken these parts a bit. So let's start to add some contrast to only have these parts. Okay, Now you see in the surfaces of the bricks, we're not getting anything. All we get is in these parts. So this is before, this is after that, we'll see we're getting a lot of cool color information. And now we finally reach to the end of this lesson. There are still some parts that we can make better on the color. And we're going to finalize the color in the next lesson. And after that move to the roughness part. Okay, see you in the next one. 21. Brick Mat Roughness: Okay, This is where we left off in the previous lesson. And now we're going to add more color information to make this really go to the next level. Again, let's add the blend. And now let's go for the main height that we have. And there's a node that is called shadow. This can generate a really great map that we can use. This is going to, based on these values that you get, is going to produce a shadow map on these parts, which is a cool one for adding some darkening parts and making the texture come together pretty fast. So I'm connecting this and converting that to a gradient so that it's color information. And now let's go for multiply. Multiply is going too dark in the texture. And let's only use some of it. Not too much. And you see it has adding a lot of cool information. Let's compare that before and after. It's adding a lot of cool depths in the texture. Now you see we have a good one that is looking cool from all sides. Okay, now let's go and start to add really some medium details in our texture. So I feel like we should go here because we have a lot of cool parts that can be changed. Okay, I'm adding a blend, again, another black and white spots. And then this one converted into Gradient Map. And I'm going to pick some colors. Let's go and pick from here. And add lots of procession. Let's connect it here. And you see it has added a lot of cool parts. Let's compare before and after. And we only need some of it, not a lot of it. So let's add levels, start to add some contrast into this. Okay? This is before and this is after, but you need to bring in some information. And I feel like this makes it a bit darker. So let's take this one and totally ignore that. Now we have a good texture. You see we have a lot of cool information. And there's a secret note that it can use and that is called sharpen. This Sharpen is going to add a lot more detail on that book. Be sure that you really do not overuse that. It's only going to add a bit of sharpness into the color. Do not use that so often. Let's use that before and after. This is before, this is after adding some sharpness in here. And we have a lot of white parts in here, which I know that they're going to create some problems inside Unreal Engine. So let's go in here and start to bring this down a bit. Now we have more natural selection of colors and you see how realistic the texture has become. Now, It's time to finally go to create roughness. And the roughness is one of the most important maps in PBR. You see, even though we have created a cool color information, everything looks shiny and we do not have anything to concentrate the player on. So we're going to create the roughness based on the map that we have created on bringing this one and make it a gray scale. So you know that roughness is a gray scale map. That black means less rough and white means higher roughness. So now let's connect this one into the roughness. Let me see. Yeah, this one is the roughness. But now we're not seeing actually a lot of difference. But although you are getting a lot of difference, that's shine some light in here if you want to shine the light on the material, just Control and Shift and right-click drag in here. So let's go in here and try to add here, you see a bit of light gray cub that happens. And it's a lot better than this single value. So I'm going to add a levels. Again. Make this one white or a bit because we do not want a lot of shininess on this, though. Let's increase the values and you see more breakup that is happening here, but there is something wrong in that. And that is these broken parts are black, which means no roughness. And if you shine a light in here, we are getting a lot of shininess in here, which is not something that happens in reality. So let's go and find the mask, which is this one. And this is the mask that we produced by that. So again, I'm bringing in a levels. Start to add this one on top of the roughness map. Bring in a blend. Now you see we do not have a lot of light shininess in there. So this is now copy and we have only these parts to be rough and all of these parts are not rough. Fix that I'm going to add. Now you see these are white and I'm not going to make that to white only something to separate some of the light. Now you see a lot of more light breakup in the texture. Now, again, let's go to see what we can add to improve this one. We have a lot of masks that we can use. One of them is this mortar mask. Let's add a levels. Again. I'm going to make this one really rough because the mortar proves to be rougher than the brick itself, because the brake on the surface is a little bit less rougher than the mortar. So I'm adding that again. And now you see we have more separation in-between the colors. Let's make it something like this or the roughness. Now I believe we have done a great job, but we need to add these parts as well. These needs to be whiter or refer. Let's go and find them. This is it, this is one of it. This is one of it. And let's see what masks we have created from them. Actually, let's look at the base color. This is a mask that we can use. Let's bring out a levels. And this is another mask. This another mask. I'm separating the mask so that we can use them in the roughness. And now let's bring them to the roughness mix on blending. And since these are only curved parts, I'm only adding the positive roughness to them. So now again brown because now everything is shiny. I need to add that so that these parts get some roughness as well. This is before and this is after a cool breakup. Let's move these out of the way. And again, I'm blending to see what we have here more. Let's add that again. And let's look at the roughness. Let's make it something like this. Okay? Now there's a little bit of work that needs to be done. And that is the artistic touch that you can add on top of that. So again, this one with ADD and make some of these bricks randomly rougher than others. Okay? This is it. Now. This one is really dangerous one to use because if you add it, it's going to add a lot of breakup in the texture, roughness, texture. So let's add blend again. Now you see a lot of contrast, but I'm going to bring it down more. This is the roughness map that we created. Pretty good. After all of that, I can bring in the levels. And if you want, you can add even more roughness to the bricks. It can make it totally above. Or you can add contrast. You can make it less rough, which is not something realistic. Or you can use something like this, okay? Now, this is the material that we created. It has some color breakup. The bricks are shinier than the mortar and it has a lot of cool color breakup in here, you see a lot of color break-up. We created this material and now we have some maps that are called PBR maps that we can use. In the texturing process. We have this base color, we have this normal. We have roughness, height. And Ambien. So collusion, of course, we do not need the metallic map because this is not a metallic material. Okay? I'm going to use these and export them as the tiling material to be used whenever he wanted. So I'm using these two maps directly. These three maps which are gray scale maps on using them directly, just like these ones because these are RGB masks. This has three channels, RG and B, but this one has only a single channel, is a black and white texture. So I'm going to mix the roughness, height, and ambient occlusion map on the same texture to save a bit of a space. And that is called the channel packing. And you can do that using RGB Mixer, or it has RGB merge in here. You can feed three different textures. And normally I put roughness to be the first one in our red channel. And height in the green. Simply hold down control to bring it there. And I'm being so collusion in the B cell, we have a colorful map that we can use in their texturing process. It's going to give derived a PBR information for us. And after that one, I'm going to add an output. This output simply I'm going to call it our HA, a standing for roughness, height, and ambient occlusion. Now the texturing process is done. We have created a fairly complex material and not so complex, but something really to consider. And now we're ready to export these maps. We need to have the names normal. This one is our HA. So to export the textures, you can go to File, excuse me, you can go to introduce Explorer and you see the different maps that we have here. You can right-click on this and export output as bitmaps. And in here you can select different outputs that you want to output. Basically, I'm needing our HA, base color normal. And for roughness, metallic height, and ambient occlusion. I do not need them because I have packed them all in this RFA. And for the pattern, I need to add underscore before anything and just specify a folder for it. And for texture. P and G is good. But if you're going to have the maximum quality, target is the best, but it's the heaviest one. The PNG also is a good option, but this time I'm using Target and just hit Export outputs to see the results. These are the inputs that it has exported for us, Base Color, normal and RHIO, I believe there's something wrong with it. And that is because we do not have an alpha channel in here. The alpha channel, if it's default, is black, it means that it's not going to export properly. You need to bring in a uniform color, change it to gray scale and make it white so that the Alpha is white. And you can see the information in here and in here as well, that fixed as well. So now what I'm going to do is selecting something somewhere or in this resolution tab, I'm going to set the resolution to be one by one, so that the textures change to four k and we have more resolution to work with. And it's going to make the texture look really cooler. Okay, it's done. And now let's go again and hit Export bitmaps and export again to see the results. And this is the base color normal and now the RHS is working properly. If finally created this material, congratulations on finishing. And in the next one, we're going to apply this material on the building that we have. And we're going to create some modular kits as well. Okay, see you in the next ones. 22. Brick Kit Modularity: Okay, everybody, congratulations on finishing your first material and now we're ready to start fleshing this environment. And we're going to start with this building. And because this predicate is common, I'm going to start with this brick Kate. And desperate kit includes these windows and this tiling walls and things like that. Okay, Now here we're going to go back to Blender and I start to turn these into real measures. Of course, we're not going to export all wants or complete them all by one step. We are going to make them in steps, in iterations. And by that I mean, for example, we take this one, bring it further step, export it to unreal tested, and then further ado steps on top of that. Now, I'm bringing all of these and I'm going to bring them back and make sure that you always save your scene to not lose anything. And I wanted to convert this into nano eight measures and make them really high-quality. But because Nana it for now doesn't support vertex blending, I'm not going to do that now because I'm going to use vertex blending for this course very heavily. So I'm not going to convert these into nitrates. I'm going to make them into a static measures. Okay? I'm going to start with this one because it has a window as well. These two pieces are very similar to each other in terms of having the same boundaries. Both of them are four by three. So I can start with either one. So I'm going to take this and bring it in the center. And now I'm going to make a mesh that is exactly the size of this one. So I'm going to create a plane, and this plane is going to get the same material. And to make sure that we get the better quality, Let's go to Material Editor so that we can see this. So now I'm going to make this place in this direction. And I'm going to place the pivot in here, okay? Now I'm going to bring it right to here and I start to resize it. Now I need to change the size. This one should be four by three, or actually let's make it reversed three by four. So now they exactly match up. Now because we have recites, this pixel density has gone wrong. Let's talk about the textile density a bit and takes all densities are low that you have to obey in order to make everything consistent. And textile density says that a specific amount of geometry should have a specific amount of texture information. And when you obey the textile density law here, always getting the perfect result. So now I have resized this and one thing that you always need to do is going into the object properties. And in here, because we have re-scaled this one and rotate it as well, the transformations are messed up a bit and if you're going to apply modifiers, apply anything to this, you need to make sure that you reset transformations, including the scale and rotation in order to be able to do your things better. And in order to see that I'm going to chamfer this edge to use bevel and hit V. And you see that it creates an oval shape because we have not visited transformations. But if you hit control and a, apply the scale and rotation. And now if I go to start to chamfer this, the shape becomes rounder and this is why it's always good to reset transformations before doing anything. Now to give this enough tessellation for letter on vertex blending, I'm going to go in here and start to give this a segment in every centimeter. And you see in these lines actually are matching the segment lines that I have added here. I have three meter geometry in here, and these are three meters. And in here, I'll have four meters. I'm going to add three segments to turn that into a four by three piece of geometry. And now I'm my own worst thing that you can do in order to make that really better. You can go and apply the subdivision surface only once and turn off the optimal display so that you're able to see this. And this is going to later on her palpalis in the process of vertex blending and vertex blending and vertex painting works actually with vertices. And the more amount of vertices you have, the more smoother your experience is going to be in Unreal Engine. So this is enough actually. And now I'm going to collapse the geometry by hitting Control and a Modifier Tab. Now we need to make the textual density consistent across. So I'm going to the UV tab and start to fix this first so that this is a template for textile density for us. And now if I select this, you see, although this is something like a rectangle, but in here we have a square shape. And if we are going to make this really obey the rules, we need to have a better connection between the pieces. In the geometry level and in the UV level as well. Now if you select this one, you see that it's a perfect square. Although in this one we have a rectangle and it's telling us that the texture is a stretched. And if you see the texture information in here, in here, it's very stretched. So there's a plug-in that is called UV toolkit. And it's here and I have provided a link in the resources folder so that you can go and download it and use it. Of course, the installation is just the same as the plugin that we used before. So now I'm going to select all of them. And there's an option called Quadrant wrap. And if you set it, sometimes it may not work. Just select one of them. It could unwrap, excuse me, it needs to disable the UV sink. So I'm going to disable the UV sync, but you're hitting Tab. And now the UVs sink is turned off. So I'm going to set this one codon wrap. And now you see that it turned it into a quad, which is this one exactly. And that is why before doing anything, we turn these ones into quad so that we can turn these into quotes in here as well. So I'm going to go step back, select all of them, and hit chord. And now you see this is a quote in here and according here as well. And it means that the texts textile density across the mesh and the UV is the same. Okay, Now I'm going to bring this one and a snap it to the 0 to one UV space. So I'm going to bring it up in here. And if it, if it doesn't snap, just try to match it manually, then if you are going to disable the snap, just disable it in here. And there are two modes, which one is increments, which is going to use the increments, just like the method that we used here. And one is vertices, and that one is good. When you have something in here, you snap it to the vertex in here. I'm going to select it. And while having that deactivated, I'm going to bring it right in here so that when I try to tile this, I'm not going to see any obvious problems. So I'm going to disable the wireframe. And now I need to turn the snap on in here. So now when I'll title this, you see there is no problem. The measures are actually tiling perfectly. Okay? This is done. Now. This is a good place to start to work with, for example, carving the windows just like this one, or creating other pieces as well. So now let's talk about the textual density. So I'm going to create a plane. On this plane, I'm going to apply the same material. So we should have the bricks all the same size. So I'm going to resize this and rotated in this direction. And I'm going to place it right beside this object that we have. Now if you look at it, the textual information in here is not the same as here. But if I go in here and try to give them a checkered pattern to see how it works. And you see, again using the UV toolkit, which you have the link in the project files and you can go download and install it. I'm going to give them a checkered pattern. And in here you see there's a lot more resolution in here, although we have not as much resolution in here. So if you create something like this in game, it is not so preferable. Because if you apply couple of textures on them, one that is having more resolution and smaller squares is going to have better resolution compared to the geometry that is neighboring. So we wanna make sure that the textile density is across equally. So I'm going to step back. And if you make the textile density equal to the size of the bricks is going to be consistent as well. So this is now a two-by-two piece. I'm going to convert it into a three-by-three piece so that it shares the same ground with this one. And I'm going to place the pivot in here and bring it side-by-side in here. And now you see the amount of textual density is alright. And that is because this is a three-by-three and this is a three by four. And in this direction we do not have any problem. But let's say that we have a smaller geometry, that we need to have the same pixel density as this. So there's another plugin which is called textile density, and that is it. You can access it in here as well. And I've provided the link so that you can take it and download it and start using it. When you go in here you see a textual density tab in here. And you need a template. And since this one is a perfect template, I'm going to select it and go into this textual density. And you want to set calculate textile density. When you hit this, it's going to give you a value. And that value is here. And this is the amount of texts of density that you have. So I'm going to again go in here. And now instead of calculating a textile density on this, I want to set the textile density on this one. So you will paste that value in here and hit set pixel density. Of course, you need to select geometry and hit Set textile density. And although now this is a very a smaller portion of the surface, the brick size is across equally. And this is a great thing, no matter how big your surface you create. If you follow the textile density rule, you're always getting the best results. And I'm going to compare these two side-by-side. And you say, This is what happens. Based on the amount of geometry. There should be an amount of UV space assigned to a geometry. This is as simple as it could be. And now I'm going to bring in a bigger mesh. For example, instead of two-by-two, Let's make it eight by eight. And I'm giving the same material. And again, I'm going to set the pivot to be in here. And I'm going to do the rotation. I'm going to just rotate it so that we can compare that side-by-side with this. Okay, I'm going to bring that here. And now, since we have the same pixel density from this, which is this value, I can go ahead in here and make sure that always apply a scale rotation as well to get the best results. But since this is a square, it's going to be easier. So I'm going to select it. And you saw that we didn't do anything in here in terms of changing the scale and rotation because this is the same proportions that we created. You see, if you create a plane, it's two-by-two and you really do not need to change the scale. But since this one, we have made that bigger four times. We need to change the scale and rotation already. It's still that these are all ones and rotation is all zeros. You see in this one, it's by default one. So I'm going to go in here, select whatever I have in here, and just select them and set my textile density. And now you see it has made this 14 times bigger than the size of the actual UV. And using this method, you can always get the best texts pixel density. Okay, Now this is the piece. I have this one ready. Of course we are going to create a second uv channel for them as well. But for now, since I'm only creating the geometry, I'm not going to do anything for the second year we channel. And when I created the break-it, those ones that use brick, we're going to use that as well. This is the first piece that is done. And looks like I have a couple of them. Another problem or deleted. So now we're ready to curve the window in this. And for the window, I'm going to have a reference size. So let's bring this one in here. And I'm going to bring in a cube. I'm going to place the cube right in the center of this one. So let's go back. And since this is actually a snapping, I'm going to make it a snap two here. So I'm going to bring it five increments in here. So 12345. And now it's actually in the center of the object. This is it. Okay? Now this cube is two-by-two, and I'm going to make it 2.5. I believe that is a good one for the window. So I'm going to make it actually the size of the window. So I'm going to take both of them go to this mode so that I can see that better. And now I'm going to here and I'm going to start to curve the window using this references. I'm going to place one in here and place one in here. And actually, I can take these ones that are present in here and try to delete them. So simple as this one. So this deleted, let's see, and we need to delete these ones as well. So now we have the place for window as well. And this is how easy you start to iterate and create new pieces. So let's say that this one is good as well. I'm going to bring that right beside the previous one and start to compare them. And now you see since everything is the same on these two, they are perfectly toiling without any problem. And this is, it went in the material preview. Now you see they are side-by-side each other and even not a single pixel is missing in here, which is perfect. So I'm going to go back and delete this one, and maybe this one as well. So now let's go and see what else we can create. I have this piece that I created. I can bring it back. And I have this window as well, and I can bring it back as well. So now I have this wall, this three-by-three wall which I can create. Now, I'm going to bring in a plane, and this plane needs to be three by three. Let me give it the same material. And it should, by default have the same pixel density. The first thing that I need to do is creating the pivot for that and the period is very important. You need to make sure that PV is always staying the same throughout. Just this one. Make it a stand-up. I'm going to bring a copy from this, bring it into the center of the world to make sure that the pivot and everything is overlapping each other. Okay, So perfect. Now I'm going to bring this back and compare that using this. And now you see, since this one is also three by three, it's perfect. So now what I'm going to do is actually give us, give this one the proper amount of geometry as well for the vertex blending parts too. And two, because this is a three-by-three and two segment in each side makes it three by three. And now I'm going to go and tessellate it once so that we have enough geometry for the vertex blending. Now, I'm going to take this one and bring it back. And the next thing that we want to do is, let me take this one. This is three by three, and this is three-by-three as well. So I'm going to take a copy from this. These are two identical pieces and I'm going to make one that is actually three by one. I'm going to take this one, bring it here. And you see that on all of them, the texture starts from here. And that is because the creator perfect tiling. So I'm going to bring it up top here. And actually I can really take this one and delete it and use geometry from this. I'm going to take this one and bring it up and remove the top portion. That's so simple. Now we created that three by one piece and it shares the same period as well. So now let me delete that and turn off the wireframe. And now you see the tiling in here is perfect as well. Because these are all using the shared UVs. You see, this is using the shared UEs. This one is also using this here as well. If I go select all of them and select these, and select these, you see they have the same UVs and a U visa is laid up on top of each other so that we can, we can have toiling in this direction. I'm going to delete this one because this is a temporary really piece. And I'm going to bring it in the mix in here. So let's bring it here, and now you see it tiles perfectly. So now the next thing that I'm going to do is taking these and bring them back. Now, let's see what else we have from the brake kit that we can create. That is this one. This actually belongs to this third floor. This is a three-by-three piece that is tiling in all directions. It's easy to create. Instead of creating new geometry, I'm going to again use this one. But before that, let's take all of them and hit Control a on a on them to apply the modifier. I'm going to bring it here and now you see everything is the way that we want it. Now, I'm going to create a window on this one as well. But I'm going to make the window smaller than this one because in here we had more amount of geometry to work with. Okay, now I'm going to bring this annoying piece in here, and I'm going to bring in simple cube. This is two-by-two and looks like a two-by-two window is good for this one. And maybe let's try 1.551 window, 1.5 to two. So I'm going to select these to actually go in here and I start to add vertices so that I can delete from here. So I can take this one. And now the only thing that I need to do is take the geometry from here, delete. This is two by 1.5. I'm going to delete it. And if I go into the UV, is it respects the changes that we have made. Okay, I'm going to go a step back. And let's see the tiling and see how it works. It's not tiling in here. And that is actually not supposed to tie because this three by four piece is a piece that only tiles in this direction. It only tiles horizontally, not vertically. If I take this one and bring it up, you see that even it doesn't tie with itself in this direction. You see we have harsh line of seams in here and that is not a problem when you are going to create modular pieces. Some pieces that are mainly a square are going to tie in all of the directions. And the example is this piece. We have created this one in a way that it ties in all of the directions. And it's required because when we are going to make this walls with it, we need to make sure that it fills in all of the directions because we have used it in all other directions. But since this one is only tiling horizontally, we really do not need to bother ourselves to make that tile in all of directions. It only needs to tile in one direction. So you need to have that in mind. Okay. This is the first part of the brake kit that we created. And in the next one, we're going to create these ones as well, because I believe that these ones are going to use brackets here. They're going to use actually the brake material. And make sure that these use the same rule as well so that they get totaling perfectly. So. See you there. 23. Brick Kit in UE5: Okay everybody, Now we're ready to move on and start to create these geometries as well because they belong to the break-it. And I wanted to make these pillars as well and make them bricks. But I'm thinking even to include them or not. Again, this is the piece. This is another piece that is going to belong to the bracket. So I'm going to take this one and bring it back. And now what we have left is these two special pieces that get used only once. And mainly these are some pieces that we can call hero piece because these are very special and not totally not available in any direction. And next things are these roof and guard and trim pieces that we're going to later on create. But now it's time to take these, to take a copy and bring them here. Now, I want to make sure that these are having great geometry, as well as having pivots and whatever you can think of, the texture resolution and things like that. And this three-by-three piece as well, I'm going to delete it. So now let's go in here to make sure that the geometry is a healthy geometry as well. So I'm going to take this, hit Alt and a and align them. It looks like the aligning is not working and that is because we have no transformation changed. Let's go in here and you see that there are a lot of bad things happening in here. So I'm going to hit Control a on a scale and rotation. And now if I take these two and hit alt a and bottom, you see that they perfectly align on the bottom line. Now, if I go in here, this is actually on the bottom line. And if I take these two, for example, for experiments, I can take hold Alt and a, and they can be aligned on the right, on the left, on top and anything. And this is the power of correcting the transformations. You want to make sure that the new transformations have been well-defined and you have no problem in them. So again, let me go in here and we have a lot of bad geometry in here. Let me take these, and I'm going to take them and bring them here somehow. And I'm going to add some more geometry in here so that we have in every meter a segment. Okay? I'm going to go hit K to bring in the knife tool, execute and hit Enter to do it. I'm going to do horizontally as well. Excuse me, I did it horizontally and now I'm doing, I'm going to do vertically as well. And if you are going to align it, you hit C to align it to certain degrees that they didn't hear. Done. Since this piece is a bit costume, it needs a bit more work. It z again, doesn't matter. Let's put vertice in here as well. It doesn't actually matter that much. So again, I'm going to go for this vertices, hit Z always to align it to a certain direction so that it's having the straight vertices. So it Z again. And this is the last one. K go on the vertices that you want, hit Z to align it and execute. Now we have this one, and it looks like that the rotation needs to be re-scaled. It controlling a rotation and a scale doesn't matter. I did. And now I need to go and apply the trans excuse me, subdivision surface on this and simple. And it doesn't matter if you get something like this because the shape of the geometry is a bit special and doesn't matter actually. Let's go for this one. And in here, I'm going to actually add this amount of vertices. And in here also, I want to make sure that I have a segment in every one meter. So we did this one as well. It's okay. And now let's give it the subdivision surface, simple and optimal display. Okay, now I'm going to apply the transformations, applied modifiers, excuse me. And now I'm going to go select vertices in here. And I need to align them down the bottom so that they are on the same line. Now, what we need to do is apply this material on them. Now you see it doesn't actually do anything because the UVs are really actually messed up. So in order to test, I'm going to bring in this tiling piece and this one. And actually let's bring this one, because when we are in here, down the bottom in here we have this piece. We have the tiling piece, which is this one. And then we have this one that is on top of the tiling piece, which is this one. And then on top of that we have this. So in here as well. We have the same rule as well. So we need to make sure that it's tiling. So we need to make sure that we follow the same rule on this. So I'm going to bring this here. And let me bring this up. I'm going to rotate them in this direction, 90 degrees. Okay. Let me go and bring this one in here, just like what happens in here, we have a bit of extra wasted space in here. You see there that this one ends in here, but this goes half a meter, which is exactly what happens in here. So now I'm going to select this. You'll see that these are the UV information. And to actually make sure that we get the perfect tiling, we need to make sure that the use of this one start from here. So first, Let's go in here, select all of them. Looks like actually we do not have any UV, right-click and unwrap so that it creates that for us. And now we need to bring in the textile density, just the same pixel density that we had there. So it doesn't matter if this one goes beyond the 0 to one UV space because it needs more texts of density. Now if you go in here, we have a bit of problem. So let's take these two, and I'm going to take this one and bring it on top. So now there's a bit of problem that we need to fix. That is taking this one and bring it just in here. We need a bit of manual work up to do that. So I'm going to disable that and move this. Now, there's not great amount of difference in here, I believe. Let's bring this one on. They are working side-by-side each other. If you're seeing a bad shading, It's because the UVs are flipped. Faces are flipped. Go and see their face orientation. You see in here we have flipped faces. Go in here, select all of them, shift N and recalculate the normals so that all of them are facing the same direction. And for this one as well, I'm going to recalculate them. Now let's go and disable the recalculated normals. Now in here you see that the tiling is doing a lot better. Okay? This is it and actually you're happy with it. And since the player is not going to be seeing this, we're not going to waste a lot of time on this. The same thing is going to go for this one as well. Let's go back. And I start to see this one. And this is actually coming on top of that. And half meter is wasted in here as well. You see, we have a wasted amount that we have covered with this. So I need to take these two and bring them over in here. This is that amount of difference that we had there. So I'm going to select this, select all. And only hit right-click and unwrap to do that. Okay, I'm going to make it facing this direction and bring that to top. And to make sure that we have the better textile density, I'm going to calculate the textile density that is different a bit. So I'm going to go back in here, calculate the pixel density. Again, went and took it from here. It's this value. Okay? Now let's go and put the same pixel density in here, 1.707 and select anything, set my calculate textile density. And now you see the brick size or equal together again. So I'm going to bring this one, actually bring these two and this one again. And I'm going to select this one and bring it here to make sure that the text, the brakes are actually tiling. So let me take this one and again, I'm going to disable that snapping so that I have free form a snapping available to me. It looks like we did the wrong value in here. And now it's better. I did a mistake, excuse me. I should have entered the better value. So I'm going to bring it up in here to make sure that I'm actually doing the right thing. This is it. Let me bring it in here just a bit. Okay. This is it. And now we do not have any major issues. And as I said again, since these two are really far from the player and not going to be seen, I'm not going to do a lot of efforts on them, only. Something that makes sense. I'm taking these three and now you'll learn that in order to make the pieces tiled together, we need to have consistency across the UVs and anything. So now I'm going to bring these over in here. And now the only thing that I need to do is taking them from here, bring them back so that we know that we have done this piece. And now I'm going to take these pieces and export them into Unreal Engine. But before that we need to make sure that the naming on this is the same as well. But because we have copied them, there's a bit of bad naming. And here we need to make sure that we take this one. For example, I want to take the name of this one, hit F2, select it, and I'm going to delete this and come in here. Make sure that I take this one and delete the rest of the name, or simply take everything and copy the name of that one. Okay, So that when we export this one too bad X, it's going to get overwrites it overwritten on top of this one that we have. They should have the same name and the same period as well, so that nothing changes. Okay, on this one, Let's find peace in here. F2 to copy the name and then delete it. That's so simple. I'm taking this one and hit F2 and copy that name. I have this piece as well, which I need to rename. Let me take this one. This is the actual name that I'm going to use. I'm going to delete this and give the name to this one. And this is the tiling wall piece. This is three-by-three. And I need to give it to this. And of course you see that it has the name of four by four. And that is because we created them four by four and resize them to three by three. That doesn't matter. They wanted to make that a bit faster. We have this one as well. I'm going to copy the name and then delete it and give the name to this. Okay, now we have this window piece as well. Copy the name, remove it, and make it here. So after renaming, I need to take all of these. Are, you know that I didn't use this in the construction nowhere in the construction or use this piece. And I just kept this one as a extra piece. So I'm going to rename that to 0 too, so that this is 01 and this is 02. In case, for example, we wanted to bring in wall instead of having a window. So it's cool to keep up, keep it there. I'm going to select all of them and hit Export. Now, one thing that I'm going to do is selecting these pieces and re-import to reflect the changes. And now you say it has changed that. But if I go in here, you see this is here. This is the UV that it has created and it has changed that for us. So now to make that shorter on us, I'm going to go select all of the pieces from this kid and select them and hit re-import so that the pieces that we have changed get replaced perfectly. So every change that we do now is going to take place. Now you see these have been changed. And this is the power of this method. Actually, you can change things only using a single click. And now to make this one a bit more attractive to look at, I'm going to create a blackout material again. I'm going to make it really simple. And I'm dragging those tiling materials that we created. I'm going to the Content Browser, create a folder in here and call it textures. Now I'm going to import these textures, but I'm going to import only base color, normal and the channel paper texture and leave these alone. So I brought them in. And now the first thing that you need to do is going in here and go in here and make sure that the sRGB is turned off and a compression setting has been set to masks so that you can use this. And if I start to separate these two, are is roughness, G is the height, and B is ambient occlusion. Okay, make sure that you do this for all of the mask textures that you bring. One thing for the normal map as well, which we're going to fix later. So first, let me go bring in this new material and I'm going to grab these textures, or later on we'll create a sophisticated material for this. But for now we need to make sure that we have something to look at to make sure that we get motivated for that. So this is a channel pack texture. I'm going to bring in the rough into roughness, G into height which we do not use for now, and be into ambient occlusion. And this to normal. We created a very simple PBR material that we are going to lay on top of what we have here. So let me go back and start to use these. Use that material. Hit Shift a to select all of them again, hit, select this, hit Shift E. Select everything that uses that and hit Shift a to select everything that has that geometry. So this is it. Now, everything that uses that has been selected except for this one. Now everything has been selected. So in here I'm going to the details panel. And in here I'm going to select this new material and apply that here. It looks like that we have done something wrong. Now we need to fix them. One is taking this one because this is now inverted. So I'm going to rotate it. And this is because the normal problem that we created, I'm going to bring it back in its own place. This is our right. This one is alright as well. And these need to be corrected as well. Not a huge problem. I'm going to take all of these and delete them. And this is an easy fix. I'm taking this and make sure that the rotation is correct on this. Okay? Just something like this and make sure that you take it and I start to bring it up. That is as simple as that. I'm going to select these as well and try to bring them over. Now in here you see that we have a perfect tiling texture in these pieces. You see we have actually no problem in the tiling texture. Of course, there's a bit of problem in here which actually doesn't matter. It's not really visible. And we can actually call this one done. It's only of some pixels, but since the player is in this level of view, they're not, they're never going to be seeing something like that. Okay? But we have a bit of toiling in here, which we're going to fix later. But for now, everything is cool. It's looking alright, okay, or this one as well. We need to go and make sure that we select all of these pieces and I start to rotate them. I'm going to stop and select all of these pieces. And the problem was that we created a two-sided material that hit some of these problems. If I go in here and try to make this one two-sided, we're not getting any problem. You see that it just hit the problem. But it's only hiding the problem, not solving it because we have created some planes and these planes are really one-sided. So it's better to turn off the two-sided to make sure that geometry is facing the right direction. Okay? Now, 180 degrees. And I'm going to do something like this. And now all of them are facing the right direction. But I need to take these and simply delete them and instead create an extra row in here. This is it. And now I'm going to select these, these ones as well. And simply delete them. And take these ones and delete these as well. And now, I believe this is the end of it. Now only these are remaining. And it's good to make sure that you apply a texture, not word aligned texture, that world, the line texture really tricked us into some problems. No matter we are going to take this and just rotate them. Okay, this one is alright. Now I'm going to take these, select them and bring them out, starts to duplicate them. Very simple fix. Brought it in here. And now we have no problem actually. And everything is working. Alright. Now I'm going to select everything in this back wall and I'm going to duplicate them. Duplicate them 90 degrees and start to place them in here. We have an extra row which we are going to fix. But before that, let me bring them in here as well. And we need to rotate a 180 degrees and bring them back. And only delete this extra row of geometry. This is the brake kit. Now the only thing that we want to take a look at is taking a look at the normals to see if the normal map is right or wrong. And we're going to do a test to make sure that normal map is actually looking correct or not. So let me bring in something in here and make sure that we take a look at the sun's direction. You see the direction of the sun is going from the top. Let me rotate it so that it's perfectly being affected by the sun. And it should be in a way that it should follow the direction of the sun. Let me bring up the material. This is the normal map. And now we need to go in here in this Details panel and make sure that all advanced detail is pink showing. And after that, just go and here there's an option called flip green channel. And that is going to convert that from OpenGL to Direct X normal map, which is this one. So hit it. It's going to take a bit of time to calculate. Now you see the shadows are being rendered correctly. The shadows are in this part because the sun is shining from the above and the shadows appear on these parts. And now the normal map is doing well as well. If I take the Sun and start to experiment with it a bit, let me search in here for directional light. And this is it. And if I bring the, excuse me, if I bring the sun up, you see that the shadows are appearing in here. Unlike the previous one, which we were getting different paths, shadows as the sun is shining from here and the shadows are happening in here as well, which is really on naturalistic. So the only thing that you need to do is flipping the green channels when you're bringing OpenGL into Unreal Engine to convert that into Direct X. Since a lot of the programs that are used yield OpenGL, I'm always importing OpenGL to make sure that the creation process is consistent throughout an after I made sure that everything is OpenGL, I simply convert that to Unreal Engine with an only one click. Okay, now this is the first part of the modular kit that we created. Of course later on, we will create vertex blending material to lay a lot of dirt on top of these, we will add a lot of details and things like that. But this is the first row of the modular kits that we created. And after this, we will continue to make other pieces, correct as well. Okay? Now we made sure that the tiling is working here perfectly. The normals are correct. We will go and start to do other parts as well. And I'm going to leave these two for the end of the process because these two are custom pieces and need a bit of care and attention. And you see in here, these parts are getting repeated. A lot of times. This brick kid is getting repeated hundreds of times. These are more important to get done early so that you create them. And the bare bones of your project get created. And pieces like this one, although they are going to be so effective, I leave them for the end of the project because they get used only once. Okay. This part of the tutorial has been done as well. And see you in the next one. 24. Roof Kit Base in Blender: Okay everybody, this is where we left off in previous lesson and now we're going to really create this woof Kate. And this is the second most common thing in this environment. I have used this tool kit for all of the roofs that we have here. And it means that it's a pretty important piece. And since this has a separate material from the break-it, the first thing that we're going to do is create a material for it. And I have decided to make it. Terracotta has some kind of a material to create. This is the reference port and this is the main reference boards that we are going for. And these are some close-up shots to see how this is created. And this one as well. You see that we have some domains that are located close to each other, some of them pointing upwards and some of them pointing downwards. So we're going to create this material, but instead of going into Substance Designer and try to recreate these shapes, we're going to create a base in Blender. Of course, you can go inside substance and try to mimic that shape, but that is going to take a lot. And you have to deal with a lot of notes. Of course they can do that, but for something like environment, art, the total composition and lighting material setup and things like that are important. Really nobody is going to look at your substance file and see how hundreds of nodes you have mixed together to create a shape that you could have created in Blender in two seconds. So we're going to be as efficient as possible and use the best resources. And yes, you can go inside substance and try to recreate the shape and there's no shame in it, you can do that. But since you are going to be so fast, we're going to do the base inside Blender because that is a lot faster. And by a lot, I mean, a lot of wasted time you can really prevent. Now, I'm going to create a new blender file so that we can go in and start creating material. Create a simple scene. And I'm going to make the plane. And this plane is going to be the base of what we are going to create. I'm going to make this planes three-by-three. And I'm going to make the material square three-by-three. I'm going to create a tiling material. I want to first create a tiling geometry in here and then take that in Substance Designer and use that as a height map. And how that is work. Working is, for example, you have a lot of geometry, something like this. And you bring some of them up. For example, this one, you bring it up, it's going to be represented as white, and you bring something down, it's going to be represented as a black inside substance designer when, later on when we bake this, so this is what we are going to do. We're going to create a tiling geometry in here, make it high poly, and then export it to substance and do the detailing there. And this is going to prevent us from a lot of timing waste. So I'm going to apply the scale on this one. Now we're going to create the shape. And this has been composed of a simple shape that is repeating. It has this cylindrical shape and the cylindrical shape that is backwards. So that is very, very easy to create inside Blender. We're going for cylindrical piece. First, I'm going to go in here. And in the normal stuff in the object data, I'm going to make it 30 degrees and right-click and shade smooth so that we have no problem in here. So I'm going to compare the size of the cylinder to the plane that we have. So I'm going to make it really, really smaller, something like this. Now I'm going to compare that. Looks like we need to make it a larger just a bit and in this direction as well. So this is a pretty base that we can use for our work. But before doing anything, let me go. Now it looks like we need two steps back and resize it in here and re-scale it in x as well just a bit. Okay, now this is a good base. And now we're going to make this geometry tiling. And in order to make that soil, we need to make sure that the edges sing well together. So I'm going to apply the scale on this so that now I'm going in and bring in a vertex in the center. And in here as well, I'm going to select this one and this one as well, so that the pivot is right in the center of this one and I'm going to make this one the pivot. Okay? Now I'm going to make this one a snap really to the edge of the surface. So what we're going to do is going into here, and instead of increments, make it vertex and select this one. And now I'm going to move this and it now snaps to this vertices. It looks like we need to change the mode to active, so that it snaps to the active vertices, which is now in order to make sure that this slide is reading with this side, we need to duplicate this three meters away to make this tiling. So we're going to in the Modifier Tab and use an array. This array now is in x, which we don't want. We want the array to happen in y. So we're going to disable that. And in y just hit one and you see it moves in here. So now we're going to press it in here until we get here. So looks like you need to enter value that these lay on top of each other. So let's go in here and try to bring in the value down to something like this. This is a relative offset, it. And that is doing the work based on the relative bounding box and things like that. And it's not going to be so perfect. So I'm going to turn this one off and use constant, upsetting status constant is going to give us Perfect values. So I'm going to activate it, and now it's again going in the wrong direction. And if you're going to get the perfect result, in this case, we want to forget about relative offset. Now I'm going to use constant offset and int y. Let's put one, this is one meter. This is two meters. Now, this is three meters away from that. And now if you look at here, you see that this center vertices and laid on top of each other perfectly. And in here as well. It's doing the same thing. Now, if I go and I start to manipulate this shape, I'm going to remove this, or let me go from here and Control select until here. Remove the vertices. Excuse me, I shouldn't have removed that one. So I'm going in here and remove this. And join these two vertices together. And join these two center ones together as well. I'm going to join them and now select everything that is in here. Okay? Now we have deleted everything and I'm going to bring them back. And now if we look at it, you see it's doing the same thing in here and it means that these are instances. So I'm going to bring them back. Now we have a tiling piece in here. So let me bring them all back and show them. So this is three meters. And for this coordinate is, it's especially important to have them toiled in all corners because these vertices shared the same thing. But for pieces like this one in here, you only need to tie them in one direction. But for a corner piece like this, you need to tell them in multiple directions. So I'm going to bring in another array. This time. Again, this direction is alright. And I'm going to, excuse me, I should have gone for constant again. And in here, I need to copy that once more. Now we have a tiling piece perfectly around. And if I'm going to create tiling from here to here, I'm going to take this one, for example as an example. And I do not need this one exactly. Let me see what that one is. You only need this one to tile in this direction. And if I had a piece that is going to be in here, for example, let me turn off the snapping. If I had a piece that is in here and I need to tell it I need to only toilet in this direction. So these need to be told in one direction and these need to be tiled in all of the divergence because this is a corner piece and these vertices are common among the four corners. So now I'm going to delete these and delete all of these in this as well. Now I need to isolate this and select these to join them. And select these two and join them as well. And now I'm going for the bottom part and try to remove everything. Okay? Let me select everything in here. Delete. This extra phase needs to be deleted as well. So again, this one as well, and this one as well. So we have a pretty good place to start with to work with. But this one doesn't have any geometry. Now. It has geometry, but the geometry is still, so say community to give it a bit of depth. So go in the modifiers and bringing the solidify to give it a bit of depth. So this is it. And make sure that you make the offset to go negative so that it goes in. And if you make that something like this. To go in this direction, it's going to ruin some of the parts, so make sure that you go in. It's better. So let's make it something like this. Now this is too much. If this is good. Now after this one I need to add a bubble as well. So, but we'll just to give it a bit of more geometry to work with and make that look more high poly. So I'm going to bring in a lot of segments to make this one really smooths out. Something like this. And you go to Shading and to harden normals to give it a bit of more edge definition. So now we're done with this. And before applying the modifiers, I'm going to the shape, selecting all of these. And let's go back and select these ones as well. I'm going to make this one a smaller, just a bit. Or let's look at the references to see what is going on. Here. We understand that the shape is a thicker down the bottom. And when it goes up, it tapers down a bit. So we're going to do that in here. I'm going to select all of these edges and simply hit Remove. And I'm going to select these top vertices and re-scale them just a bit. Okay? Now we have something like this, which is perfect. It too much. Let me bring it up. And now we have the base shape to start working with. If you are seeing shading artifacts like this one, try to make the double amount a smaller, a bit, something like this. And I'm going to make sure that we have the edges as well as good shading in here. So I'm only going to bring that down to something like this so that we have a bit of edge highlight. And then the good shading in this part as well. Now, if you're going to take this one further, he can go and apply a subdivision surface to make this one really high poly. Couple of ones is enough for that. So now I need to toggle this over. So the same thing, you can keep these modifiers if you want them. And now I'm going to bring an array. And this array needs to be in y. So make it three, excuse me. I've gone to the relative again. And now I'm going to 0 this one out, this one in three. Now I'm going to bring another array, this time constant again. But in X, now we have a tiling piece across. This is good. And now I'm going to copy this one and bring this one over just a bit. For now I'm going to disable this modifier because I need to only work in this direction. So I'm going to 0 this one out and make it go in this direction. And you shouldn't make, you should make sure that the pivot is in the center. So that when you try to rotate this, you get something like this. This is it. Now we have the rotation in here as well. So I'm going to make sure that This is hidden under the surface, something like this. And I'm going to go in here and select this one, select everything. And I'm going to rotate in this direction, 90 degrees so that everything is hidden underneath. So I can take this one and bring it down just a bit to make sure that no intersection happens. Okay, this is it. And now I'm going to bring this plane down so that we can see things a lot better. Now I need to make sure that our create this row first before doing a lot of things. So I'm going to copy this one, bring it over until we have something like this. And it's doing the job perfectly. And I need to go and disable this one. This one is needs to be deleted. Now we're getting the shape of the roof tiles that we are going to create. If you're going to do in this direction, has simply take this one, bring it down, and bring it down more. Or instead of bringing down, I'm going to hit Alt and D this time to make sure that this one is an instance from that. So I'm bringing this one in this direction, select these vertices and bring them down to make sure that we do not have that bad geometry. And now this is a bit of awkward geometry. I need to take this one and bring it down more. Okay? Now we have created that part that is required to create this type of roof. And instead of tiling in this direction, I'm going to 0 this one out and make this one instead, excuse me, 0 this one out. It looks like this needs to go to negative three to make that tile. I'm going to take this one, delete this, and now this is tiling perfectly in here as well. So now I'm going to take this one because we altered the geometry on this. And I'm going to remove this one as well because I have altered the geometry. So I'm going to take this one, bring it here and rotate it something like 90 degrees and bring it here. Now I feel like I need to take this one and rotate it again in this direction. And this is alright. Because I have rotated this one negatively, we need to reset the rotation as well, Control a. And we set the rotation so that the modifiers start to work properly again. So I do not need that in y. So let me turn this one off here. I'm going to delete that one. Now. We are ready to start creating. We have created a logic. Now we're ready, ready to create a tiling geometry. And trust me, this would have taken a lot of times to create insights Substance Designer. So now we need to take this one and bring it over again. This time we want to disabled why again, so that this one tiles in this direction. And another thing to make the kid perfect is to bring this one in. And I'm going to make that tile in this direction instead. One thing, because this has no corners and edges, this one really doesn't need to tie these centerpieces. They do not need to tie. So I'm going to disable that and make the tiling only for the edge pieces, the pieces that have shared edge between these pieces like this one, for example, this has a shared edge in here. We need to tie that. Now, I'm going to really fast take this one and I start to fill this space with it. So I'm going to drag it down until I'm happy with the results. Okay? Now this is going to look too uniform because we have not done any rotations and things like that. I want to make sure that I have the geometry setup. And then after that, I start to work on that. Later on, when made sure that you are happy with the geometry, you make sure that we bring this into substance and start to work there. Okay? This is the first row. And now I need to make sure peas is going in here to make the tiling in here perfect as well. So I'm going to take this one and bring it over such a distance because we need to make sure that this comes in with that as well. So I'm going to do this and make sure that you do a lot of randomization to make sure that is not so procedurally created. I'm going to copy that some more times to make sure that this tiling is working. And then we have a lot of space to work with. And we're going to do a lot of randomization there. Okay? This one is good for the last one, and now this piece needs to be copied over as well. And when we bring this here, the piece that is in here is going to work as well. So this is it. I'm going to do some customization in between the spaces. Okay, this one, and just some more copies. And move some of them more, move some of them less to create that bit of randomization that is required. Okay, this one is finished. Now we created the piece that we need for the tiling. And now everything you put in here doesn't need to have that tiling because it's not going to try only these that are on top of the edge are going to be tiling. And if I take this one and try to rotate it just a bit, you see that we have some problems there. And if you are going to fix that, you need to make sure that you turn off the, excuse me, are applied array modifier and go in and hit P and by loose parts so that these become two separate objects. Now, what I'm selecting these, you need to make sure that the pivot is two individual origins so that when I select this one and this one, these are counterparts. Of course before that sense this one is sharing the period of this. I need to select this one and center the pivot on this one as well. Because this one also has the center pivot. Now they're going to work perfectly. So I'm going to take this, you see that they start to work with each other perfectly. So this is good. Let's go back and again apply. Go back until I see that. This one. Now we have a lot of space to work with. And another way without applying the array modify modifier and ruining that is taking this and instead of in object mode, rotate, trying to rotate this to create something like this. You can go in the polygon mode and select everything. And now in here you can take this one and rotate it to make sure that the tiling works perfectly. So this is another way that is actually a lot better. So I'm going to take this one and do an array. Of course this array is not four tiling and things like that. I'm going to make sure that I use some modifiers to create the base geometry and then use some randomization techniques to give this one lots of randomization. So I assign the amount of space that are needed for tiling. And now I'm going to add somewhere. So you see simply we created this and now I need to bring this one in as well. I'm going to bring this. But in here we have a tiling that we need to disable. I need to bring in another array and fix the air space to such a value just like previous one. This one uses this value. And now I'm going to put the same value in here. So I'm going to increase the count until we reach here. We created the first row. Now I need to take this one and create another array modifier. But this time instead of going in x, I'm going to go in y, going to 0, this one out and try to increase the space in this direction. Something like this. And now I'm going to increase the numbers. And I need to decrease one. Okay? This is it. And now I need to take this one as well and try to add the array modifier. And this time again, I'm not going for x, I'm going for y. Let's put the number to be 11. Not in this direction, but in this direction. Let's disable this one. I don't need to copy the exact value from this. This is the exact value from this. And now I'm going to bring it here. We created a tiling system and it looks like we need to take this value and reduce it a bit. So let's bring it down. Now let's bring it up. Let's use the same value. But instead I'm going to take these pieces, take these ones, remove them. And take one piece from here. And I'm going to make that something like this. Okay? Now I'm going to disable the tiling. On this side. I need two tiling to be in here. Instead. This time I'm going for relative styling. I'm going to disable this and do something like this. Let's copy the exact value from here. The amount is 1.3 and the count is 11. So let me take this one and put the same in here, 11, so that we have the perfect tiling happening in here. So it's not working. Let's bring this one down a bit because these are two overlapping pieces and really doing the tiling. So let's go for another value for something like this. And use the same numbers on these ones as well. Though. I'm going for ten. In here again, I'm going for ten and put the same value. We have these pieces, so we fixed that. Now, the thing that we need to do is taking this one. Or instead of taking that, let's take it and start to toilets. So I'm going to bring in the array again, and I'm going to set it to relative. And let's copy the exact value from this. I'm going to take this and we need ten instances. So let's go in here, put the instance to be tell. But I'm going to make that happen in y instead of x. Now we have that. And now I'm going to first delete this one because this is a bit distracting. And remove this one as well and increase the count once. Okay, I'm going to take this one, take a duplicate and bring it here. Something like this. And I only want to disable the tiling. Okay, I'm going to remove that. Now. We did it. We need to go in here and do one more in x. And once more. Now, let's go back. And I need to fix the tiling in here as well. So I'm going to drag a copy and make sure to remove all of the tiling. So I'm bringing that one right in here. And to fix the tiling in here, I need to make sure that I select this one, and I need to use this one exactly down the bottom because these share the same age. So I'm going to again bring the array modifier and used to. And instead of relative, I'm going for constant. And instead of one, let's make it. Okay, Now, these exactly come in here and fix the tiling issue. Now, we need to make sure that this one is going down as well to create a tiling. So I need to make sure to follow the same direction in the x. Let's go find the x here. This is the value and this is the number. I'm going to take this one in the relative in here. Let's put the number in here and try to increase the numbers. Soda, this washers. What do we have created? Some more. Only one more. Okay, now we have a perfect tiling piece that is tiling across. And this is the plane that we're going to bake this one on top of. Okay? Now you see that we have some more information outside of the surfaces. And in the next one, we're gonna make sure that we add a bit of randomness in these tiles as well. Then we export that to substance designer to make sure that we create this. Okay? See you in the next one. And we create randomness in here. Okay? See you there. 25. Bake The Roof in Substance: This is the result that we created in previous piece. And now you see we have created a solid base. But the one problem is that this is a bit too CG locking and we really have no randomization, unlike these ones that have a good amount of randomization. And we're going to do that randomization. Then the trick is to leave these tiling pieces alone. For now, I'm not really going to have any work with these tiling pieces. And the only thing that I'm going to do is these ones. These are the ones that are in here. And if I change them, it doesn't hurt to toiling. Okay, I'm going to hide the others. And in this one I'm going to apply the modifiers, any modifier that I have in here, okay? Array and this one atlas. And I need to make sure to apply all of the modifiers in here as well. And the shortcut for that is controlling a, this one done as well. And now I need to go in and make sure that I hit P and separate them by loose parts. Now we have a lot of pieces in here. So let's take this one as well and go in and hit P and by loose parts. And it separates any individual piece into its own. But one problem is that they share the same pivot is if, whenever I select something from here, it starts to use this pivot. And the same goes for this one as well. So I need to select all of them. Hit Alt and S, soda, the pivot goes in the center of all of them. If I select one of them, I have control to move them from here. Now, there's a very handy option in Blender to be able to randomize this. Just bringing the option and just search for random. And it can bring you randomize transformation. You need to expand the options. And in here you have a lot of options to randomize this. So let's mess with randomization just a bit. So now you see it starts already add a good amount of randomization in here. In here. Now, let's do some in here. And in z, I really do not want that because it doesn't matter if Z is height and it's going to randomize them like this. And I do not want that. Again, I'm going to bring in that randomized and disable this one. Let's go for rotation. And I'm going to add a bit of rotation as well. Let me see. What does the rotation do? It's very subtle. This one as well. And in z also. Let's rotate them just a bit. For a scale. I'm not really going to do that much because it's going to hurt the tiling. Okay? Now we created tiling piece that has some amount of randomization, but it's so chaotic. But he's seeing how much good results we can take from that. Okay, I'm going to go back and again take them and use them. So I'm going to take these and exclude these from the selection, just like this one. And now let's bring in the randomization as well. And I'm going to 0 everything out. This one needs to be one. Okay? Now let's go and try to randomize this one a bit. First-line for location and for location in y, I'm not going to make it very intense, only a small value. And in z as well, I'm not going to do anything and rotation. Let's do a very, very low amount. Okay? Now you see we created a bit of randomness in here. If you're not happy, you can take further try to increase these values to get something that looks more randomized, but not something like this. Let's bring this one back. And I feel like something like this is good. It has a good amount of variation. And in substance as well, we can further introduce some noise to make that work better. Now for these corner pieces, if you are going to change them, you can take them. And instead of doing the changes in object, which results in something like this, it can go into the Edit mode, select this one, and try to do something like this, for example. Which is just to make them a bit more beautiful to look at, I'm going to go and add a bit of rotation into these tiles. So that they're not so procedurally looking. So I'm going to leave these to take this one. And this one needs to be rotated as well. And make sure that you do the changes in the edit mode. Okay, Now, this one as well, that's rotated a bit. And I can take these. Now let's leave this one B. And if you need further customization, you can go in here and try to introduce more randomness by hand. It really makes them go to the new level and try to add multiple selections from everywhere. And instead of using this pivot, go in here and make individual origins so that they rotate around their respective periods. And if you do something like this, you see they start to rotate in a direction based on their periods. So start to randomly select from these and try to rotate them. They give this one the best randomization possible and make sure that you do not select from these, from these outside ones. Just try to pick up from these that are in, okay? This one as well to give it more randomization. Okay, Now, this is about the randomization and I'm happy with it. Let's do something like this, okay. That will need to take this unexplored as an FBX alongside with this plane. And I'm going to bake this on top of this plane to create the height map. Okay? Now, I'm going to take everything, take this one and bring it to the ground level and take everything excluding this plane. And bring them up just a bit so that I can bake the geometry onto that plane. And you should not have something like this, for example, it should not have the geometry to be lower than the plane that you want it to be higher a bit. Something like this. And I need to export this as FBX. Go for FBX. And you want to make sure that you limit the export to selected objects. And I'm going to make this one, or you Polly. And one thing before that, you need to make sure that everything has the same material applied on that. So you see that I have selected everything including this plane and give them this material so that all of them share the same material. They can be baked on top of each other in substance, this is very important. So let's exclude this one and go and export. And this is it limited to selected objects and I'm going to export. And since we have a lot of polygons, it's going to take maybe a minute to export. Okay? Now we need to export this plane, but this one, in, in order to make the baker a little bit better, I'm going to add some geometry to this one as well. Subdivision surface and simple. We have this. And you need to make sure that the UVs are correct as well. Let's go in here and go to UV editor and select it. The UE is going from 0 to one. And if you're creating a simple play, make sure that you do not change the UVs because we need that wants to be perfect tiling. So I'm going to export this one. And again limit to select it, and I'm going to name this LP. The next step is to bring these in substance and start to bake them there. We created a new file in here. We need to make sure to set the material to tessellation displacement in metallic roughness. And these are the settings and make sure that you change this one to false and make the normal OpenGL. And you say this one is OpenGL as well. Now in order to bake them, we need to drag them in here to be able to bake them. These are the files that I have, the LP and hyperbolic. I'm going to bring them and drag them in here until I see this link. Okay, now they have been linked and it's telling us to use UTM. I'm not going to use UDM. And now it's going to load this 200 megabyte file. Now it brought them. And now I need to select this LP, which includes my low poly and go opaque model information. And in here you need to define a high poly first. In here, just go from resources because these are the resources that we have in here. And if you're going to bring an external from outside of substance, you can go for file. But now we are going for resources and use this high poly. And in here we need to add a baker. And for the testers, let's go and bring in the normal map, normal map from mesh. Let's make it OpenGL and do a baked us to see if everything works. You hit Start Render. And it's going to do some calculations and gives you the result in here. This is it and it is working, but we need to make sure that we extend the cage Baker bit and substance use as a cage that has these values. And if I'm going to explain that to you, it's something like this that starts from the low poly and start to shoot rays. Catch the high-quality details and it works with something like this. If you have the low poly, it's going to create a cage. So it's just like something like this extruding from the normals. And now we have something like this. And it here captures only these parts that are in. If you're going to really capture all of it, you go and extend the cage so that all of the details in here get captured as well. So this is what we are going to do. We're going to go in substance and make sure that we extend this frontal value and hit Rebecca again until we get the perfect result. So now we have more values. It looks like we need to extend this one so far. Okay, now you see we have all of the values in here. And let's extend this one just a bit to make sure that we capture all of the details. So we captured this one and now it's working, but do not need the normal map. I need the high poly map, excuse me, height map. So we go in, we go in here and two from map. Because normal map can be created from high polyandry are going to alter database as well. So we go in here and make the resolution for k to get the best result and anti-aliasing to four and hit Start Render. It's going to calculate a bit. This is the height map that it has created, just like what we have created in substance. And if I go in here and start the tiling, you see, we really have no tiding issues in here because the tiling WE said was perfect inside Blender. And now this is going to create a very good material, but this is facing towards this way. I want to make sure that it's facing the direction that I want to first make it grayscale. And bringing a transformation node. And this node, let me hit a space and I'm going to make that face this direction. Now let's hit a space again and try to look in these areas. You see there is actually no tiling issues and this is a perfect starting point for now. So let's select it. I'm right-clicking and add a frame. And I'm going to call this one, the base is c. Now we were able to create something that would have taken a lot of times to create insights substance. Now, I'm going to drag this one into the normal. Let's make it a stronger a bit. For example, something like ten. Now you see it's so much more intense. Bring this one into height, which is this one, and bring it into this ambient occlusion as well. But before that, let me bring in the RTO ambient occlusion. Then connect this one into the output. This is the base that we have created for the material. And you see a tiling and everything is okay. And to make sure that we are using the full range, I'm going to add the O2 level after this, so that it uses the full range from the black and white. Now this is the base for our material. And we can go in here, the material tessellation and displacement. And in here I can bring in the tessellation up just a bit to preview what is happening actually in here. And I need to bring in the tessellation factor up a bit to make sure that the transition between these is alright. So this is how simple we created that one and the tiling and everything is okay. And we can do a lot of things using this. And from this point on, we're only going to add a lot of details into this. And we're going to add the medium and a small details in substance and start to add the coloring and roughness phase in here as well. One great thing that you can do is adding a flood fill load. And you know what this flood will note already. It's going to take the black and white data and give you some masks. But you see that if I print this one into here, for example, flood fill, we're not getting a result because this is now has been seen in only one piece and it's not going to do that randomization for us to, in order to make sure that we separate these values from each other, it's good to bring in an edge detect. And in here you see that it can separate all of these from each other, just like what we have created before using title samplers and things like that. And it makes sure that it reads them altogether. So let's bring this down and you see, this is what we get and now bring it into that. And you see this is really something that we could have created inside tile sampler and get something like this only by using this edge detect. We were able to create that really without problem. So let's bring in the roundness up a bit. We're going to add various small value num1. Let's go for something smaller. Looks like this is the smallest that it can go after this one. We have this. And now let's see what we have here. I'm going to bring in landfill and in here random grayscale. And this is something that we can use in order to randomize the selection and things like that. For example, let's bring in the histogram scan in order to select some of them. For example, select these to give them a color. This is going to be very good later on down the creation process. So I believe this is enough for this lesson. And in the next one we will actually start the creation process. And I start to give some medium details, edge breakups and things like that to this one. Okay, See you there. 26. Roof Mat Height: Okay, In previous lesson, we bake the height map and now we're ready to move on and start creating. So before this also level, I'm going to drag a node. And this one is already doing a good randomization that we created in Blender, but we can do more a bit. And I'm going to make sure that I do that in here so that it applies to all of the things that we have created. So let's bring in a random gray scale as well to check the progress on this one. So after this one, I'm going to bring in a space. I'm going to bring in the directional warp. Although we have some randomization in here, but it's only a bit. So using a directional word, we want to bring in a gray scale to work this even more on these directions. So let me drag this one out. And this is what we're going for. Let's bring that out, bring the contrast down. Something like this so that it works the texture for us. So let's select this one. And you see now we have a lot of warp in here, which is really not that natural. So let's go back. Start to only add a small bits. I'm going for very small bits, not really too much. And in order to make that really subtle, I'm going for this one. And you see I have removed any contrast from that because the contrast is going to shift them vary too much. So after this one, I'm going to add a blur as well, blur high-quality gray scale to make sure that there's not really a huge amount of shifting. And using something like this, for example, if I may bring the contrast up, you see the shifting is non-existent in here, a 100 per cent in here. But in here we're going to add some bits of details to make sure that there is a transition from the absolute whites to absolute black. So I'm going to bring in the quality up and this one down. Now, if I go in here and start to shift this even more, you see that the shift is already subtle. So this is before that, and this is after that. I need to increase this one as well. Let's make it five. And now you see there's a bit of shifting happening. But I do not want the five actually. Let's make it something like two. Okay, now let's add another directional work to work them in another direction using another gray scale map. Just like this one. And I'm going to add that distance note to it so that I can bring it up. And this starts to give us some values. So I'm going to invert this, something like this and adding auto level to have the full value. And after that I'm going to add the color quality up an intensity to something like this and bring it up in here. Now this is too much. Let me go and make it too instead. Okay, now, you see that we have a better one in here. And the good news is that because we are using procedurals and the substance system, this is telling us well, and we have no problem in their belief, this is good for what we have created. And now let's look at that one. And you see the blur and all other things have been happening to this one as well. So this is our base here. You can use this one either or this one. Let's use this one again. It's becoming a bit flatter and starting to introduce these values as well. But if I introduce the outer levels, you see that a lot of these values get lost. But let's go and start to use this one instead. So that we have these values. Again. In here, we have not a lot of values. So I'm taking this one and deleting it. Now the first thing that we need to do is adding some edge breakups in here. And it's not going to be very good if you go. And I start to apply on all of them. And by that I mean, if I bringing the slope blur gray scale just like the previous one, and it starts to bring in a noise, for example, this noise. And apply that. Let's see the result. Bringing the samples all the way to study to mean is it's going to hit everything that we have here. We do not want that. We want to create a method. So isolate the edges, for example, the edges in here. So there's a node that is called shadows, and we have used that node previously. So I'm going to bring in the shadows and real-time shadows. And you see it creates a shadow based on the height map that we have created. So let's make it a gradient instead, so that we have a pure black and white mask. You can go and try to change the shadow position to see if we get something. And then this is going to be something good. This has used this one and separated the edges. But let's go and try to make this not so harsh. Let's use another type. This is the best that they can do it using this value and using them to create shadows. And let's go and manipulate that more, separate more from the mask. This one is going to be better. And now it's separating the edges for us. But let's do something to subtract more from the edges. Let's add the ultimate level. And instead of that, let's use alter level and compare them. Now doesn't make difference. And after this one I'm going to add a levels. See if I can use the levels to separate some of that out. And we did that, but not so fully. So let's take this one and I'm going to use this one as a mask. In here. Let's bring in the slope blur, gray scale. This one, we're going to hit that using some of these branches, for example, these clouds to that we have been working with, both this one hits them all. Let's add just a tiny bit. And not a lot of headed to men. Now we're going to blend this one with the previous one. We're not going to change the blending mode, but we're going to use the opacity. So I'm going to again bring in a blend in here and use this mask. Bringing histogram scan so that I'm able to drag a mask out, bringing the contrast up. And I can either use this one as the mask or use that one or mix them both. So now let's go to see what we have created. Of course, we need to apply the chain in here. This is the change, of course reversed. So I need to take these. And now you see the algebraic curves are happening in here, which is a great thing. But since we have a lot of contrast in there, we're getting some problems. So let's bring that here. Or let me go and use other shadow map, this one instead and plug this in here. It looks like we're getting a better one in here. I'm going to change the light to see which direction I need to have it. We'll leave that be. I'm going to use this one. But instead, I'm going to blur that a bit. Bringing the blur high-quality grayscale. Now it is spreads the mask on everything and I do not want to bring the quality up and bring the intensity down just a bit so that we have a stronger mask in here. You see now, the mask is more prominent and we do not have those type of art artifacts which we had there. And if you're going to separate that so that some of them have only these. You can go and blend this one with this and use multiply or something. Let me take this one and bring it here. And we can use multiply. So let me see why this is not getting what I wanted. So I'm going to bring in the gray scale conversion from bringing Gradient Map and convert this one into a gray scale. And because we have this node being connected here wrongly, we need to take this one and bring it here instead to select from these masks. Now, this can simply be connected into this plant. Let's convert that to here and add a multiplier so that we have only some selections, some edges are hit and some not. So it's absolutely obvious that we need to plug this one instead after hitting the edges. So that one works. Let's not bother using this one instead. Use an hate all of the edges. It's better. Now, it's time to go and start to add some surface breakoffs as well, because these look really just like mirrors. So now let's go bring in this cell. And I'm going to add. Blur after that. So I'm going to bring the intensity down and quality up because I need to have something to be able to undulate the surfaces. These white parts are coming out and these black parts are going in. So let's add directional warp as well to work them just a bit. So I'm going to use the clouds and then try to work them like this. This is too much. And this is a better value in this direction. And I'm adding a blur after this cloud. To make that one soft as well. I will do not want it to be so harsh. This is it. And now I'm going to add a blend after this one and add it to the mix. So let's bring this one. And you see, we have a total chaos in here. And that is because the intensity is too much. So let's go make it subtract and make that really subtle, not so much. And let's bring it up. So now you see it tries to hurt the surface a bit. Adding some things in here. So let's scroll through the modes to see which one gives us the better result. So copies, Alright. Subtract is alright as well. And multiply is a good one. So let's bring it up. And you see it starts to add some surface breakups in here. But this is too much, so I'm going to bring that down until something like this. Now to add a bit of more surface details, let's bring in the slope blur, gray scale and try to work this one against itself to see what results we get. This is it and we do not want that samples out. This one down and use men to get something more pronounced. This is now starting to look better. Of course, now it's procedurally all over the place and I do not want that. Let's go and make that per brick, instead of being procedurally generated, you see, it's just like a procedural generated over that. So I'm going to bring in directional warp again. And I'm going to warp it against the data that we have here. Now you see it as separate that per brick, but we need to take this and make it more separated so that it separates them based on the brake and not so procedurally all over the place. So let's make this one something like this. This is too much. And something like this is going to be alright. This is before that. Excuse me, this is after that. And this is before that. This is laid up On top of that. And now this is it. This is what we get. Let me bring up the multiply again to give it more. No, this is too much. Let's go. For the previous 1.1 is the best value that we have. A lot of surface area copying here. So let's go in here and try to use different mode instead. This is not. Let's use max. The max isn't going to be good as well. Of course, it's good for adding these. It looks like this is a happy accident. I'm liking this one. I'm keeping this for later use and I'm going to right-click and call it carvings. But for this one I'm going to use another method. Let's bring in clouds one and then start to hit that against the clouds one. This one. And this is too noisy. So let's go put that one using Min. It starts to add some subtle surface undulation. And after that it goes through this and after that in here. So let's use other modes as well to see if there's a mode that we can use. Believed that subtract and multiply are the best ones. Subtract is going to be more harsher, but multiplier is going to be better. So ended up using subtract instead. It's giving me the better result. So after this one as well, to give it more details, Let's add a slope blur grayscale to add some more finer details. Now, I'm going to bring in the black and white spots. Intensity down, samples up. You see it starts to add some finer details in here, which I do not want to be so harsh. Min and max. Doesn't matter. Both of them are doing the same thing. Let's just add tiny details. And this is going to be better. Okay? Now we can go and start laying a whole slope blur gray scale on top of this. But before that, let me take all of the chain and we'll move it back. And I'm going to add slope blur, grayscale. This one, I'm going to really make it settle. We'll do not want to have a lot of noise. So I'm going to bring in this Perlin noise, this, if it works or not. So now we're getting a true mass in here. So I'm going to make it men, then intensity very, very low. And the samples all the way to up to get the best quality. And now let's go in here and we need to make it really smaller. And actually very small chunk of noise. Let me put something bigger and compare that before and after. Okay, let me introduce it into the chain. Starts to give these a bit of more detail, but let's go and give it a bit of more details. So I'm going to blend, and I'm going to blend it with one of these fractal sums to add some finer noises in the mix as well. So I'm going to bring it really slower so that we have a bit of fine detail in here. And you can see that happening. Now we have a good amount of undulation. Now I'm dragging this one down, and now it's actually time to go for these medium shapes. We created some big shapes in here. I'm selecting them out of frame and just call them big shapes. And now we're going for medium and small shapes as well. Again, we're starting with this for these godliness parts. Some grunge, maybe some directional noise as well. Just like this one. This will start a lot of Wiener noise in here, which we're going to use. So first, let's just start with the directional noise. I'm going to work this against the height map so that we have this one localized. And I'm going to make it go in this direction. And I'm going to take this one as well and change the angle to something like this. Okay, perfectly balanced. Now in here, Let's make them work in this direction. And I'm going to make it a stronger, just. This value is good. And now let's test that. And actually I do not want to use this one. Instead, I'm going to create a blend and make this one the actual blend. Then connect this one in here and connect this one here. And I'm going to go for a very low value. So I'm selecting these inverted to get what we want. So I'm going to bring this really, really down until we have something really less pronounced. So this is something. But let's go and start to introduce more contrast in here to make more separation happening. But of course we need to bring this one in here. Okay? Now we're getting something like wood grains and I do not want that. Let's go for something lower. Okay? I do not want this to happen all over. I'm only needing some parts of itself. I'm bringing this crystal and applied on the mask so that in some parts we have it and in some parts not. Okay. This is the first step of adding those medium parts. And now the next one, I'm going to use this Gaussian noises. Hum, blending this Gaussian noise as well. I'm going to put it, but this is too large now. I'm going to tile it very much until we have some finer noises. And again, on this one as well, I'm going to warp it against the height map to separate them per brick. Now you see a lot of noise happening in here and I need to go and make this one subtract that we have something like this, but we need to bring this down even more. To a very low value. Now this starts to introduce more of them. So these are some spots that are present in here. And I can go, and instead of using that all over the place, I can take this one and inverted. So that on places that we do not have these noise, we apply this Gaussian noise. Okay? This is now happening. And now we're going to add some more, smaller noises as well. So again, I'm going to use this for, but I'm going to make them randomize as much as possible and do the scaling. And this is good. Okay? Now I'm going to bring the level two, separate some of the data or do not want all of them to be present because this is too intense. Something like this. Now I need to a slope blur this one against loud noise. Since I want this one to be subtractive, instead of making it main, I'm going to make it max because I'm going to subtract and I need this one to be bigger. Okay? This is something that we get, but let's go and bring the tiling down. So instead of that, let's use clouds to as lesser amount of finer noise. So I'm going to warp this one using the directional work against the same noise and applied onto the mix. I'm going to make it subtract as well. This is going to take a lot of information from this. This is too much. Let's go down. And of course the amount of the noises that we get is okay, but the size isn't alright, so let's scale it so that you have a smaller ones. So in here I'm adding just a little bit of them. And you see this is happening in here, which is okay. So again, I'm going to add another noise like this, Perlin noise and add it in here so that it's not all over the place. Okay, let's go in here and I start to introduce more. It looks like we need to introduce more details so that they are more visible. Something like this, but this is too harsh. I'm going to select this one and give it also levels so that it's using the full range. And I'm going to bring it down so that we have better separation between these. This is it. Now we're seeing a lot of the scratches happening in here, which is a good thing. And now I'm going to add another blend. And this time I'm going to add these spots. So let's make the scale bigger. And I'm going to simply subtract this one from the mics. Okay, Let's put it to subtract so that we have some noises in here. So I'm going to make it very, very smaller than all of those. Something like this. And now we have a good amount of noise that we can work with. And I can go in the levels in here and start to remove some of those are scratches, case, something like this. Now this is a lot better. Okay? I believe this is enough for the height. In the next one, we're going to cover the roughness and color information as well to finish this off. And because we're not going to see this very often, I'm not going to put a lot of concentration on this because this is going to be a piece that the player is not going to be see very often and even very closely. It's a roof piece. And we need some information to hold out, not a lot of fancy information. And we leave the time that we can put on this on another place in the production. This is enough for the height piece. And in the next one, we will do the color under worthless. Okay, see you there. 27. Roof Mat Base Color: In previous lesson, we created the height information for this one. And now we're going to go for the color panel. If we could, we finished the color and the roughness in the same lesson. If we couldn't, we simply put the color in one lesson and the roughness in another. Now, we're going to define the base color for this. And as always, I'm going to bring in uniform color and start to drag from these references that we have. The main node that I'm going to use is this one. It has a lot of cool colors. So let's go and pick from here. I'm going to pick one of the darker ones. So I'm going to copy that. And I start to pick from here to bring in a darker one. I'm going to create a blend, excuse me. I'm going to blend these two based on a grunge. This one. And now we have a bit of color information present in here. And now I'm going to make it as rich as I can using HSL and introducing different ground just as masks. So this is it. Now, for example, I add this and see the result. And in here I'm going to change it to something like this. Okay? And now I'm going to drag a node and connect it to the base color. So we're seeing the color information in here. And for this one, I feel like I need to make it darker, a bit saturated, a bit more. Let's check four different colors. This one is alright. Now I'm adding a lot of color nodes after each other. And laying a lot of procedurals make the color as rich as possible. And then this is going to be the first layer. And then we use this height information to drag in a lot of cool things in here, okay? I'm going to bring this one in. This one is going to be connected into the HSL node. And the good thing about this HSL, notice that it takes the previous mix into account, and it's not using only a uniform color, it has a lot of information in it. Okay? Now, let's try to make it a bit saturated and darker. Now you see that we're getting somewhere. And this is going to be a lot dirtier than the brick color because it gathers a lot more noise. Okay, now let's bring in this Voronoi connected. And before that, let me bring in a slope blur gray scale using this Voronoi fractal. And this is going to be noisy. Again. Use min and I'm going to bring the scale up. Okay, we have something like this. And now I'm going to drag HSL and drag it in here and do some color changes to see the results. Okay, you see this one adds some grunge in here. Let's select this one adult to level, to bring in more separation into the mask. And let's select it to see the results. You see a lot of general noise that is happening in here. So let's go and make this one darker just a bit to make it sturdier. Now you see it has added a lot of cool information. Another blend. And this time I'm going for this because it has a lot of cool directionality happening in the same format as the height information that we have. Now, HSL, HSL node is very powerful in terms of giving you a color information. So let's select this one and you see how it's affecting that and make it more saturated and bring it out. And instead of using this, Let's go and mix some of these challenges together to create a black and white mask. And then we color pick from the references. Okay, let's put this one to have and blend this one together and put it into half as well. So we have a black and white mask now that I can convert to a gradient map. And I'm going to bring this one up and I start to pick a gradient from here. Let's pick up from here. Now we have a stronger color pickup that we can use. So instead of this HSL, I'm dragging this one out. And now you see it has added to start introducing lots of cool colors. But let's take this one and bring it down so that it's not so prominent. Okay. Now this is the base color information that we have and we can continue to add even more details. And now I'm going for some smaller details as well. I'm going to use these black and white spots. They are very tiny and they add a lot of cool details. Okay, let me bring in this and I'm going to connect that. This one as well. Let me copy that and connect this one in. Now I have three more gradients to start laying on top of this. And I'm going to bring in a blend. I'm going to connect this and drag the color select in here. So let's go for this area. Now you see it has added a lot of cool colors in there. I'm going to go bring the scales up so that we even have intense color. So in here, I'm going to bring it down really. How you see this is before and this is after. Now is that the color is a lot cooler and richer. Another blend. And I'm going to scale this one more connected. And now this is also going to get a color information from here. For this one, Let's go and select. From here. Pick gradient and I'm going to pick some of these noises. And you can bring in the procession up to get more colors. Now, I'm going to bring this one down more. Okay? Now you see even in close up view, we have a lot of cool colors to look at. Okay, now I'm adding another blend. And this time I'm using this one. So let's at this, and I'm going to pick another color from here. Okay. This one is cool as well. But instead of having that all over the place, I'm going to separate that by a mask. Let's bring this down. Something like this. And in here I'm going to plug this mask into there to separate some of the colors out. Okay, now you see we have more color definition happening in here. Okay? This is the first layer of the color. I'm going to select it and rename it color big. Now what I'm going to do is bringing in these values. And I start to introduce some color variation in here. So I'm going to do a blend. Instead of that. Let me bring this one. I'm going to bring this one and select it here. But we need to convert this one into a gradient map. Now, I can make this one multiply to darken some of the roof tiles. And I'm dragging that down so that we have more color variation in here, which is a cool thing. Now you see the brakes have been separated from each other. And one more thing that you can do, instead of adding this, you can go and then start to pick color from here. And this is what I'm going to do. Let's go and test that. Okay, and now we have a cool selection of colors. And you see we already have a lot of cool colors in here. So this is the result. And now I'm going to make that more intense so that we have more colors in here. Okay, This is good as well to introduce more different Briggs separations as well. But if you're going to add even more, you can go and bring in another histogram scan and try to pick up from here at a lot of contrast so that you have these informations. And I'm going to copy this one and change the seed on that so that we do not have the same information. So I plug it here. And now this is the selection that we have, okay? Now we have these bricks that I can take a gradient map from and bring them here. For example, I'm going to blend. I'm going to pick a color from the references. So let's go and find a good one. This one has some intense colors. So I'm going for a gradient and try to pick colors. And instead of this one, I can take the mask. Directly from here. So let's add a gradient mask on here, convert that to a selection so that this is one that we use the gradient map on. Okay? Now these are the colors that we have. Let's go bringing the gradient. It's alright. And now we should bring in the mask instead. So I'm going to connect this one, which is the mask into this. So that I convert that to a gray scale. And now this is a mask. Now I'm going to connect this one in here. And now you see we have a lot of cool colors, but I'm going to separate that there. Okay. Now we have some lighter breaks and some darker Briggs present in here, which is a good thing. But of course I'm going to make it add or something else that we do not have only a single color on top of it. So either the screen or soft light is going to be okay. So that you see we have these information after that. Or even we can go for copy. Now. Copy isn't going to be that good. Ad is okay as well because it keeps the color information behind it. This is already good. And now let's add, after this blend, I'm going to add another HSL so that I can bring up the saturation just a bit and bring up the lightness as well. This is too dark for my taste. So now these are better colors. Now let's toilet. And okay, this is fine. If you're going to have different colors separated, just like this one. You can go and create different flood fields with histograms scan. And just, you need to change the seed to a value that you haven't used before. So this one, this one, and this one are different. So in here I'm going to bring in just a single value, and this is it only a selection. Let's make this one gradient but gray scale and after this one a gradient but color information. So I'm going to pick up the color and use that one as the separation mask in here. So I'm going to put this one into the mask. This one is going to be the mask, make it grayscale. And this one is going to have the color information. So let me go in here, and this time, let's pick up one of these lighter colors. So let's go pick colors. And this one is grayscale. Let's change it to a color. So now, let's see. Now we have some more breaks that we can use. Let's bring it down just a bit to see these color information behind it. Not subtract, let's go for ad. But this one is already too intense. I'm going to bring it down just a bit. Now, this is the medium information that we have. And now we're going to right-click on this, Add a frame and call this color meet. Now it's time to go and actually bringing this height information in and start to use that in the coloring process because now we have a texture that is laid on top of that. But if you're going to make it cooler and make it belong to the same geometry with all of the details, we want to use these as well. So let's go and see what we have in here. And I can use this mask to start to add some cooler colors in here. So let's make it a gradient. I'm going to bring it in the mix in here. Blend. I'm going to use this one as a mask. So it's not selecting that because this is a color information. So I'm going to make it grayscale. And I'm going to bring in these directional ones and combine some of the black and white data together to create a mask. And I'm going to combine these using just a value half in-between and use them as a gradient to bring in some color information. Well, let's try this one in here as well. So I'm going to bring in the Gradient Map, and now we have the mask. Let's see how it does. You see. It starts to add some color information in these parts, which is cool. So now I'm going to bring in a lighter version to simulate that. So I'm going to go for here and look for such a color, something like that. Okay, let's go for here. And bring in some of the color information from here, which is great. Now you see that we have added a lot of cool colors from here, but this one is already too intense and having a lot of values. And to make sure that we take something out from this, I'm going to bring in the blend and start to subtract these manually from that. Okay. I'm going to subtract. It took away some of that information. This is before. This is after. I'm going to bring another blend Just to only take some of the parts from that. Subtract. Again blend. And this time I'm bringing this one L. And I'm going to do another subtract to add, to subtract from that k. You see that now we have a lot subtler color that we can add. But I need to make this one a bit more lighter and more saturated as well. Okay. This is good as well. But I'm going to go in here and bring the color down a bit. We really do not want it to be so intense. This is another color, and now let's go for another blend. I'm going to bring it back, bring all of this information back. Now, the next thing should be one of these actually, which I'm going to use again as a gradient map. Bring here and use it as a mask or as the color. And use another gray scale version of that using gradients scale conversion and connect that to the mask. And now I can take this one, connect it to here. And that's connected directly there. So I do not need this. Now I need to drag a color from these areas. For example, from these make the color a lot richer. So this is it. Now let's see what we need to do. The first thing is bringing a lot of the value down. Something like this. And you see we have a subtle color changing in there, which is great. So I'm going to bring this down even more and start to introduce more colors. So let's do another blend. And this time I'm going to bring in the values from these small shapes. For example, this one. We have this, I'm going to bring in a blend and add this one as well, and use subtract. Let's do that the other way. Something like this. And now we have this one. And I can drag and drag it onto the hair. Use a gradient map to convert that to a color. And now I'm going to subtract that from the color so that on these parts that we have these scratches, we have some subtracting information that looks darker. Just something like this. This is great. Okay, now, let's see what multiply does. And actually I need to take this one and inverted, inverted color. And then multiply that, we get darker color in there. Now, let's do another blend. And I'm going to bring in from these color information. The next one is this. Then I'm going to combine a lot of these masks together, okay? This is going to be the first land, and this is going to be the mask. And let's use subtract to take away some of the information. And let's take this and do something like this. And I believe this is not that good. Let's do the reverse and bring in a level to start to pronounce more from this, something like this. And now I'm going to blend this one with the information that I'm taking from these k. This is it. I'm bringing this directional work that has been conferred to the surface and add this one to the mix as well. I'm going to add them and create the mask. Now, all of these are going to be subtracted from the color to make the darker colors really appear darker in these. A scratch areas, okay, another blend. And this time I'm going to bring from this k and this is going to be added on top. Let's make that weaker just a bit. Okay, now we have a mask that we can take, convert that to a gradient map and bring it in here and start to connect that here and subtract from the color. You see on a lot of these a scratch areas, we are now getting darker color. Now. It looks a lot dirtier than it. Then it should be okay. Now we have created a base, and now to make this one really belong to the surface, I'm going to add another blend. And I'm going to do something for these crevices areas as well. And I can take the mask from here. This edge detector is already having the information that we want. I'm going to take that and just inverted that we have these areas to work with. So let's go and this one already has these parts that we have colored in here. And I'm going to subtract that information from this to make that perfect. Okay, let's see. I'm using this mask and I'm going to blend and subtract this mask from this so that we do not affect those areas. Okay. Looks like we're wrong. This is it. This is the information that you're getting. It looks like this one is better. Now I can take this and use another HSL because we have a rich color information. And I'm going to connect this one into the base and this one in here. And try to change the color a bit to see what happens on the texture. You see, we get a lot of cool color information in these crevices areas. Okay, Let's go and make it lighter instead. Let's see. I feel like darker is better because on these parts, a lot of dirt and rust and things like that gather and make that really darker. And something some color like most is going to be okay. Okay. We have this and now let's bring that down more. Okay, This one is better. Now, we need to bring in the height ambient occlusion, normal and those kinds of things in here. And we created a fairly complex material. So this is the height. Let me find the actual height, which is this one. And now I'm going to bring in a normal going to make it OpenGL, make it 15, so that we have a lot of information. And now I'm going to go bring in the curvature, smooth curvature, just the normal curvature out. And since they are OpenGL, I'm going to convert them to OpenGL. Okay? Now, another note that I need is ambiance or collusion. And I'm going to use RTA and plug the height in here to get the ambient occlusion happening. So I'm going to bring it down something like this. This is alright. So now I can create a lot of masks using these values. I'm going to go for generator, just search for generator. And this dirt is a good one. So it needs a curvature. Let's give it the curvature. And this is the value that we get. So let's go for another third and use this one instead. So this one needs ambient occlusion, which we are going to give curvature and normal. Okay, Let's see what we can do using this one. It's going to give us this. Let's combine that with the color. See what we get. I'm going to use this one as a mask. Again, use HSL and bring it in here. Try to change the color to see what effect it has in these parts. So it's going to give us some light information in here, which is cool. Just like this one. Since this white is too strong, I'm going to bring it down just a bit. Okay. Now I'm going to do another blend and lay this ambient occlusion in here and convert that to a gradient map and start to multiply. Now you see we get a lot of cool color details in here, which is great. So we can either bringing the copy or even use this ambient occlusion as the mask. So let's convert this one to a gray scale. And again, you use HSL connected. And I'm going to make this one darker already. And you see, we get a richer color, which is great. So instead of multiply, I'm going to copy and this HSL, I'm going to make it darker. It looks like I need to bring in a level before this. Let me take that. And I'm going to bring in a level to start to manipulate this mask just a bit. And I can invert that as well. That's inverted to something like this. Now let's see the actual result in here. So it's going to affect this bottom part, which is good. Of course, let me make this 1.5 as well to disabled that and add a bit of saturation, just like this one, and a bit of darker color to make it really contrasty. Now we have the color information that you need. And the next step to make it even better, It's to add one of these curvatures like this one on top of that. And make it a gradient map. Added with the very, very end, Let's use different blending modes to see which one gives us the best result. Looks like mean Darton is good. But let's do only a bit. Well, this one is going to make it so contrasty sound. Let's not use this one and instead add another blend. This time, use the curvature with a little bit of level link. So make sure that we separate a lot of the data from there. And let's invert it. And it's going to give us a cool color information to add on top of that. I'm going to make this one a mask. And this one again, HSL. Let's manipulate the color to see what we get. A bit of desaturation on those colors is a great thing. Okay? Now this is the color information and now we need to add sharpen to make sure that we have a lot of cool contrast in the texture. Now we're done basically with the texturing and base color creation of this. In the next one, we will actually create the roughness. We have a cool color and we can start to create the roughness from that. There is a node that is called emboss. You can take that. And it needs a black and white that are. So I'm going to use this one and use a grayscale conversion and connect that to here. And it's going to give you a lot of cool contrast, just like the sharpen. And you can give it color information as well. But since we do not need it, it's good to know that it's there in the next one who will go and tackle the roughness information as well. Okay. See you there. 28. Roof Mat Roughness: Okay, In previous lesson we created the base color and now it's time to go and tackle the roughness as well. And as always, I'm going to use the gray scale version of this one as a base so that we can start working on the roughness. So now this is too shiny. I'm going to connect that to the roughness input. And you see that it's shiny a bit. And I do not want that to be like this. So I'm going to take it and add a blend. And I'm going to bring in one of these images that have a lot of white in them to make that very subtle. This one is good. I'm going to select that and bring it halfway up so that you see there's a lot of more broken things inside that. Okay, now it's already starting to look a lot better. But there are a lot of places which we need more treatment and including these places that we have created damage and things like that. And you can see them here. So for the first one, I'm going to go for this and I'm going to grab something from here. So let's make it, Let's bring only a level. And I'm going to lay this one on top of the roughness that we have already to make those areas a little bit more rougher. Well, just added in here. And I'm going to drag it down. Or let's use ad so that it adds on the roughness information. Let's make it something like this. I really do not want that to be so rough. Okay. This is good. Now, these parts also need to have some treatment and I'm using let me see what I can get. I can take this ambient occlusion or this mask instead and bring in, make it a level so that I can bring it there. So I'm bringing this here and do a blend and make this one a mask. And I'm going to bring in this, for example, and add it to here. Now you see we have a lot of more color breakup that is happening in there. And I'm going to make it something like this. And make it at so that we are adding info on top of that, making it so rough. Okay, this is good. And now for these crevices areas which we have a lot of dirt, I'm going to bring in another value, so let's go and find it. And actually I can go in here and I'm looking for a mask that can help me. So let's bring in the edge detect in here and bring everything down so that I can use the edge detect. So let's make this one really low and lower as well. Looks like this is the value to work with. Now I can take this one and inverted so that we have a mask. And now I can take, for example, this same mask and start to subtract these from each other. So let's use subtract or do the reverse. So now you see we have selected these parts. So I'm going to bring this, make it a level so that I can use more values from here, okay, in here. But I'm going to really exclude those parts that are higher in the height map. So this is the map that I'm using. And I'm going to bring it right here. Just bringing a gradient map, make it grayscale. And I'm going to add a blend. And again, I'm going to make this one add to something like this so that we have some dirt and scratches in this grid overseas as well. Now if I move the light around DC and these smoother areas, we have less roughness. And in this corner areas which there's a lot of dirt, we have lesser roughness. But let me take this one and I can take the level. Start to increase it a bit. Something like this. And now you see in here we really do not have a roughness information. And it's totally scattering the light around. Okay, and this is the material. And we created a roughness successfully as well. But as I said, since this one is going to be used in a area that is not so close to the player. We're not going to add a lot of details and let the detailing to be done in Unreal Engine. And let's bring this one down just a bit to something like this. I'm not really making that so rough. We need only a bit. Now we have the base color. Which is here, we have the normal, we have these as well. So now I'm going to bring in an RGB, a merge, and bring in a uniform color and make it white. Let's make it pure white so that the Alpha is white in this one. Okay, I'm going to bring it here. And for our new node that we're going to create an RH, a map, which is a standing for roughness in our channel height AND channel ambient occlusion in p-channel. So this is the roughness. I'm going to bring it to R. And this is the height that I'm bringing. Excuse me. I'm bringing in G and this is the ambient occlusion that I'm bringing in our excuse me, in B. Okay. Now this is the result. And now to be able to export this one, I'm going to drag a node and bringing the output. And on this one I'm going to call it HA. And it can here at item, make it RGBA. Or you can totally disabled, that, doesn't matter. So now we're ready to move on and export these maps out to create the kid inside Blender. These are the outputs that we have. Now I'm going to the graph domain graph right-click and export bit output as bitmaps. And before that, you want to go there and make sure that your normal is to OpenGL as well. And if you're going to have more normal data, he can take this more intense if you actually wanted excuse me, I had to restart it so lost some of the settings. I'm going again in here, displacement and just make sure that the Direct X normal is off, disable it on, turn it off, and bring him some scales and isolation as well to see how it works. Okay? And if you are going to make this a stronger, he can go and bring in a higher value, for example, this to make the normal so really pronounced and actually it's working. Let's go for 20. And since this is a rough surface, we are getting a pretty good value. So let's go for 15. Okay? This is alright. That is really your choice. If you're going to have something, okay, now the math is two k. I need to go in here and hit 11 to make sure that it converts everything into four K. Now, after turning them into four K, I found out that some of these colors are too intense. So I'm going to find the color looks like this is it. And I'm going to bring it down just a bit. Something like this so that it's not so pronounced. Now that everything is for K, I'm ready to go in here, right-click and start to export them. And I'm going to export them just in case. These are the maps that I'm getting. Ambient occlusion, the base color, this is the height, normal, the mask and roughness. Okay, in the next lesson, we're going to create the roof kit as well. And we're gonna do that in Blender. Okay, this lesson was a short one and we did only the roughness and the exporting. Okay. Now, see you in the lender. 29. Roof Kit In Creation: Okay, everybody in previous lesson we created and finalize the roof material. And now it's about time. We bring that in blender and start to do the detailing. Just like the previous one. I'm going to create a new material. And I'm going in here. And this shading tab in this matter, we are properties. I'm going to bring in an image as the base color, and I'm going to bring the base color in here. We need to correct a UVs for this one. No problem. I'm going to go open the shading tab, which is in here, shader editor. And I'm going to bring in texture. Go for inputs. Or in this texture tab, there should be an image texture, okay, hit Open and you want to come in here and bring the normal map as well. So I'm going to take this, bring a no doubt that is called normal map. I'm going to convert the color to this and convert a normal into normal. Now we have a normal map going on in here. And you can set this one to linear so that you see the normal map going on. Okay? This is foreign it, and now I need to bring in the UV editor as well as the modelling tap to be able to work. But this one doesn't need a lot of manual work because we have this one already done. And all we need to do is adding details to make this one really high resolution piece instead of using a flat plane. And you see that even in here we have a flat plane. I need to give this one a bit of more detail. So we're going in here and I'm going to take this one, bring it over. This is the main piece that we are working with. It doesn't have any odd number. And it means that whenever I export this, it's going to be overwritten there. So good thing. So I'm going to go in the UV tab, select all of this. And it's showing the normal map. And I don't want that. You can expand this one here instead of normal map, you can go for base color instead. Excuse me. Okay, this is it. And now I'm going to select everything, Right-click and unwrap so that the unwraps that in here. Now, I need to take this and make sure that by bringing the vertices in every one meter and in here as well. And now I'm going to the subdivision surface and start to give that a bit of detail, Simple and optimize. Okay, now, in this particular case, I really need this one to have more geometry because I need to offset some of the geometry to get some of these details captured in here. So this is done. And now I'm going to bring the shading back, hide this. And you see that now this is really stretched and we don't want something like this. Okay? I'm going in here, select everything that looks like this is not. Let's apply the modifier on that. Now in here, we should have quotes. So it doesn't matter, I'm going to select these. And because this one needs to be inverted, I'm going to invert that so that it starts from here. You see that? Now I'm going to start with scaling until I see my perfect texture resolution. And it's good in this direction. I'm happy with the horizontal one, but I need to scale that in y. So I'm going to change the pivot to be into the cursor. Which means that when I'm going to change it, it's going to change from here. Okay? This is good. And now I'm going to take an a scale in y so that I get perfect texture resolution. And to test that to see if everything is working or not, I'm going to take this and again, using the UV toolkit, I'm going to bring that from here. I'm going to give it a texture. And whenever these became a squares, we know that everything is working. Okay. I'm going to again, a scale in y to make sure that these become squares cell something like this. Now, let's test this one. We have perfect squares. So now I'm going to go and assign my material to this one as well Before remove all checker patterns and assign this one. And now you see we have this one in here which is perfect. And now let's change the tiling. Excuse me. Check the tiling on this one to see how it works. So I'm going to make that increments and make sure that we check the tiling. This is the result and we have some pixels of that is because we need to, we need to scale this one horizontally a bit because I saw that there was a bit of empty space in here. So now I'm going to scale, but this time in eggs to make sure that we get perfectly to this direction. Okay, a scale and an x. And I'm going to re-scale it until we get here. Now, it's perfectly done. Now, let's talk about the tiling to see how it works. Okay? Now we really do not have any problem and it's working alright? And the tiling looks okay as well. So I'm going to take this one as a finished piece. I'm going to go in and I'm going to slide these vertices on these parts. I want to make sure that I have the vertices on these higher bricks. So I'm going to slide this just a bit and make sure that turn off snapping to have no problem. So I want to make sure that these are in the center of this and make sure that you go for slight, if you prefer going to use the movement, you see that it's going to change a lot of things that were very badly. So go for slides so that you have minimum is stretching. This one is good as well. Let's go for this one. I'm gonna make sure that a place these vertices in here so that I can give some depth to the texture. Okay, let me bring this one here. And this one in the center. I want to make sure that I give this enough resolution to work with. Okay, now, this is cool. I'm going to select all of the segments that are in here. And there's extra segment in here which I can take and remove perfectly without problem. So now I'm taking all of these and I'm going to make sure that I bring them to the top to give this a bit of detail. Something like this. Now if you take a look at that, you see there's a lot of detail. Actually not. Let me bring this back. Looks like we have a bad geometry in here. Let's select all of them. Let's select this plane. And you see we have a bad geometry. This is a very bad geometry. So I'm going in here, we have these and I'm going to double down just a bit. We have this pebble now. Now I'm going to rise this. So let's raise them in this direction. And just, let's go back again. And I'm going to simply go back a step until I remove those. Now I'm left with these vertices that I can work with. And I'm going to put some vertices in here so that these parts a stay in place and do not change. Since we have done that previously. When I select something, it automatically puts that in here, which is a great thing. Okay, now let's go and place one in here as well. And I'm going to take these top ones. Now they should come up pretty quickly without problem. I'm taking this, hope that this time it works. Okay, now let's start to look at them. And now you see it has a lot of details to look at. Now the only thing that I need to do is a smooth this and make it. Let's see. Something like this is good and we have some extra shape to work with. And now we have this one as well, which we need to take care of. So I'm going to bring this in here. And this one can be simply taken from this. So I can go duplicate this. Now I'm taking these two and bringing them over. So I need to make sure that I take these vertices on top, take these faces, I'm going to delete them. And take these ones as well. On the bottom. I'm going to delete them as well. And take this one as well, delete this one and delete them. Now we have that piece. I can take that start to give that the proper material and bring that back from that piece. Okay, now we have this extra pieces which we need to clear. Now let's bring it over and it's working alright as well. Let's bring this one back as well. And now it'll make sure that this one has a PID of silhouettes. I'm going to bring this into place first. Let me bring this one in here. And I'm going to bring these in the center in order to make sure that we have a bill of silhouette, because we're going to add this extra piece later on. We will create extra piece for that. So I'm going to make sure that I take this and Control I to invert the selection. Excuse me, I shouldn't have done that. I should take this one, this one instead and select this and invert the selection and remove that. Okay? Now, this one could be called a piece. So I'm taking this one and this one, Control and J to join them together. And doesn't matter if this one has wrong UVs because we are going to change them. This one is done as well. And I'm going to take the name from this because I copied that. I'm going to paste the name in here, remove this one. And this one should be good as well. Okay? Now, there's this piece that we need to take care of k. And I'm going to take that from here. So bring this here, bring this here. And because this one has some pieces, we need to make sure that we follow the same in here as well. One good idea is taking this, of course take a duplicate, bring it over. And I'm going to remove this bottom piece that is underground. And these ones as well. There are some pieces that need to be removed. Okay, Done. And now I can take this one and start to replace it with this. Let's bring it here. And I'm going to make this one in here. So now I'm going to place the period temporarily in here and hide these two together. And I'm going to turn on the snapping. Okay, now I can take this one and drag it out and start to snap it to here so that I can continue this piece from here. So I'm going to snap that to this, and I'm going to hide this for now. So I'm going to take these two, this one on, this one, isolate them. I can take all of it, merge by distance. Of course I need to join them first, Control and J. Go in there, select everything, isolate and you see how many amounts of vertices have been clear. Okay? Now I'm going to go and go a step back until we see the previous one. And I need to cut it from here. So that's easy. I'm going to go in this mode. I need to drag in a vertices right in here. Now, I can take everything plus one and delete them. Now we have this piece. I'm going to take its name. And first I need to change the pivot of this one. So again, I'm going to take this one and bring the world origin to select it. And now I'm going to select this. Now, this one, you have this one and make the pivot to cursor so that it shared the same pivot as that one. And I'm going to bring the same thing to origin. Now, I'm taking this, it has the same pivot and I can take this one easily, copy the name and remove it. Okay? Now, I can take this one and we name as that. So it's done as well. If we have some extra pieces in here, it doesn't matter actually. I can take this and start to snap these vertices together. So I'm going to turn on the snapping, but this time using n vertices instead of increments. So I'm going to snap this to here using this method. These are all going to snap together when we import them in Unreal Engine. Led me a snap them altogether so that you have no real gap in Unreal Engine. Okay? Now, it's a continuous piece without any problem. And we have the same thing that needs to be in that side as well. And by that I mean, for example, in such a scenario, which is this one we are now manipulating this piece. We need to correct this side as well, because we're going to do that on those side as well. So let's take this one. I'm going to bring it. And this time is snappy to increment, start to re-scale it or rotate it and bring it here. I need to make sure that these are snapping here as well. So let's start snapping. I'm going to take the vertices and bring it here. Of course, I need to make sure that it's now set to vertices. Vertices. And I'm going to take this one and then snap down to there. Okay. It's now working in all of the directions. Now, if I bring this in, inside Unreal Engine and we're going to have a piece that is going to snap perfectly. I'm going to take a bit of time, but the result is going to be worth it when you start to visualize that in engine. Just more. And this is done. Now I can take this one and simply delete it. Let's look from here. And the piece is a snapping in all of the directions. And I'm very happy with the result that we are getting a now the next piece that we need to do is this one. And now let's see what is happening with this one. This is this one that comes in here. And actually let's do something. I'm going to take this one and export it on its own place. Excuse me. This is it that needs to be exported. I'm going to take it, rename it to this and I'm going to export it. And then I'm going to find this piece and reimport it. Now you see the amount of the detail that it added. Now we need to make sure that this piece a snaps as well. So we need to make sure that we create enough geometry for this one to snap in this direction. So let me bring this piece over. And let's bring these as well. I'm going to take this one, exports, take this one as well, export, and we replace them eventually. So now I'm going to take this one and bring it in the center. Now I'm giving it the material and it doesn't have a UV, so I'm going to select an unwrap. Okay? Now it has a good unwrap. Now, let's add the amount of geometry that it needs to go in vertex mode. Now let's see how many we have in here. Looks like a total amount of 21 is okay. But we need to make sure that we bring this slide term and place them in their places. Gonna take a bit of work, but it's worth the job that you do. Okay? I'm going to say this and I'm going to make sure that one stays in the center and one goes into top. Now let's add some vertices in here as well. One in here to make sure that it's snapping is correct. And one in here as well, one in here. And when in here, I want a snapping to only affect this area, not the areas in between. So this is, alright. This is our right as well. It needs to come out. And this one as well. Since you have seen the process, I'm going to stop the video and make sure that I place the edges on their places. Okay, this is more or less done. And now I'm going to take the vertices, snap them in their own places. So for example, this one could be snapped to here. And this one to here. Luckily, we're getting a good result out of this. This one. And some extra vertices need to be manipulated as well. Just make sure that you snap them so that no light comes in. This is good for this part. And now I need to make sure that I select all of these vertices that are belonging to these pieces that come on top, just like the previous one. And I'm going to raise them to give that a bit of silhouette. So I'm going to exclude these. I'm going to deselect these ones. And then I'm going to raise them up. Something like this. We have good silhouettes in here. So to make that site working as well, I'm going to take this one and using the increments, I'm going to bring it. Until here, rotated the face it to the direction that we want. And I'm going to bring that here. So these vertices as well needs to be snapped. And that's easy process. Just take them and snap them on vertices, not increment. The good thing is that it's going to snap to the nearest surface that it sees. There might be some stretching, but that is a very minor problem. Okay. Let's take all of them and I snapped onto their places. This is very important to make sure that no lighting comes inside of the building. You should avoid these areas that allow for light bleeding. You should cover a lot of gaps to make sure that no light comes in. Especially for interior lighting when you're creating interior lighting for your games. As I said, a bit of a stretching in the texture, but not something really to break the game. And nobody is really going to see that. We're going to make sure that we have a good experience in here. Now we deleted that and that one. And I'm going to take this one again and export it. Okay? Now, we're going to unreal and make sure to select everything from this kid. No matter what it is. I'm going to right-click and width. Really important. It's going to re-import all of them. And when it sees a change, it's telling you to change, it. Just hit that and they are going to be good. Okay, now you see that we created the perfect transition and it's working in this side and on this side as well. And we added a bit of silhouette. And now the next thing that we're going to do is actually adding the texture. But instead of creating new material, I'm going to this here. And in here, I'm going to right-click on these and convert them into a parameter. And this parameter make sure that instead of using and creating a new material, we change things in here inside the editor. So this one is going to be RHIO as well, and this one is going to be normal. Now I'm going to save this one out. Now if you go out, I'll right-click and create a material instance. I call it my 100 score roof. Now when I bring it, you see I have the ability to change these textures, create a new material on the fly. Okay, now I'm going to import those textures that we created right now. Okay, import. And these are the ones that we're going for, the rough, excuse me, base color or HA, and normal. And you know that the normal is already in OpenGL and we need to fix that. And this one as well needs to be in mask to turn off the sRGB color correction. And this one you need to go and show all at once details and make sure that you flip the green channel. Okay? Now I'm going to save everything. And I'm going to go to texture and replace the materials normal for normal base color, for base color, and mask for mask. This is it. And now I need to select all of these parts that use the same material, including, excuse me, not this one. I should deselect this. And this. Okay. Everything has been selected. Let's double-check to see everything is working. All right. And now I'm going to the details panel and a need to bring in the proper material. So I underscore roof. That is it. And I'm going to bring another material copy this. Or instead in here, I underscore roof as well. Okay. Now you see that we created that. And everything in here is now using the same kit. And for this one as well, we're going to fix that later on. But right now, it created a very, very good material. And I'm happy really. It doesn't have an invisible, excuse me, it doesn't have a visible tiling. And this one also needs to change the material as well. Let me see here. This one needs to get the material as well. So I underscore proof. And it's done. The snapping in here works perfectly in here as well. And the color and everything in this is good. Now we brought this environment that a step further and we created this roof kid, except for this one, which is a custom piece that we're going to create later on. So now the next thing that we're going to do is create something for this. These materials that we apply on top of these are really placeholder materials, rarely blog called materials. When made sure that we create enough geometry and enough scene, we will go and create sophisticated materials too, really add a lot of more features in here. So hit Play. You see that in the eyes of the player. You're not really going to see a lot of things. And that is why we didn't put a lot of time and effort on these wolf pieces. And the trick is that the closer and repetitive the PSP, the more attention you want to put in that. Okay, now we're done. And in the next one, we're going to create these pieces as well. Looks like we need to alter the brake material and create a new one to support this. Okay. See you in the next one. 30. Alter The Red Brick Mat: Okay, everybody, now it's time to go and start to create these ones as well. For this one as well, I'm going to use a break and I'm going to use the same material. But in order to make that a bit more interesting, to look at and learn something new as well. I'm going to go and create a variation from this inside Substance Designer. And by that I mean, we're going to change the brakes than to give them a new look and bring them here. And this is the kit that we're going to create. These two are pretty identical. And I don't know that I'm going to create one and then duplicate it to others because I'm going to create couple of windows instead of creating couple of special pieces, I'm going to create one and then create two Windows console and I can drag them on top of each other. So now I'm going to bring up the substance designer. And now this is the brake material that we created. And the good thing about substance is that it's very procedural. And if you come in here, for example, change something, it's going to change it all the way across as well. Now I'm going to copy the contents of this one and create a new graph instead of being able to change this one because I want to keep this one as a default one. So I'm going to right-click in here new substance graph. And let's call this one red brick alternates, okay? Now I'm going to create one. Now I'm going to take everything in here and delete. And it's giving us an error, and it needs some outputs. So I'm going to go in here and Control a to select everything I'm going to copy. And then I'm going to bring everything in here, paste them. Now we have a duplicate of that. Now it's going to take just a bit of time to calculate them. And if you're not seeing the result, just right-click and outputs in 3D, and it starts to calculate the outputs. And now we have a new variation from that, which is independent from the top one. So now I'm going to create a more interesting brick pattern. And I'm going to do in this route so that every change that I make is going to take effect to all the way into the end of the project. And we convert it to four k, and then we're good to go. And everything has been set up for us. So I'm going to bring in again a tile sampler. And in here instead of square, Let's bring in the brick. And it's the same as a squared, doesn't matter. Really, didn't change anything. So let's see how many pieces we have here. We have 17. We have 7717 in here, and 517 in here as well. So now I'm going to create some brick formations. Let me go and make this 17 and this 117. Now I'm going to make this one more break like I'm going to add all sorts of randomizations into that. Though. Let's go for scale x. I need to scale it by 1.11.2, okay? Alright. And a scale y as well. Let's scale it to 1.1 as well. Now we have a good break. And for size random as well, let's give it something I always love to randomize what I'm creating as much as possible. And for scale random as well, just give it something. It's going to scale them both randomly. So for position, I'm not going to do anything but for upset. Yes. Let's make this 1.5 so that we have this brick formation, which is alright. So now for rotation, I'm going to to something like this. I'm going to make this one go in this direction. So let's change the direction to 45. No, Let's go 435. Okay. This is our right now. Now this is the first row of the bricks that we created. And I'm going to bring the scale down a bit so that we have a separation between them. Okay? This is now the bridge formation that we created. And let's do the Y as well. Okay, something like this. Let's go in here and disabled offset. Actually. A lot more happier with the officer turned off. Okay, now we have this diagonal bricks. I'm changing them just the way that they are. Okay? Now, there's nothing more that I'm going to change about this one, but I'm going to again copy this. And this time I'm going to rotate the other way around. So let's go for rotation. And instead of that, put 45. And now I'm going to mix these two together. This one and this one. And I'm going to make it ad. So now I'm going to take this and this really needs to have a bit of upset. So I'm going to go in here and introduce my offset. Let's offset first in y and then z. Now we have this pattern that we can use, or of course we can go and use any pattern that we want. So let's use this one. And I'll be like this one is going to give us a good result. So let's go and start to reduce the size of the bricks. Bring the scale down just a bit. Or bring this down. And in here as well, I need to bring it down so that I separate the bricks from each other. Okay, now we have this pattern that is actually a cool one. So let's see what more we can do about this. This is alright, now, let's go for this one. Now we have something that you can use, okay, now I'm going to bring this one in the mix and instead of this one, use this. So let's bring this one back. And I'm going to put this one in the mask map input. This one as well to mask map input. And I'm going to remove anything from the mask. This is a mass MAP threshold, and this is it. And this one as well is going to do that. So we have this only in these bricks. Okay, now I'm going to take this one and let's bring it in here to see what we get. Okay? Now we're getting a design that is worthy to look at. But I'm not going to keep that in this way. I'm going to change the design to something else. But this one we have made that disappeared totally. So let's go back. Mask random needs to come down. Instead. Let's use mask MAP threshold. So now you see that we have a more interesting pattern going on. Now that I have this, I can go, I start to refine this even more, but I'm going to add a blend. And right now we're getting nothing in here because the blend is pure black. So I'm going to take these three, excuse me. I'm going to copy these and paste them so that I can manipulate the mask even more. So I'm going to blend these two together again using ad. Okay, let's go for Add. Now, I'm going to make this one into the mix and make this one as well. So nothing is changing because we have a lot of pieces that are laying on top of each other. So now for this one, I'm going to make the size bigger or smaller, excuse me. This one to 14 and this one to 38, for example. This is looking good. Now let's go on this one as well. Make it 14 by 38. Now we're getting one problem. And that problem is that this doesn't separate the edges from each other. And that is why, because we are getting these bad coloration in here. So let's go and see where the problem is. You see the problem is in here. We have no separation in here. And that is because in here I need to add edge detect. Let me bring just edge detect applied here. Edge width. I'm going to bring it down so that we get the basic thing and tolerance up. Now I'm going to plug this one into the fluid-filled so that we get separations again. Okay? Now you see we have the colors and everything back together. But now let's go back and start to refine this a bit more. I'm gonna go and offset this just a bit. And global outset. Let's look at this to see the work that we're doing. Okay? I'm going to go for offset. This is alright. Let's see if I can do another one. Okay, This is good. I'm happy with what we have created right now. Now instead of having this as a mask, I'm going to add two on top and the bottom. So I'm going to manipulate the mask so that I'm able to see these large brakes on top and the bottom as well. So I'm going to blend this one right away. I'm going to make it at, let's make it add. And I'm going to bring in a shape. This shape is now a square. Let's reduce the size in here. And I'm going to cheat, ringing. Excuse me. I'm going to bring in the transformation to D, and I'm going to bring this one up top. So upset in y, I'm going to bring this one in here so that it's Thailand. Now, let's go in here and start to make this bigger. So I'm going to take this one and bring it here. Add that we have this one in here, which is great. Now, let's increase the size until we get that separation. So there's a visual bug in here which we'll need to fix. And that should be in this area. Let's take this mask and bring it into that to separate the Rix. Let's see, Before that, I need to fill this with this mask again. Now there's no visual bug because I have subtracted this mask from here. This turned into this one, which is a cool thing. Now we create a experimental type of a break and logic that we created. There is still present in here. And I can go even in here after the sharpness. And I'm going to bring in HSL between this one and the base color. And now I'm going to go and try to change the color just a bit so that it's not totally identical to previous one. This one is looking good as well. It's great, but it's looking a stylized a bit. This one is better. We have some good bricks in here. And I can take this one and bring it down to create something like this. You see it? From that brick. We went to something like this, which is totally a new identity. And that's to something like this. In couple of seconds, we created a new brick type from what we had previously. And this is really the power of proceduralism inside substance. We were able to alter the material very, very simple without any extra effort. But now let's go in here and try to make the size. We're a bit. And let's go make the size bigger on this one as well. And we should have this one bigger as well. You see the bricks start to get bigger. And in here, this one is now a good pattern. Now, let's go to see what more we can create from this. So there's a node that is called contrast. Contrast and luminosity colour, it needs a color and it has a contrast and luminosity. So bring the contrast up and luminosity know. And it added also a bit of contrast on top of that with everything that we previously created. Okay. I'm happy with this color. Let's check the previous one. No, this one has a lot more definition to it. So I'm going to double-click on everywhere and change this to one and this one to one as well so that everything converts to four k. And now I'm ready to export this one into blender and start to lay that kid and create it. So as always, I'm going to right-click in here export outputs as bitmap. Now since we have altered the name of the graph, everything that we do here is going to take effect. So I'm going to add a t underscore. And after that everything is going to be alright. And I'm going to export that to the red brick folder. So I'm going to export outputs. And now these are the outputs that we created, the ambient occlusion, base color, height. And this is metallic, that is nonexistent. And this is the normal that we need to convert the mask and roughness. Ambient occlusion. This belongs to this one. Okay, Now we need to go in blender and start to create that kid. And I'm going to close out Substance Designer. And in here I'm going to bring in simple plain and apply a default material on it. And now in here I'm going to convert this one into an image texture and open. And I'm going here and from this alternate, I'm going to pick up the base color. Let's go to material preview, and this is our texture. And now I need to bring in the shader editor, again, applied a normal map on it. So I'm going to shift the duplicated, hit Open and again select something from here. I should have selected Norma, make it linear and bring in a new node that is called normal map. It's going to convert what you have into a normal map, color into color. And this one in here. Okay? Now we have something good to look at. Okay, now that the material is set up, I'm going to call this lesson done. And in the next one we will start to create this one as well. Okay, see you in creation process. 31. Create The Alley Kit: Okay, everybody in previous lesson, we altered the red brick to create something new insights Substance Designer very fast, and it only took some minutes. And now we're ready to create these pieces and plus this one as well. So we have this here. I'm going to bring this one in here. I'm going to delete this one, create a new plane. And let's see the dimensions of this one. This is four by three. Now I'm going to convert this one to four by three as well. Okay? Now, let's give it the pivot. I'm going to make it a standard. And because we have changed the size and anything, I'm going to apply the scale and rotation as well. And now let's give it the material. I'm going to give it that material. In order to find that material, you need to go in here and change that to unnamed material. We created that, but this one is inverted. So no problem, we're going to fix that. The first thing that we're going to do is adding those segments and this one as well. Now I'm going in here and start that subdivision surface, simple disabled to optimize display. And now this is basically what we have applied a modifier and now we're ready to move on to UV in process, which is an important one. So I'm going to select all, and now it's showing the normal map and I do not want that. And if you're going to change that, going this texture menu and just select a base color. Okay, Now we should have everything as cool. What I'm going to select all, I'm going to go to polygon mode, select all and using this UV toolkit, who hadn't wrap, it didn't work. Let's select one of them and choose cool at codon wrap. So I'm going to select the UVs and bring them in here. So just hit pack with textile with this UV packer or anything to make sure that it comes in here perfectly. So let me bring it right in here. Now this one needs to be re-scaled because we need to have more texture resolution in here, a scale. But we need to make sure that we scale from here on. So go in here and make the pivot to, to the cursor so that you're able to change it. Okay? Now, we need to re-scale this until we get perfectly to this area so that our piece becomes tiling the wireframe and I'm going to duplicate it once. Now let's take a look at it. And it's doing perfect without even a pixel of, okay. Now we created the piece. It's time to go back and start to curve the window in it. But before that I'm going to keep this one in case something happens. I'm going to create a window. And just like the previous one, I'm going to make it 2.5 by 1.5 because this supports that size. Okay, go in here, create a cube. And this one is going to be 1.5 by 2.5. I'm going to bring it right in the middle of the object. So in here, I'm going in here and do this to create the window size. So I'm going to delete that one. Now this is the size that we have. I'm going to select all from here. And then after making sure that we have enough selection, I'm going to delete them right away from the center of that. So I'm going to take this one, copy the name from that, remove it, and paste it. Now, I'm going to copy once more and take the name from this, remove it, and paste the name in here so that we have these two pieces. And now I need to take both of them biotechs and I'm going to export now, go to unreal and take a look at these two. They need to be reimported. Okay, Now they're working properly. So now let's bring in the textures, those red brick that we altered. I'm going to go to Import and we have them, their base color, normal and the mask. I need to bring the mask and normal up to change some settings. This one needs to be converted, excuse me, this one needs to be converted into Direct X by converting the green channel and inverting it. And this one also needs to be set to mask so that it turns off the sRGB as well. Okay, I'm going to hit Save. And now I'm going to the material. And in here I need to right-click from here, treatment Korea equatorial instance, and just call it m underscore alley. Of course, looks like that we have one. We are going to add underscore two after that. So now it's a good time to bring in the textures to make sure that everything is going to be okay. So go for textures, diffuse for diffuse, normal for normal, and mask for mast as well. So I'm going to select these and these ones as well. Now in the Details panel we have this one I'm going to underscore Ally, and I'm going to bring what we have created now. You see how we alter that. They get a new result that is totally different from that. And we're getting a good result. And later on, when we add those windows and pillars and things like that, this is going to go to a new level. It's not going to always status floodplain. We will add details eventually. And you see that things are starting to work together pretty nice. So now it's time to go for this piece. And right now, I found out that this piece is not really that interesting. I'm going to change it and make it a real tunnel. So I'm going back in here and I need to take these to bring them out just a bit to make the space for this one to work. The only thing that matters about this one is the dimensions and proportions and a period as well, the most important thing. So I'm going to take all of these. I'm going to go in this view and try to align them on the bottom. So it's not working and looks like we need to apply the transformations on it. And rotation and again go. And it looks like we need to take this one only. These are our right. Now. I'm going to do something like this. And now the only thing that I'm going to do is adding a Boolean piece in here. And instead of doing Boolean, I'm going to bring in cylinder. And this cylinder is going to be the tunnel that we're going to create. In this direction. I'm going to rotate it. And now I'm going to make that as big. I can make this, this really perfect circle shape, or I can make it something like this. So let's go for the circle, or let's go for this one. Let's only in one direction. Okay, something like this. Now, I'm going to apply the scale and rotation as well. And take this one and this one and hit control minus to apply the Boolean and to apply the Boolean using this method, you need to have the bool tools on. And if you do not have it, go into preference and an add-on, just search for bu tool. You need to activate this so that by that controller and minus you can do a subtraction. This is done, and now I'm going to upload it like this one and delete it. And now we're left with this, which we need to fix. So I'm going to make it Shade Smooth and give it 30 degrees to make it really smooths. Okay, Now let's go again into material. And I'm going to give that the same material that we have in here. Shift Q to bring up the material utilities. And this one is, again is a free add-on that you can search for, just search for material utilities for Blender, and it has a lot of good options. So I'm going to give that, this material and looks like we need to do some UV work. Now, let's go in here and check the textile density on this one. So I'm going to go for this textile density. And it calculates the textile density and this is the amount that we have. Okay? Now, I'm going for this one. I'm going to select this right-click and unwrap. And I need to make them face the right direction. And this one as well, this backside needs to be done as well. That is simple as doing that. Right-click and unwrap and make that face the same direction. Now for this part, again, unwrap. And this part isn't as important as to previous ones because this is not going to be seen. The same goes for this one as well. You should put the concentration on the places that the player is going to be seeing. But in order to make that happen, we unwrap this. Okay? Now I'm going to take this, hit Alt G to select this. And I need to set the textile density on that so that the brick size gets as large as this one. Okay, perfect. This one as well. Set the textile density. And all of these as well need to be set to that one. Okay, I'm going to select all of them, set the pixel density, and now we have consistent textual density across. Okay? This is now done. Let's look to see how it works. And I'm loving this one that is flowing in this direction. And if you are going to make some adjustments, I'm going to take this one and make sure that I bring this alongside with it so that the texture continues. And this is one trick about visa as well. Let's take this one and this one, excuse me. And I'm going to, instead of increments, I'm going to make it a snack to vertex. Just turn it on and make active. So I'm going to snap two vertices and just look at it. And it's not following the direction. And that is because I need to take this one and rotate it. So select it and go in here and hit bounding box centers so that this spins around itself, go in this direction. And now you see we have a continuous piece of UV perfectly going. And this one as well. So let's go for this piece. Now, this one, and this belongs to here. We need to make sure that we fix this one as well. So I'm going to bring this here and just deactivate the snapping, bring it here and make sure that you get it as close as possible. And if you are one, if you're going to do that, just select this one and then snap it. And if you see that it's not continuous, just selected and rotate it around itself so that it becomes a continuous piece of UV work. Okay? Now you see it's very natural and very good creator. I'm going to take this 11 thing actually that I can create to make this one more interesting is taking these because I want to create a tunnel and I want to make sure that tunnel is long enough. So I'm going to take this and turn off the snapping. And I'm going to extrude this. It's going to give us some some Australia UVs, but no problem, we're going to fix that. So hit export. And in here I'm going to go to the actual file, right-click and re-import. It created this for us perfectly. So now what I'm going to do is take this one and apply that alle material to that. Okay, let's go in here to see if we get any tiling. Now, it's good. It's great actually a now we need to make sure that we stretch this long enough to cover the sport. So let's go in here. And I'm going to take this one and actually a stretch it. A couple of meters. Hit Export. And in here I'm going to re-import that to see the changes that we have done. Okay, It's perfectly there. But we have a bit of UV problem in here which will need to solve. I'm going to go in Blender bringing the UVs, and I'm going to take this one. And this is the texture information that it has. But before doing anything, I'm going to apply the scale and the rotation as well. And this one now needs that pixel density applied. This is not the textual density that we expected. So it looks like we need to do a bit of manual work and this isn't going to be seen by the player anyway. So let's bring in a checker pattern material on top of that. We need to make sure that everything is set two squares, just like this one. Perfect squares. I'm going to select this one. And it's looking good in this side. It only needs to stretch in one direction. So I'm going to select one vertices, for example, this one. But one method of doing that is selecting a point, for example, not in this mode, go into active mode, use the select a point. With having the UV sync active, you can select a point, for example, this one. And hit Shift and S and bring the cursor to select it. And it's going to bring it in here. So I'm going to select only one vertices cursor to select it. And now I'm going to do manipulations using that. So I'm going to select these vertices and Shift S to make it. The center. So I need to go back from that. Again, I need to come in here and make that. Instead. Just disable the UV mode by hitting Tab. And when you hit disabled, select the vertices that you want shifts us cursor to select that. Now, first let me snap this one to its place. This one as well. Now I need to select this one and start to re-scale. But I need to re-scale from the cursor instead. So let me go for polygon mode. Now, it's getting re-scaled properly. So when you are having problems, try to cycle between the UV sync mode to see what works for you. So now I'm taking this one and a scaling. And instead of scaling in all directions because this is good and matching with the texture, I'm going to scale it only in x. First, we need to change this one to two, the cursor as well. So scale and now in x, I'm able to drag from here until we get perfect squares, same size as adults. So I'm going to select this one, bring it here. Now we have a good textual density on this one. And let's select these ones as well. And I need to manually correct one, this one. And it's not going to do a lot, but since the player is not going to be seeing that anyway. So I'm going to bring this one to bounding box center and try to re-scale it in x. Again. This is done as well, and it's really not a problem if you're having a lot of overlap because this isn't a tiling texture and there's not actually a lot of problems. So again, let me scale this one in x to get all squares. Okay? Now, I'm going to bring this one connected exactly two here. You see that this is continuous. And now the, one of the most important pieces, which is this one, I'm going to select all of them that are being stretched. And I'm going to correct them as well. Go from the fixed as well, it unwrap. And I need to make this bigger, this size. Or let's make it a smaller so that it has the same size as that one as well. So this one, right-click on rap about this one. Now this is perfectly done. We have all the squares around. I'm going to export that and try to test it in here. Right-click and re-import. Now everything has been done. We have bricks in here. But this one needs to be larger a bit because the brakes are very big on this one. So let's go and try to select this one. And just select using seams. And we do not have any seam, just select this one and try to re-scale it until we get something that looks good. I'm cycling through and back. Now, this is a good amount of resolution and the size of the bricks is okay. If you're gonna make them a bit larger, doesn't matter. Go and create them. But this is what I'm happy with. Now I'm going to select this one as well and this one. And I need to re-scale them and make them bigger. Okay, exports. And again, I'm going to test in Unreal. And this is good. Let's test for this one as well. It's alright. And this one as well. It's alright. Okay. We created this piece. Looks like it's about half a meter of from here. So I'm going to go half a meter back. No, let's leave it, it's working. And it actually makes sense. We bring in the pillars to stay in. Here on top of this one. We created the windows for this one as well, as well as the tunnel. And we created a material and reuse a substance material to turn it into something else. We created a new kid out of that. Now the modular pieces are coming together and I believe that the last pieces of modular kids are going to be these windows, these walls and windows together. And for these ones as well, I'm going to create a concrete material because that looks a bit more lecture we estimate. And then after making this, we go for trims and more special pieces as well. And then they go for materials and basically blending a lot of stuff together to make this come to life and then we go for streets as well. Okay. See you there. 32. Concrete Mat Big Shapes: Okay, everybody in previous lesson we created this allocate as well and the tunnel as well. But later on we're going to refine the tunnels, for example. Maybe I take it and we scale it so that it matches the size of the walls. Actually make this whole data on. This is going to be a good idea. For now. I'm going to keep that like this. And now we're gonna move on to create this kid. And this is very simple. It has only this piece that needs to be created as the repeating piece. And these pieces as well, we need to create them. But one thing that I understood is that if I extend this more into the sideway, who will get a better result? I'm going for the kid and this is the kit that we have. And I'm going to take this one and bring it here. Now I'm going to borrow the geometry from here, and I'm going to duplicate it and hit P by selection and take this one and delete it. Now we have this one. And now what do we need to do is actually apply the scale and rotation. Make sure that what we are going to do is going to work. Alright? So I'm going to take this one on this one and align them to left so that we have this piece, this one and this one align them to right. Now I have this piece and I'm going to take it and extend it a meter into the sideway. But before that, before exporting, I'm going to go for the rename. And I'm going to call this one. Extend that. Okay. 01. Okay. I'm going to take that and this is a still going to be a blackout. So I exported and now I'm gonna go and import it into Unreal Engine content browser. And then again import. And this is the piece that I need. I'm going to bring it and I'm not going to do actually anything. This is going to be only for the block code. So this is the piece that snap perfectly to the surface. Now it's a snapping to this piece, but I feel like one meter is too much for this. So I'm going to snap it. And instead of having that 50 centimeters, I'm going to snap it to one meter increments. And you see that if I select this one and this one, the lines are the same. And for the staircase, I'm going to extend that so that it matches the both sides of the walls. But for now I'm going to take this one and try to create something in here using that. Now, we need one more here to make sure that the sizes are right. I'm going to take this one. And in Blender I'm going to resize this to match the borders. So I'm going to take this and this one as well. Now I need to take the vertices on this side. I'm going to use Box x-ray and I'm going to snap them to this very portion. Let me take that. And I'm going to move them only in one axis until I get to here. And if you do not have this one again, this box x-ray, you need to make sure that you select, search for books, x-ray, blunder add-on, and it will bring it and you can download it and use it. This is the staircase. And now I'm going to export this and try to test it inside Andrea. Okay, this is it. Let's find it in here. Okay, and reinforce. Now I feel like we have a better piece in here, but we need to shrink the size of this one. This is too much now. So I'm gonna go here and try to shrink the size just a bit. Something like half of it is going to be alright. So apply the scale again, Export. Now the piece should be working. Alright? Okay. Now this is going to give us some more definition in these parts. So I'm going to take it, Take these all and give them the material that they need. This checkered pattern matcher we'll hear. Just go for m underscore museum. Now these work in conjunction with these perfectly. Now what we need to do is actually taking care of these pieces. And we have two pieces in here. If you remember, we created couple of variations and we duplicate that across. And the variation is only going to be for the window part. The essential part of the kit is going to be the same. And the kids on here are going to be tiling only in one direction. And I care only for one direction because we have trimmed pieces in here which we are going to stand in. And if we have something tiling, some tiling problems in here, it doesn't matter actually because this trim piece is going to hide that. And then after that comes this and this. They need to tell only in this direction. These six by three pieces are also something like this in mind. Of course, not totally, but something like this. And this is actually the reference for that I gathered for this whole building. And of course I'm going to add some imagination to it, but DNA is going to be something like this. I'm going to have a concrete material like this, but I'm going to make that look older as well. Just something like this, but it's not desaturated just like this one. And this is going to be the piece that extends in the street. This one that we extend that just now. I can see the sidewalk in here as well, as well as the street and some dirt later on for texturing process. For example, this paneling in here is very good. I might do that for the pieces that I have here. Those pieces, these six by three pieces might need a bit of panel ink. Okay, now, before doing anything, I might go and start creating the concrete paneling material that we are going to use for this environment, for this museum kit. And we're going to jump inside substance and it starts to create that material. Okay, see you there. I created a substance file just like always. And now we need to do some preparations. We need to make sure to go to material, set the preview to be metallic roughness and tessellation displacement. And in here we want to make sure that DOD activate Direct X normal disable, and then the activate and make sure that you have a bit of a scaling here and a bit of tessellation factor as well. The next thing is going into this normal and make that OpenGL and bump, bump up the intensity because this is concrete and concrete is intense, intense in terms of normal maps. So now again, our friend is the title sampler. So I'm going to bring that tile sampler. And although this is going to be similar to the brick in nature, but I'm going to bring the numbers down really. Because those concrete panels that we see in these images, for example, these, I'm going to repeat such a pattern. These are a lot bigger than what the brick is actually. So I'm going to make the number very lower. So let's make this 18. Now, I should have gone the other way. Let's make this 18. And I ended up using five by ten. Okay, we layer on my common change these. So for the scale, I'm going to bring this scales up until we get some thin lines in between, just like this. Now I'm going to come in here and for offset, I'm going to set it to 0.5 to create that penalty. But since concrete is a lot heavier than what a brick is, actually, I'm not going to add a lot of randomness, but I'm going to add a bit of a scale. Random just to make the tiles different from each other just a bit. And actually this thin line in-between, these need to be thinner as well. So I'm going to increase this scale until we get a very, very short amount of distance in between these, because these are actually very thin lines. So these lines are very thin. I'm going to add edge detect after that to make sure that we get a bit of distance in between them. So I'm going to bring that down, an edge roundness down as well, something like this. Now all of these have been separated, but this one, Let's bring This looks like we need to decrease the size in y to get some of that lines back. Okay? Now we have these perfectly and I'm happy with it. You know, it already created a cool bevel after the edges. And I'm going to connect this one to the normal to be able to check that. And you see that we're getting something and I'm going to connect the same thing to the height and create an ambient occlusion. Let's bring in which PAO or RTO, both of them are ambiance of collisions. Let's connect the tiling there. And this should give us the same results until we add some results again later on to differentiate between them. So this is the result that we get and I'm happy with how this is going. So it has added some cool bevels. And these parts, we have a lot of bevel in here, but I do not want that to be all over the place because this is going to make it so procedurally looking. And I'm going to mix this one with the previous one. Or let's bring another edge detect. Let's bring this one and bring the edge roundness down just a bit. Something like this. And let's compare these two. And these are identical perfectly. So let's make this one a stronger, this one weaker. So we have a weaker one and have a strong one. And now I'm going to blend these two together to randomly select from them, okay? Now I'm going to blend these two together. The mask is going to be a selection that we take from the flood fill node. So I'm bringing this one and bringing a fluid-filled. And this fluid is actually going to help us. So from this, I'm going to bring in a random, a random gray scale is going to be alright. And it can change the random seed to get what you want. If you want more, you can bring in more from the whites. And if you do not, you can just bring in more blacks instead. Okay? Now I'm going to do more randomness from this fluid-filled. Just go for flood fill and you can bring in a lot of them. For example, the gradient is going to be good as well. It's going to give you a gradient based on the value that you give to it. For example, this is a black and white mask as well. The white parts are going to be yes and blackboards snow. And it can make this one to give it as much randomness as possible. And try to blend these two on top of each other to get a bit of randomness happening there. So copy. Now, let's see what the multiply does. And I'm going to bring that into the opacity. And you see some areas have those weaker blends and some areas smaller ones you see. Now we have a bit of differentiation between that. But since this is using this one, I'm going to use this one instead. And this is it. And this is the randomness. Let's look at this one. You see we have The smaller and bigger living at the same place alongside each other. And if you're going to really see what is happening, I'm going to make this one really round. And now you see these are living beside each other. Let's connect this one instead. We could use either of those and see the result in here. You need to shift selection this one and connect that to the chain. And because you are now using this one as the mask to flood fill, it's only selecting from this, but instead that spring this one in. And now it's selecting between both of them. But now the effect is too strong. I'm really going to bring this one down until we have such a selection. Now you see the big parts and the medium parts leaving beside each other. Very good. Okay. This is now the main shape that I'm going to use throughout the project. And everything else is going to follow this one. But let me take this one and use this instead. I'm going to take these, remove them. Of course we're going to use them later on. But I'm going to use only one, not this one, this one. And connect this one in here so that we have this analytic. And since concrete is very heavy, it's not going to be randomized as much as bricks. So this is it. And now it's really time to go and start to add those finer details. I'm going to blend. And after this one, I'm going to bring in one of these directional ones, like this one. And I'm going to bring the contrast down. And after that I'm going to bring in a blur because I do not want that to be so extremely effective. Only need a bit of that to undulate the surface. So taking this one, I'm going to change this. And instead, let's do something like this. And now bring the effect down very much until we have something like this so that the surfaces are a bit different in terms of height. So this is not too much. Let's add some more. But this one is now too strong in terms of shape. And if you see it has a lot of surfaces. So I'm going to bring in the transformation to the, and this one is going to zoom on the texture to make it look larger. Just like this one. And now you see the amount of what we had is actually great. So after this one you see because we have zoomed on the portion of the texture, the tiling of the texture has been ruined. And after this one, you need to hit a space. When selecting the last node in this chain, I'm going to need a space and there's a node. Just search for tile. And we have the make tau gray scale. And it's going to give you some controls to make that tiling. And now you see we no longer have that sharp lines in there. And we're going to use these controls to make the tiling better for our needs. Make sure that you do not add a lot of contrast. Does something like this is okay. Now we have this one. And we undulated the surveys just a bit. Which is great. And it's going to add to the normal map. Let's go and see that. And although that is not so strong, we are seeing the effector. Let's go for 15. To make that really stronger. Now in here I feel like I need to go and bring the effect down. Below that we have a slight effect. I'm not really going to make that so strong. So let's add a bit more. Okay, this is good. And later on when we add the roughness, It's going to be very better. And now I'm going to add some overall details on top of this one. And this one was a big detail. And now we're going to add big, medium, and small details that you're familiar with. So I'm going to take all of this, bring it out, and I'm going to right-click on a couple of these tool and named them the formation. And these ones are going to be noises that we add. So I'm going to go for blend, and now I'm going to add actually the surface imperfections that we need to create that. And this is very good. This is going to add a lot of those concrete like effects that we expect. So let me bring it in coffee and a very low opacity. And you see even on a slightest opacity, It's going to give us a huge result. Something like this. But you see that this is procedurally all over it. I'm going to go back a step bringing a directional warp, warp this one against the result. I'm going to work this one by 50 so that it's separated per break. Now in here, the results should be perfect. But right now I feel like this is to stroke. Again. I'm going to make it half the effect. Okay? This is better. Now after this one, I'm going to add another blend and bring in multiple ranges to start laying on top of that. I'm going to bring this one down even more to add a slight touch of concrete in here. And this one is good as well. But I can make it a bit more stronger. Something like this, but this is overall too strong. Let's bring it down. And okay, this is our right hand. Now let's separate this fabric. Again, I'm going to add the directional work, use the previous blend on top of that. And I'm going to use 100 this time to really separate that. Okay? Now we're getting somewhere. We're adding really those tiny details and large details and things like that to make that really a better piece. So let's go for this one. We have a lot of fine tune granules in here. I'm going to add blend. After that. Let's go make it adds up so that it's subtracting and adding to the surface at the same time. Okay, very, very low amount of value. Now you see even in close ups, the texture is looking very high-quality. And the next one that I'm going to use this, these scratches, which I can find it, finding this one and add lots of contrast and add a blend. I'm going to lay this one on top of that and again, make this one adds up. This adds up proves to be a good thing. Now, it's been a lot procedural looking. So let's go and how often the effect, and this is too much. Again, let's go for this value. This one is non-existent. I'm going to make it this, okay. This is good. Now I'm going to do something and that is using the flood fill in here, connecting this one. And it creates some gradients. And I'm going to use gradient to create some random gradients based on that landfill. And you see it has created those for us. Just change the angle and angle rotation and connect this one into here. And that should already give us a better result. Now you see every brick has its own direction, which is a cool thing. And if I increase the value, you see we get a lot of randomness for those noises. So right now I feel like this is too much. I do not need this one. This one could be deleted as well. And this one as well. Let's see this one. And this one is going to be too much as well. Let's start with something like this. But I need to make sure that the angle is down like this so that it fits the directionality of the bricks. Okay? These are first layers of noise that we are adding. And later on we will add more. So now let's go and bringing the same slope blur gray scale that we have been using throughout the project. So for this one as well, I always love to use the slope blur with the Cloud noise and clouds to a specific, because it has a lot of cool details, samples up an intensity down, and set this one to mean so that it subtracts from the mask. Okay? Now let's try to add some of the noise in here. And you see it already tries to add a good amount of noise in there. This is too noisy. I'm going to bring the effect down just to something like this. I'm not going to really make that procedurally looking. And I'm going to again bring in a flood fill from here, or we have the fluid-filled bringing the gradient. Random gray scale or random gradient doesn't matter really. I'm going to use this one. And I'm going to choose an angle and angle variation. And after this one I'm going to bring in a blend so that I can blend the previous one, which is that one. That based on this gradient map. Now you see some of the edges are healthy and untouched and some of the edges beaten. And if you want to make that reverse, D can take these two and hit X to reverse the effect. This is better because this is a slightly giving us better results. So now I feel like the amount of the height that we are getting is too much in here. Let me go and bring the height down just a bit so that we see the result better. Now, this is it. Let me go in this slope blur gray scale and see if I can increase the result just a bit to make these edges hit a bit more. Now, now, this is going to look very stylized. So this one is alright. Now let me take a look at them. And you say this is still soap residual that you take that. One more thing that you can do is taking this mask, adding a levels after that. So let me bring in the levels. And depending on what you want, you can increase the whites or you can increase the blacks. Now that I'm removing a lot of the white, you see that the effect really changes. And in here, instead of having that overly, we're getting lesser and lesser. And you can manipulate this mask to bring in more or less something like this. And some of the edges are untouched, just like this one. Some of the edges are barely touched and some others sculpted better. Okay, now, to make sure that we do not have these procedurally created, for example, in here you see this denotation is across two neighboring pieces and it means that we have this Cloud9 is laid on top of that procedurally. So let's do something like this. Now. Let's use the bigger portion. And now I'm going to use the directional word again. And I'm going to bring the directional word from this last plant. So I'm going to bring in a landfill. And random grayscale or gradient. Gradient is better. Connect that to here. And angle variation too much. And now I'm going to separate this based on every break and I'm going to make the direction fit with the direction of the noise. And now you see this is before and this is after. And if I make this one, for example, 50, we're getting more randomness in there. We no longer see that continuation. For example, you see in here we have a piece that is beaten up, but this one is healthy. And this helps the realistic NUS of the results and make that really realistic. This lesson, we created formation and created some big shapes, some sculpting shapes on the concrete paneling that we have here. In the next one, we continue to make the matter we all better. But now, before doing anything, I feel like this is too much. Actually this sculpting detail is too much. So I'm going to go in here and try to remove some of that. Something like this. This was too much and adding a lot of unnecessary detail. So something like this is better. Now in the next one, we're going to continue to make this look better. Okay. See you there. 33. Concrete Mat Surface Damage: In previous lesson, we created this and did some big shape, a sculpting in here. But now it's time to go ahead and start to make the surface better. And I'm going to go back a step. And actually in the first phase of sculpting, where we undulate at the surface using this node. And now I'm going to separate the bricks a bit. And by that I mean you see all of the bricks are having the same level. And in the height map you see all of them are pure white. And this makes them all in the same place. And I don't want that. I'm going to add a bit of more randomness in the surfaces. So I'm going to drag this one back and bring in a flood fill node. Okay? And after this, I'm going to bring in gradient, grayscale as well to see which one of them we're going to use. Let's bring in the gray scale. Excuse me, not this one, just search for random and you will get that random gray scale. One muscle that you can use is adding this one onto here. And you can bring the number down so that you have some leveling in these paneling, which is cool. And I might start to keep this because it added to the randomness of the surface. And now some of them are pushed in and some of them left in their own places. And this is actually good. And I'm happy with it. And I'm going to bring this one back and do another blend and copy everything from here. Now, I need to bring this one in place. And let's connect that to here. And I'm going to make this one and multiply. Now you see all of the bricks. If I start to bring in the scale, and if I start to use that, you see all of the brakes start from one and gradually go to 0. But I do not want that. I want to make that random as well. So let's bring this back. You know already what this one does. Let's bring the scale a bit so that we're able to see how bricks are living together. Now this is multiply and we're getting the perfect tiling. And the thing that we need to do is going in here and choose the angle that we want these to be. For example, something like this. Create something that is usable for the roofs. For example, if you are going to create a piece for roof, this is going to help you. And this is really one of those happy accidents that happen inside substance while working with different nodes. And you can take this one, for example, and I start to evolve the material to something else. Go here, create a new one. Can use this one as a roof is for example, those terracotta roofs that are facing this way. Or you can make them facing this direction, for example, to get something like this. Or I'm going to make it just like this one. And try to add some randomness. The formations of the bricks. And now you see this is very chaotic. And this might be or might not be what you want depending on the look that you're going for. But since, as I said, these are concrete and concrete is not having a lot of randomization. But I'm going to add only slight bits of randomness in here. And now you see I'm going to bring this one down to something like this. And now we went from this which is totally flat, having either white or pure white or pure black with maximum contrast to something like this that undulated the surface to something like this as well. That has some gradients happening. Okay, let's check the tiling and it's working perfect. And it added some extra randomness to the concrete panels, which is a good thing. But since these do not have a lot of randomness, I'm going to bring the multiply down even more. Because when I'm looking at the reference, I have something in this, just like this in mind, and this is totally flat and added those just to give you a bit of touch-up the randomness. Let's take this one. And I start to use this instead. Of course, you can go and maximize the amount of the randomness, but this one isn't going to help us really that much. Since we're going to apply this one on a flat surface in Blender. This is going to be used on one of these surfaces. And we're not going to tessellate that surface. So you can keep this one the way that it is. And it's going to do all of the changes on the rest of the chain as well. So I'm going to drag this out. This is going to be the first level of undulation. Lets me create a frame around that and just call it. First level. And these ones, I'm going to call them beak shapes. And I might extend this one to add more to this one. But now let's go and start to change this one as well. Now you see this one is already trying to change some of these surfaces as well, but I'm not going to make that so strong. Now only want some bits. And now you see it has been that this concrete, which is a great thing. Okay. Now I'm going for the rest of it. And in here, let's check to see how this is looking. It's not looking good. Let me bring the blend up so that we see more of that happening in here. So I want more of the edges to be beaten. So let's look at it. In the far view, we really do not have a lot of that information. So I'm going to drag this one back and start to introduce more of that noise, but not too much, only some bits. Okay, something like this. Now let's go check the normal map. This is the result that we are getting. This is ambient occlusion to imperfect. This is the height pap. Now we need to drag these and bring them here to add some extra details as well. Now even the bricks are looking. So procedural again to me. And I really love a lot of contrast in my work. You might not prefer this method, but I'm going to add some bits of sculpting as well. So I'm going to add blend. I'm going to take something from this very node. I'm going to bring in the blood and this flood fill again. I'm going to bring in the random gradient, just hit a space on it and search for gradient. This is fluid-filled two gradients going to change our angle and randomize the angle as much as you can. I'm going to bring this one in here, and this is not really what we want. Instead, I'm going to use the mean darken. This mean darken is exactly the thing that you will bring that into ZBrush and start to hit the surface using that in C, you have seen something like this in ZBrush when you use the turbo smooth brush, trim, turbo smooth to hit DHS, but this is overall too strong, very, very strong, or do not want Stone much. The only want some bits to be hit away. And instead of this, Let's use this one which is untouched. Let's use this. And now we have a better one, less contrasty. And although using that one introduced a lot of contrasts which was so unnecessarily. And this is the result that we get. These contrasts in here is not a good idea. So I'm going to use this one instead. Now we have a better one. Now repeat with randomized I need to hit some of the edges. This way it doesn't add a lot of contrast. Something like this. Compare that this is the before, this is the before. And this is after. It starts to hit the surfaces just a bit and you see the result. You can see that in here we have a lot of surface heat as well. So let me take this and bring it down just a bit. And I'm not going to randomize that so much. Okay? This is another layer of big shapes that we added to the sculpt. Now, I'm starting to be happy with the amount of detail that we add in here. If you're going to give that a bit more detail, Let's go for the slope blur gray scale and again, with the clouds to start to hit some of those areas. Let's say this is the result we need to bring the samples up, set this domain, and bring the intensity down a lot. Now you see on the surface, we start to get a lot of cool details, which is this one, but we need to bring the intensity down and start to look. Okay. Because this is applied on the surface of this one. It's applying the details on top of this as well. But I need to bring this one overall down a bit. Just like the half of it. This is good. Now if you're going to really not that amount of sculpting on all of them. You can go because now we have the sculpting, this mean dark and on all of them you can go bring this fluid-filled and bring in a random gray scale and use something, for example. Histograms scan to separate a lot of data sculpting per brick. So I'm going to bring the position up and contrast to the maximum as well. And I'm selecting this one, and this is some of the bricks start to lose their sculpting, which is good. And now we have more separation and randomness in here. Although concrete isn't so randomized, I really love to always at maximum randomization and contrast in my creation process. That's personal preference. But if you really do not want that, just go with the minimum amount of contrast and randomness. Okay? Now we have this. Let's before adding the slope blur gray scale at some surface details to the mix as well. So this is the blend and this is the slope blur grayscale. This is slope blur gray scale hits the edges. So I'm going to bring that here out of the big shapes. And I'm going to add a blend. And then this blend, I'm going to bring in the clouds to really loved this clouds to note, it's a great node and add a lot of cool things in your texture. So I'm going to bring in the directional warp, warp that against this. And since we have a lot of cool information in here, we can get the amount of the randomization from that. Okay, Let's go for 15 in this direction. This is before, this is after. Now we have a lot of separation in there. I'm going to connect that to here. And now this is overall too strong. Let's go and try to add some of the surfaces. This is too strong. Let's go bring that to something like this. Now, all of the tiles in here have some surface breakup in terms of having big shapes that these clouds to noise is doing. And if you're going to make that finer, you can go and start to bring in the tiling up to make that final details. But let's keep this one big. And later on we add the medium and the small stuff in the mix as well. So this is the big shapes and now I'm going to take this one, create a frame around it, and call it damage, and change the color to something only the variable. And the cool thing is that if I go in the beginning of the chain in this formation, if I try to change the value at, for example, to something like three to six. Now you see we get bigger rigs, bigger concrete panels, and everything that we did is going to be applied on top of that. And this might be something that I'm going to do because that one, I believe is too small of a concrete panel. But I'm right now I'm going to keep this this way and we will later on understand. But I know that I'm going to bring this one to four by eight so that we have bigger concrete panels. And I will change that you do is going to be applied on the rest of the chain. And this is the power of procedures Relative Insight substance. Very good. Okay, Let's see this one and now we need to add those medium details and a small details as well. Now, this is the result that we have. Now, I'm going to add those medium details on top of that. So let's go for cells. And I want that to be something like this. Or let's introduce more value. Now using this one, I'm going to bring in the edge detect as well. This converts that to this one. And you already know what I'm going to do. I'm going to subtract some of this information and make it basically the cracks that happen on the brakes. But you see the results. We're now going to fine-tune this one. So this is the amount, but the size of the crack is too much. So I'm going to bring this down. And the edge roundness as well is a good one. I'm going to keep it. Okay, after this one, I'm going to bring in a war, a directional word. And I'm going to bring in this Perlin noise. And this is good for undulating the black, black and white because it has a lot of cool variation and it has blurred as well. So I'm going to make it a 100100 is too much. Let's bring that down. I'm going to go in this direction. And now after this one, I'm going to warp this one again. This time, again against the Perlin noise, but in another direction. So that in here we add some bigger undulation and after that we add some subtle undulations on them. So I'm going to. Make that happen in this direction. And now this is the before. This is in the middle, and this is after adding a lot of cool details. So I'm going to bring this to something like this. And I can go back in here and then start to add some more in here. Something like this. And the size of the cracks is good. Let's make it eight. This one is better. It's reading well with the shape of the concrete panels. So I'm going to bring in slope load gray-scale and this one already, you know the rules we're going to use with the clouds to, excuse me, I should have done that here. Samples up like this one min to something like this. And let's set it to max. And let's invert this already. And this inverted is going to be after all of them. So invert gray scale and this is going to be subtracted from here. So now what I need to do is go in here and try to change that to subtract so that it starts to subtract from here. But now I need to go in here and set this one to max, which is already there. So let's change this one to mean. Mean is good as well. Let's go for blur. This blur is going to give us a better result. Subtracting from some parts and adding to some parts as well. Let's bring in this one. Depends on how contrasty looking you want the cracks to be. So this is the final result. And I'm going to again use the directional work and separate this per bricks. So this one in here. And I'm going to change the direction to something like 16. This is before that. And this is after that. But I do not want the cracks to be all over the place. So let's see this one. I believe having the cracks in this direction is going to help us better. You see how beautiful this has started to looking. And now I'm going to add a fluid-filled again. And this flux will note is a very powerful node for everything that you're going to do. Now, I'm going to add a gray scale, random after that. Flood will do random grayscale. And after this one, I'm going to bring up the histogram scan to select some of the breaks so that the sculpting happens there. So this is that. And now let me connect that one in here. Now you see the sculpting happens only on some portions. And this is not good. Let's go and change the random seed and check the tiling to make, to select something that is not so visible. So something like this may be preferable. You can go ahead and start to change the seed. Something else to see if you like it or not. So this is good. Let's go in here and bring this subtract down even more. Because I do not want that to be so, so pronounced, something like this. And now I feel like the length of that is too much. So let's go and edge detect. And I'm going to bring the edge weights down. Something like this happening. And now we have this. Now let's look at that. In there. Depends on how beaten up you want the result to be. But let me go in here and try to add more in there. Something like this. And now this is better. I love to have seen more cracks happening in there. Adding cool features into the environment. Okay, now let's go and start to introduce more contrast by making the subtract stronger. And this is personal preference. I really, as I told you, I love the contrast a lot. Now this is done and now I'm going to add another blend. And after this one I'm going to add tiny scratches. And I'm going to select this whole chain and this one as well. I'm going to just increase the size of this one. And this is the results already. So let's go in here. And looks like we should go in here and bring the edge randomness down. Something like this. And now this is what we get. Now we can subtract this information from the surfaces of the concrete. This is going to be finer. Details that we can add. So let's add that. Now, this is chaotic. I'm going to make it subtract. And you see these smaller crags accompanying the bigger cracks and make a lot of contrast as well. So let's take this one and try to change the C2 and different value, something like this. And now I'm going to drag in a histogram scan to be able to separate some of the tiles done bringing the position. But I'm going to make that the mask. So now this is not going to work very well with a lot of contrast. So I found out that even not adding a lot of contrast is going to be good because it adds the cracks on some of the bricks with the higher intensity and to some of the bricks with lower intensity. Which is great. So let's go in here and try to bring this down so that we have settled or sculpting there. So let's make this one something like this to have more value. So let's go in here and try to bring in the whole effect down just a bit. To separate out more from Daddy can bring in a blend and bringing a random gray scale to subtract from that, for example, this one is a good one. Let's bring it here. And I'm going to multiply that on top of that so that some of those go away. And this is before you see a lot of more cracks. And this is after some of the cracks go away. And if you're going to make that really lesser, he can use this one and bring the subtract down just a bit. You can see that in full effect. And something like this, you see that we get the cracks in some parts. So I'm going to call this ones including these ones, create a frame and I'm going to call them track. Okay? Now we created that. I want these grads to be the last layer of detail that our ad. By that I mean, I'm going to drag this one in here, bring this down. I'm going to frame this so that I have the cracks as the last layer. I'm going to bring that here, this one in here as well, an app for creating the shapes. I use this one for medium shapes and a small shapes. I'm going to add them after this so that they do not affect the edge damage and cracks as well. Okay. We now have some layers of sculpting. I'm happy with them and I'm going to pause the lesson. And in the next one, we will add the medium details and tiny details as well. Okay. See you in the next one. 34. Concrete Mat Colors Big: So everybody, in previous lesson we did the big shapes and some sculpting as well. And now it's time to move on and create the medium shapes. And I'm going to add a lot of scratches, surface damages, and things like that. Let's start with the medium shapes. And in here we managed to create the big shapes. And now we are going for medium shapes, those shapes that really define a surface of a concrete. So now after this one, I'm going to add another blend and do a lot of things in here. I'm going to bring this one down so that you work in this area only. So now I'm going to search through these to see which one I liked the most. And it looks like these two grunge maps, 1113, a lot of good value to add to the texture. So first I'm going to bring the contrast down. And let's see about the cracks. They add amount of Greg. So let me drag it out and I start to blend it with some other black and white data to take away some of the information to add to it and things like that. Okay, Now this is eight and I'm going to apply this one on top of it. But this one seems to have a bit of bad toiling. So let's go for another one, for example, this one, and see the result here. They are going to create a good mixture. Now I'm going to add this one to the mix. Now this is already too strong. We need to bring this down very much. To state that it's barely, barely visible, something like this. Now this looks like really all over the place. And in order to remove some of that information, I'm going to drag this mask here so that in some parts it removes some of that data. Okay, pretty good. Let's see what it has done to the cracks here. The cracks are in their places because I have applied them after the height information. I'm going to now bring this one. Let's see what this one has. And the first thing, I'm going to bring the contrast down and start to mix it with some other oranges to take a good result. Okay, this one is already a good concrete. Let me blended with this one with a halfway blend opacity. And then we did in this blend. Okay, Let me read it here. And in the copy I'm going to bring it really, really down. Actually, I'm not going to add a lot of that information. Now already you see that it starts to add a lot of cool information. And if you bring it up, it's going to ruin the texture very much, but it's going to add a lot of cool details that look crisp in the close-ups. Actually, I'm really liking this one. This is very good. And I'm going to keep that the way that it is. Now. I'm going to add some of those spots and oranges that you normally see in the concrete. And before that, I'm going to look again to see if there's anything more that are going to add or not. So now we're going to use these and subtract some of the information from it. And already, this one is going to look good. And this one is for cracks as well. But now this one is already all over the place. Let me start to take away some of that. I'm going to bring in some of directionals. For example, this one and this one. And I'm going to create a random mask out of them. So I'm going to blend them. And the first thing, I'm always bringing the contrast down on these so that I get a good value in between them so that it's not black and white only. So this one blended with this copy. I'm going to drag this one in here so that it chips away some of that information. It's very good. Now I'm going to bring in some of those grunge as a scratches and things like that to add and subtract to the mix. Then that's called these ones medium. I'm going to call this medium shapes. And after that, I'm going to bring in another blend and do these small shapes as well. And for every good thing that you're creating, art, no matter environments, material, everything you create, you need to have those big, medium and small shapes in the mix to make sure that everything is going to look alright in the far view, in close up view, and in medium views as well. Okay, Now let's put this one in here. This is already too strong. Let's go and set it to subtract and bring it down. So that is seen a lot of areas you have this smaller chunks, but in some areas you have bigger chunks being subtracted into the surface. Now, let me make them a strong already a bit. Okay. This one is better. If you're going to really use the flood fill to make that separated, he can go. So let me bring in the landfill. Not this one. I'm going to use this one in the flood fill and bringing a gradient. And I'm going to make it random in this direction. Now I'm going to bring in a directional warp in here and put that in here to separate it per brick. So let's make it a 100. And see the result. Looks like it didn't do anything. So let's put a 100100 is too much. Actually, it's going to work a lot of information, but it's going to have a good separation in here. Okay, now, let's start to blend. Now I'm going to bring in other ones. So exactly, I'm going to bring in this one before this happens. Okay, Let's add a blend here. And I'm going to bring this one out because these shapes are a bit bigger. So I'm going to bring this one out. Let's see what we have here. And I'm going to remove this one for now. So this is the amount of surface that we have. I'm going to bring it down so that we have some surfaces that are poking out and some surfaces that are going in. And you see there are a lot of good things happening in here as well. But let me make that not so strong. Only a bit. Again, I'm going to bring in a landfill followed by a random gradient to make sure that we do that pass of customization. So this is it and angle variation all the way to top. And this one is going to be warped using directional work. This one. And now I need to warp this a bit. So let's go in this direction. Now. It's starting to look too noisy for my taste. Let's go see the normal map to see how it's working. Okay, we have a pretty noisy normal map, which is a good thing for concrete surfaces. So let's go in here and try to bring this down a bit. Just a bit. I'm going to make it half the value that it actually is. Excuse me, I should have selected this one. Let's make them less noisy. This is too noisy and this is less noisy. So I'm going to make it add instead so that it's adding to the surface. Okay, let's add just a bit more. And now this is too noisy. It's not something that I'm going to use. So this is a good amount of information. Let's compare that before and after. And you see it adds a lot of cool details on top of it. So let's go in here and try to add. Let's go for in-between. Now you see we have some surfaces that are going in and some surfaces that are going out. After this one, I'm going to add a blend. Then again, I'm going to copy this. And this time I'm going to plug this into the blood. And the last one that I'm going to add is this one. And this one is too large. If I bring it into the mix, you see that it's already very large, so I'm going to increase the tiling, something like this. And now I'm going to warp this to separate it per brick, this one to the work, and warp it by 50. Now I'm going to subtract this, subtract and add soap. Let's use adsorb so that it adds and subtracts to the surface at the same time. Okay. This is it. The surface of the concrete has been done and it's too noisy. Let me go and make it have the value. And you see that we have a strong for shape, beak shape. We have these medium details. And in close-up as well, we have a lot of cool idea and shapes that are happening. Now. This is enough for the medium and a small, let me call this small shapes. And now it's time to go create the base color exactly. So I'm going to separate it out and bring it here. And I'm going to drag this one out. And it looks like this one is already a good one. For a starting the base color. This color is exactly a good one. But we can also go and start to pick from these references. For example, this one has cool color information in it. I'm going to drag it out. And this one as the base. I'm going to blend it using some different oranges and things like that. So let me drag this one in and I'm going to use another color. So this looks like darker. And I'm going to bring the clouds gray to add some surveys details in here. And you see already started to add lots of cool colors. So I'm going to add blend and use a lot of procedurals to add a lot of cool details to make this one a base color so that it has maximum amount of versatility as well. So this one, and now let's bring in another one. I'm going to bring in a gradient map. This gradient map, I'm going to pick the color from this surface, the gradient, and I'm going to start from here. Okay, good values. And let's go and try to bring the procession up so that we get a richer color. So I'm going to close this one out and plug it here so that we get this amount of color information. Let's look at this and you see we're already getting somewhere. So we're going to start blending lots of colors on top of each other. So now we can go, for example, for this splashes. Let's see what they do. And I'm going to add them to here and bring this one to a gradient map and applied here to see how it does to the surface. So I'm not going to make this pretty strong. I'm going to bring the value down and start to pick the color from these areas. So I'm going to bring the gradient map and start to pick from these colors. Okay? You see, we have a pretty cool color happening in here, which is great. Let's go bring the opacity up. See a lot of cool colors, swatches that are present in here. And this one already is a good one. Let's go and start to bring the balance up to see if we can add more of that to the mix. So let's go for here. Balance. This one is good, but let me bring the amount down or let's go bring the balance to where it was and try to add this one to the surface. Now you see we're getting some concretely look in here. And the more we progress, we're going to add more details to the base color though. This one, again, another blend. Now I'm going to bring this one in. This one has a lot of cool colors. Again. Again, I'm going to bring the contrast down, plug it in here, and a gradient map applied in here. So this is the color that it's going to add. Now I'm going to pick from another place, for example. These have some good colors to suggest as well. So let me go for gradient map and try to pick some of the colors. From here, we reach selection of colors. Okay? Let's say this one. And this is the amount of color that it added. Okay. Again, I'm going for blend. And this grunge also is a good one. So I believe that we have some concrete specific things in here. This grunge concrete as well is one of those. So let me plug this one. Bringing gradients map added on top of it. I'm going to pick up the color from here. Let's go and pick up these darker colors. Pick gradients as always, and try to pick a color from here. Okay? Now, it turned into this one. And now I'm going to separate it by a mask. So I'm going to bring in levels and connect that to here. Depends on the content, context of what color you want to see. Let me do something like this or this looks like this one is a better one. And now let's add a bit of contrast in there. Now this is it. Okay, You see, because we have added a lot of cool close-up details, you can really enjoy. Start looking at it at the close-up view. I'm going to add another blend. And Stein, I'm going to bring in this using a gradient map added on top. You see that is very good in adding those concretely looks that we want. So let's go and start to pick from here. Let's pick from here. It has some cool colors as well. So gradient. And after this one, I'm going to really call it finished for the first layer of colors. And let's see that before and after. And I'm going to bring in a level. And try to connect that to here. So let's see the mask hit this one to get the maximum amount of contrast. And I'm going to separate more of the values. This is what we have and this is what they had. It added a cool amount of colors. So I'm going to select all of these right-click Add frame and just call it color big. Okay? Now we have this one that has lots of cool colors as well. Now it's about time that we go and bring in the height map, a specific details to make it really look like belonging to the surface. Okay, let's start from here already. Let's bring the height map in. I'm going to bring this height map and blend it with the information that we have. Let's place it here and this one here. But since this one is grayscale, It's not being compatible. So I'm going to bring in Gradient Map so that it converts that into color selection instead, you see, although this is black, black and white, but it has converted that to color. Okay, Now let's go and bring in the multiply so that we have a separation between the colors. And this is too much. I'm only going to add some. Let's reverse these two. I'm going to select it. This is better. This is a lot better than what it was actually. This is going to darken some of the breaks and lighten some of them. And I found that soft light and overlay proved to be good ones for creating rich color information. So let's bring in the soft light to see how it does. I'm going to use this one. Let's compare that before, after he see. Now we have some information from the color. There's more or less a bit of separation in here. So let's go to see what we have. Again. We had this LaFleur fluid-filled, excuse me. And then in here we should have some details added to the mix. So this one was added in here with a very low opacity. So I'm going to convert this one to a gradient, bring this up. I'm going to blend this one with the result. But before that I'm going to run this Gradient Map, which is actually doing. And I'm going to convert that in here. And it should be in here with a very low opacity. Although the effect is settled. But it can start to see that adds a bit of richness into the color. You see it's a very flat in here, but added some information in here as well. These directionals that really make it look like water rundown on the surface of the concrete. Now, let's do another blend. And let's go see what we have here. We have this one in the directional warp. And let's see. This one is also very, very weak one. So I'm going to convert this one into a gradient map and bring it on top. Now I'm going to plug it in here. And before that I'm going to run this on some of these images to get some of the color information. Bot. That's really it can give you lots of cool color information. And what I did at run that on the image and did a blend with a very, very low amount of opacity. Now, in order to make these really more separated, instead of going and using this, I'm going to actually bring in real color. So let me come in here. And for experimental purposes, I'm going to pick from here. So this is it. And we have cool colors, we have medium colors and things like that. So let's see what we have here. And I'm going to bring the light on. And let's make it multiply instead. Now, looks like this one is a better one. So instead I'm going to add a level to add bit of contrast to the bricks. Okay? Now this is it. Let's go four multiply with something like this so that we have a better separation in between the bricks. And although it may make that a bit darker, but it's not a problem. After this one, I'm going to add a contrast and luminosity. I'm going to bring the lumen luminosity up to compensate for that and a bit of contrast as well. So now some of the breaks are lighter, some of them are darker. So this is the color information. And now after this one again, I'm going to bring in a blank. Looks like we have one boat. Let's remove that one and go see what we're going to add. Okay, we have this one being laid on top of this one and add it to the mix. I'm going to keep this one as a mask level and take this one as a gradient map. And it's not really a must if you are going to do something like this. But because we are going to make that really high-quality, I'm going to make that happen to make sure that we get the best result possible. So I'm going to bring this one in. Let's see, with our amount of, how much amount of blend we have that on. Very, very tiny and really unnoticeable. So I'm going to plug this in the blend. I'm going to bring it down very much. Okay? You see lots of cool color information happening in here. Very good. If you want, you can go and start to pick color instead of only using the black and white value. So let's go and pick colors from here. Now, since the color is less saturated, I'm going to bring it up. This is with full opacity somehow. And this is with lesser opacity. Something like this. Very good. Now let's tie this. Okay, it's working. Alright. And then let's see what we have here. I can take this blend and use another blend and do this one in here and do a subtract. Let me go and do a subtract and reverse them to see if I can get something from it or not. And bring in Auto Level two. Really these details and lift looks like this is what we have added there. So let's toilet. And I'm going to bring this one and use it in here. First, I'm going to bring it through a level, add a blend. And I'm going to connect this one to the mask. And now since we need to add color, who will do that? And of course, you should know that we compare this blend over this blend because these are after each other and subtracted them. Subtract this one from this one to see what changes were made to that. And of course, since that one is really tiny, brought that to auto level to make sure that the values willy pop up. Now, this is what the changes that we made through this for free, okay? Now I'm going to bring in this same one. So let's select this 1 first, bring it to a grayscale conversion. So this is it. And now I'm going to bring it through a gradient map so that I can use the same height and the same information. And using another color, another color variation, I can go and start to pick colors to add some definition to that. So that's C that you see in bottom of the breaks, we are getting a lighter color. So this is it, and this is the new one. So let's go in here. And in order to make that not so prominent, I'm going to bring in more blacks that it's not everywhere. Okay? Now let's bring the whites up a bit so that we have something like these colors in here, which is a great thing on a lot of these places. It has added these gradients of color, which I have seen in a lot of concrete images. So let's again, to a blend. Let's see one more we can do. Now I'm going to bring this one into a blend and bring this one n. And I'm going to do a subtract. And I'm going to reverse that. And after that, bring it through an altered level. This is the result. Let me take this. Yeah, this one is the result that we have added and we're getting exactly that one brought in in here. Let me take this and I'm going to bring it through a blend and blend it with this one because it has a lot of cool colors. I'm going to make it multiply soda. It's not pure black and white value. It adds some color swatches in header in there. So I'm going to make this one blend, excuse me, a level. And this level is a dummy node to keep it grayscale. And you can use any note that keeps it grayscale. But I have been using the blend and I'm happy with it. So let's do the same thing in here. I'm going to convert this one. And that's connected. And in some places, let me see before and after it has added these swatches, these colors. So let's bring it back and you see that it's happening exactly on these areas. And this is one of the benefits of this workflow. Subtracting the blends from each other, you are able to get the color perfectly as they are placed. And it can make the height and the base color go one-on-one with each other. So let's add another blend. And I feel like this is enough for this lesson. After doing this, I'm going to wrap up this lesson and make sure that we go to the next one. And in there we will finish the base color, small shapes. And then we do the roughness pass again and export it to Blender to start creating. And then we decide for the amount of the breaks that are present in here. So let's do another blend. I'm going to bring it here and this one here. And I'm going to subtract to get some of the information. So looks like we need to revert this and bring it through an Auto Level. So it looks like we were, right. So this is the amount of change from that that we can apply. So I'm going to bring this one up and use it as a mask. Okay? And now I'm going to make this one HSL and connected here. And let's make it really dark here to see where it affects the most. So this is these areas. And you see now the height and the base color are going hand in hand together to create a seamless experience. So in here, in this darker places, I'm going to make sure that we have a darker color because that is what happens there for you as well. Let's go bring in another color so that we have something like this. Okay? Now I'm going to blend again. And I'm going to now in this lesson in here and in the next one who will finish the concrete material to the roughness, export it, and then start to work on the kit itself. Okay. See you in the creation process. 35. Concrete Mat Roughness: Okay, everybody in previous lesson, we did some of the coloring and now it's time to go and I start to finish the coloring pass, as well as the roughness. Now, we created a blend and we didn't do anything to it in the previous lesson, in the end of it, okay, I'm going to bring in a blend, the previous one on top and this one on the bottom. And let's do a subtract and bring it through an outer level to see what changes we have done. Okay, This is it. And now I'm going to bring this one up and use it as a mask and do an HSL. And bring it here. And I'm going to make it really dark here to see which areas it's going to affect here. It's going to affect these scratches, which is perfect. So we can make these lighter or we can make them darker. Depends on the situation. So something like this is okay because we have a lot of darker colors and this is going to be so contrasting, unwell created. Now let's go another blend. And we're just now just like a child that has learned to walk step-by-step, we're creating the base color. And of course, as I said, it's not so necessary to have so rich of a color information. But since this is really an enjoying process, I'm doing as much information as I can into this one. So let's go and see what we have again. Then after that one we had these edge damages. So I'm going to bring in a blend in here and the previous blend in the foreground. And I'm going to subtract them. Bringing an auto level. Let me reverse them. Yeah, this is it. This is better. And now we have a mask for these sculpted parts. Let's go bring in a level and I'm going to bring in the whites and make them bigger just so that the mask is more prominent. So I'm going to bring this level up and use it as a mask. And these ones, I'm going to make the edges quite a bit so that they look a bit more newer than what it actually looks like. So I'm going for lightness and bring it up. And you said this is the effect that it has on the base color in these areas, which we have a sculpting, we have those white swatches. So this is its hue. Doesn't matter because we're only using some of the white parts. Okay, actually this is a good one. So let's go in here and let's see what we have in here. So now these are the cracks. And I'm going for blends. So I'm going to blend this one with this blend. Again. Subtract an auto level to see what changes we have done here. This is it and this is the amount of cracks that we have added. So I'm going to bring this one, make it blend and connect this one. And bring this one on top and bring this one in the mask. And this is it. Now this is the setup. Now I'm going to bring in the HSL node, make it really darker to see which areas it affects. Which are these ones perfectly. So I'm going to bring it up and make these areas darker a bit. I can bring this saturation up, something like this. And now let's change for hue. The hue is going to be alright. This is it. And now it looks like we are actually finishing the process. And this is a good amount of color information that we added. It's holding out good In far distances, in medium distances, as well as close-up distances. And now we're going to create the roughness from that. So let me bring this one back. I'm going to do a blend and convert the color information into a grayscale. Now, I'm going to blend this one with this. But I'm going to make this one. Refer, depending on the type of the material. I might make this a starting one refer or the reversed. This is zeta. Now let's bring in the scroll through the modes to see which one serves the best. Looks like this one is a good one for concrete. And concrete is not shining a lot of the light back. Okay. Let's go for ad instead. Because I want to artistically have some control over that. But let's bring this down. Okay, something like this. And take this one and bring the value down just a bit. Now I'm going to see the result. It's okay, but in this part it's shinier a bit. In these parts that is going to have the ambient occlusion details. So let me do a blend. And I'm going to bring in the ambient occlusion from here. This is the ambient occlusion. I'm going to bring in an inverted and inverted grayscale. And you put this one in here to make sure that we get this one. And now we have the mask for the darker parts, which needs to be rougher. So let me see where it was. I'm going to connect it. And we are getting perfect roughness for these areas. But for this one, I'm going to add an HSL. Let me bring in HSL. We should have already HSL now it's not working, so let's bring in level. Instead. I'm going to connect this one to here. I'm going to bring the whites up so that we have more roughness in these areas. And not so much. Let's bring it down. Something like this. And we did the roughness as well. Of course, you can go and customize it more if you want to. But I felt like this is already good for me. We have color information. We have basically what we want from that. And now I feel like I can go and do some more edge damages because I feel like the edge damages our minimum. So let's find the edge damages. This slope blur, grayscale scale. Let's bring it up. It really tries to hurt the edges. So let's make the copy more powerful instead. Let's not use a mask. Okay? Now let's see how normal is normal. It's alright. Let's go see the base color. The base color is alright as well. Now it's time to add those touches to the base color that we have been adding. So I'm going to connect the chain into here. And I'm going to put this one in here because I do not want that to be affected. Now let's keep it. Okay. I'm going to bring in the height and convert that into a normal map. So this is the last height I believe that we have added. Yes. I'm going to convert that to normal and abnormal as well is going to be converted to curvature map A0 and things like that. Let's make it OpenGL and ten should be a good one. Now from this one I'm going to bring in the curvature, curvature smooth. Let's see. So Bell and convert that to OpenGL. And this one is good for highlighting a lot of the parts. So this is it, OpenGL and this one as well. Opengl. Now let's bring in the ambient occlusion as well. I'm going to bring both of them to see which one works better. Now this one RTA. Compare them. This is RTA all, this is previous one. I'm liking this RTL better because it has more value to work with. So let's create some masks and start to manipulate this base color. So I'm going to blend this with the previous curvature and cycle through to see which one gives me the best result. One of them keeps the harsher information and one of them keeps software information. I don't want to have the best of both of them. Though a soft light is a good one. It has softer information as well as the rougher information. So let me bring this one out. I'm going to bring this one as a mask and use this as an HSL. And convert that to here. And I'm going to make it really darker to see the result. Of course, this is our lacrosse. So I'm going to bring in a level and start to separate some of that data. First O2 level. And try to add as much contrast as we could. And looks like this one is already too strong for there. So let's add only bits of color. Now I'm going to bring this one in. Maybe a bit of saturation will work alongside with some new information. I'm testing to see which results is better. So let's let me go in here and try to add some of that information. But let's make the blacks more something like this. And it's really edgy. And let's look at the base color. And this is it. Now what I'm going to do here is adding another blend. And I'm going to bring in the ambience of collusion on top of that. Converting that into Gradient Map and multiply to make the colors really pop out and separate from each other. But I'm going to bring it down just a bit. Now since it made that a bit darker, I'm going to compensate by bringing in the contrast and luminosity colour. So let's bring the luminosity up and a bit of contrast as well. Now you see we have more lively colors that are present in here. Very good. Diffuse color we created. And I'm happy with the result that we are getting here. If you're going to add the last touch of variation to the breaks, I'm going for another blend and I'm going for my height map. Or I can use this one as well. Let's go for flood fill. This might be a bit too noisy. It produces some noises in some areas. So let me go for the final height map, which is this one. And I'm going to bring in flood fill. And it's not complete. So let's go back all the way to the beginning here and connect that. Or instead. Let's use this one. Let's use this flood fill instead, which has the color information. Instead I'm going to use this one. Okay? This one, I'm going to convert that to a gradient. Random. And it is here, random gradient and lots of angle variation. And let's bring this alongside with random gray scale as well. To see which one works better. Excuse me, I should have selected another one. Search for random, and you will get that random grayscale. Okay, I'm going to bring this in here. And we should be able to get some cool colors just by using these belt. This is that. Now I'm going to select this one and start to pick from these areas. This is it. And now let me go in here and I start to bring that down or use multiply instead. Now, it's not working. Let's connect this one instead without colors. So clear all, so that you have that in here. Multiply. Let's bring this one up a bit or not. Let's not use this one. Let's use the, this one which has lesser values. So I'm going to connect this one in here and remove this one. Remove this one as well. So we have a mask in here. I'm going to use HSL, connect that to here. Now I can do some variation parts. I can take this one, bring the saturation up. So that's some of the bricks gets separated. So let's change the heel to something else. And this is multiply. Let's bring it up. Now. I'm going to bring this one down. And try to give these breaks a bit more separation. Or let's leave this one B. This is the last one of color information that we added. I'm pretty happy with the result that we are getting. And later on we will add mouse and things like that just by vertex blending. Now as always, I'm going to double-click on the main graph and convert this one into one by one, so that everything gets converted into four K. And now I'm going to bring in RGB mix as well. Just search for RGB merge. And I'm going to bring in the ambient occlusion in the blue channel and the height needs to be in the green channel. And the roughness as well needs to be in the red channel. After this one, I need to bring in an output and just name it our HA. Now we're ready to export these out. We created a really sophisticated material that is beautiful to look at in all directions and from all of the distances. So I'm going to go export this again in here, right-click and export outputs as bitmaps. And it has already everything in here. I'm going to add a t, a 100 squared before anything to make sure that we have the good naming convention for that. And I'm going to export now meet you in Blender when the exporting is done. And this is the result ambient occlusion. This is the base color. This is the height. Normal. An RHIO needs an alpha channel as well to show the information. So I'm going to bring in a uniform color, but in grayscale. So this is grayscale and the alpha should be one. Right-click. Export and Export outputs. Now this is the RSA channel that will export it as well. Now we are in Blender. Let's create a plane. And I'm going to apply that material on this plane. I'm going to create a new material, doesn't matter what we name it. For the base color, I'm going to bring in an image texture and open and use the base color material. Preview. The very good base color we created together. Okay, now I'm going to go to the shader editor and bringing the normal map as well. Open and select a normal map. And I'm going to set this one to linear and bring in a normal map node as well. This one here, color to color. Just like this. And normal to normal. This is the material preview that we have here. In the next one, we will decide to see if the number of the breaks are good or not. So let's see what we can do with the tiling if that is working or not. So I'm going to make it increments. Select this one, and since this one is I square, it should tile all of the directions. Remove everything, and the tiling is working perfectly. Okay, this is done. We have this to start working and we have a kid to create, which we are going to do in the next one. Okay, Congratulations everybody for creating this one as well. The next one we will go and start creating these pieces. Okay, See you there. 36. Museum Kit Finished: Okay, everybody in previous lesson, we created the material for this kid. And now we're ready to go to blender and start to do the first pass of these materials, excuse me, these geometries. This is Blender and the previous material that we created. I'm going to bring it out. The first thing, I'm going to bring in these in here, and looks like the geometry is three by four. And I'm going to create the same geometry plane. And I'm going to make it three by four. And I'm going to place the pivot right where it should be. Bring it here. And I'm going to rotate it in this direction and in this direction. Okay, Now everything is working. All right, I'm going to take this one and bring it over. And I'm going to give that material. So give it a new material from this drop-down menu, use the selected material. Now I'm going to add the amount of vertices that we need. So I'm going in. And now let's put two in here and three in here to divide that into three by four. Now I need to go and I start to add that subdivision surface. Which is good. Okay? Now the thing that we need to do is applying the scale and rotation as well and sorta UVs out for this one. So we're going to for, go for the UVs. And if you are seeing that, just select this image and make sure that this one is getting previous. Ok. Now we have all quads in here. And in order to make that right, we need to go and make sure that we select one of them. And using the UV toolkit, I'm going to hit quota and wrap. We need to disable the UV sink. And now codon grab it, did it. And now I'm going to go UV Packer and make sure that I disable all of these and hit pack. Now, it's actually in here. And I need to bring it, bring everything down, select them all, and bring everything down in here. And I want to make sure that every thing re-scaling and anything we're going to do, instead of being in this center point, to happen from the 2D curved surface which is here. And now I'm going to drag it up until I see this overlapping in here. Which is perfect exactly now. Now this is the amount of bricks that we have for these pieces. And I feel like that It's alright. So now we need to cut the windows in this here. So I'm going to go in here. Vertices here, vertices here, where this in here, and in here. So I'm going to delete everything that is in-between. Select this one Control plus, and we have these ones to select as well. So let's select this. And I'm going to pick up these ones as well. Hand remove them. Now this is the first one. And of course we have a second one as well, which I need to take from this copy. And the second one is only going to have some different mirrors. And for other things as well, It's going to be the same. So I'm going to take the name from this one, hit F2 to get the name. And I'm going to delete this one and paste the name in here. And I'm going to take this one again, take the name, remove it, and paste the name for this one. And I'm going to export these to Unreal Engine. So I'm going to take these two, the pivot and everything is alright. I'm going to export. And in Unreal Engine, I want to make sure that I select this one on this one, right-click and we import everything you see now, they have been perfectly important. Now to test that, to see if everything is working or not, I'm going to bring in the textures. I need to select the textures that belong to this kid. The base color normal, and a mask. And you already know the rules. The normal should be inverted and the mask should be converted to mask. Basically all advanced detail. And from here just flip the green channel. And this one should be converted to masks. Now Control Shift and S to save everything out. And now we'll need to create a material. So let's go to the material folder and these blackouts. I'm going to pick up one from this. And let's call it. My underscore museum added a 0 so that we had something just with the name of that. Now, the old thing we need to bring into textures and put them in their places. Now, I've selected these and selected these as well, and I'm going to bring in that material. So let's go in content browser. I'm going to go for materials. While having this one selected. I'm going into details and paste them in. Now we have done a very good job on this, although there is a bit of tiling and here these two bricks are having different information. So we're going to pay some decals and things like that to take care of that we will do that later on. We will bring in vertex blending. We'll bring in a lot of things to make sure that the tiling is going to be hidden. Okay? I'm happy with this one. And now we need to create these parts as well. But we're gonna do only the first pass. One thing I just thought about is creating a basic UV offset in here so that it's not so repetitive in here. So let me go. And for this one I'm going to select the UV and I'm going to offset it to the right. Basically, I'm going to offset it in x. So x and offset it a bit. This is going to break the tie link, but there's not a problem because we are going to bring in some pillars and fix that. Although it did a good job on altering those, but I need to do something else. And that is altering the UVs NY as well. So I'm going to hit G and Y to lock that to y. Now, I can take this one and export it and re-import again. Now you see it did a good job in hiding some of those issues. But now the prices that you see, we have a harsh seem in here, which is not what we want it, but since we have a lot of places in here, we're going to put an, a statue, a pillar or something in here to cover this part. For example, we can bring in something just like this one. And then nobody is going to understand that there's a timing issue in here. And this is again a work-around in using tiling textures. Now that we have these, I can take them and bring them back. And we already know that these parts need to be deleted because we replaced them all with these bricks. But if you're going to do something useful, you can go and select all of these. Looks like we have one in here. Yeah, This one was from the previous lesson. We created the normal map. Okay? Now we have this one selected, but we need to deselect everything from here. So I'm going to manually and looks like we have some problematic areas in here as well. There are some pieces that are overlapping and you see the Z fighting happening in here. I'm only selecting them and delete this one on top. And now I'm going to select this row. And I have selected now everything that belongs to that brick kit. And I'm going to go in here and give it the material that it is already. So am I underscore museum 0? To give this its own material? You can keep this one and use it, or you can use the brick ones. So a believed that this already gives us a better color contrast. Now let's go and tackle these ones. And now we are only going to create the frame or the door, as well as the windows. And what I have in mind is basically something like this. I have something in these ranges in mind for that shop that I talked about. This one that we created the shop in here. I'm going to create something like this. More or less. We're going to do something like this, but we're going to use 98. So make sure that we add a lot of details. Because up until now we have only been creating flood plains. And you see, although the logic is working and everything is alright, we have floodplains and we need to add lots of pillars, a lot of decals, dreams, and things like that to make sure that we bring this one to a new level. And after that, we'll lay a lot of material on top of each other to a lot of vertex blending to really make this one customized. Now, I'm going to only create a frame for this one. I'm calling this one, this chapter, the first iteration for something for a reason. Because up until now we have been importing the most generic pieces. And for the pieces that we're going to add details later on, we have the basic material to make sure that they snapped together. The tiling is working perfect. That color, the composition, everything is working. All right. After this chapter, we will add lots of details to make this one rarely molar amazing to look at now, we have only generate pieces of details. For now, let's take this one and go created. And for this one I'm going to actually put some more details into the geometry. So let's go into Blender. And I'm going to bring this one out. And especially I'm going to look at the dimensions and this is three by six, okay? I'm going to bring in a plane three by six. You know, the pivot should be here. And I'm going to rotate that 90 degrees in this direction and 90 degrees in this direction as well. I'm going to make sure that I apply the transformations as well, controller on a scale and rotation. And now I need to give this one appropriate amount of geometry. So let's select it. And I'm going to make sure that these matches the one meter portion that we had. This one as well. Now I'm going to add a subdivision surface and sample. Since on this one I'm going to add some more details. I'm going to bring this one to two, okay? I'm going to make this more special. So let's go back. And I feel like that the size of the window is actually a good one. So I'm going to Blender and I'm going to keep the size just like this one. So let's isolate these two. And I'm going to select this one and apply that to get the real geometry. And now I'm going to select this amount of geometry and I'm going to delete them. And up until here, I'm going to delete and from here as well, controlled selector here. And I need to take this one as well and delete them. And now I'm left with this piece. I'm going to select it and the removal. So now that I'm looking at this, I'm happy with the amount of space that we have in here, but I'm going to make this one a bit more interesting to look at. Instead of making this one a flat plane, I'm going to take these and I'm going to bring them down one by one. And then starting to de-select individual ones, start to bring them down. And of course, I need to have the snapping to be turned off. Something like this. Now I'm going to de-select and again, bring down, this last one, needs to come down to something like this. Okay? Now created something like this, and we can do the same in here. Okay, let me take these vertices and I'm going to bring them up and try to do the same thing with these vertices. Now I'm going to give this actually a bit of depth. So I'm going to select this whole edge loop and I'm going to bring it back to here so that we have the frame going on in here as well. I'm going to make sure that I snap it to the edges. So let's bring in the box x-ray. And I make, want to make sure that I bring it exactly one meter away. I'm going to add some geometry in here. Okay? This is it. And now I need to apply this material on top of that UV that out. That will bring this material. And try to look at that already. It's not that bad looking. I'm going to select this one. All tangy and to make sure that let me see, No, it's not working. I want to select every round face that I have. Just like this one. And I'm going to right-click and unwrap. But in order to make sure that the textile density is going to be alright, I'm going to go some steps back and take a look at this one, select everything, and go for textile density and calculate the pixel density. This is the pixel density. And now I'm going to go in here and try to select this one and set the textile density. Okay, so something like this. Now this is looking alright, when I'm looking at it. And now we need to unwrap this part up until here, and then shift select and uncontrolled select up until here, right-click and unwrap. And I want to make sure that I set the textile density on this one as well. Don't worry if they do not feel right for now, we're going to change them. Okay? Unwrap. Select this one, control, select this one, control select, unwrap. This is the last one. And unwrap. If you care that much, to make sure that the pixel density is alright, you want to select all of them, select everything and set pixel density. And now everything has the same size. And if you are going to make sure that all of the UVs sink, you make sure that we place them accordingly. So let's see, for such an area or a really bring in the UV sinks so that I'm able to select things without having problems. So let's see what we have here. And we should select this one. And that is it needs to make sure that our blowing this one rotated. But let's make sure that we bring this one to bounding box center. And I'm going to snap this one as closely as possible to this one. So this is it. This is it. We have some problems. I'm taking this one and I'm going to scale this in x and a negative one. So that in, inverts that for me. So this is now what we have and this is on top. So I'm going to take this one and bring that just in here to make sure that the logic is working. Alright, so I'm going to make this one as close to this. Now. It's a continuous piece of work. So for this one as well, I'm going to do the same thing. I'm going to select this. And I'm going to bring it in here. And I'm going to compare the placement. So this is inverted. I'm going to select this one scale and an x. I'm going to scale in negative one. And this one makes sure that we have that in one inverted. So this is going to start from here. Let me take this one, bring it down. Now this one looks continuous as well. Of course you can make sure the user snapping, but I'm happy with it. Now. We have continuous work in here. And for this one as well, we could do something. Let's select this one. Select this whole piece. Up until here. Select this one. And let me see where it is. I'm going to bring it here. And I need to see where this one belongs to. So this is it. Now, I'm going to select this one and bring it in here. It's going to be a bit tricky, but we're gonna do that anyway. So let's rotate it 90 degrees and bring it here. And I'm going to make sure that I bring this down to something like this. Okay? This one looks continuous as well. So I believe that we have done this piece perfectly. And now I need to make sure that our export this one and test it out in Unreal Engine. Okay, I'm going to go in here, right-click and re-import it. Excuse me, there is an important step that I didn't do and that is selecting the name from this one and deleting that, pasting the name in here so that it replaces that piece. So now I'm going to go right-click re-import. It looks like I overwritten the wrong one, so I'm going to bring that one back. We used some pieces. You see this one has a stairs in it and this belongs to the entrance. You see the entrance. I should have selected this one, so I'm going to copy this and remove it and paste it. And now it should be working. But re-import. Now, yes. Now this is where cake. Now what I'm going to do is applying the material that it needed. Go to details. And the material is right below it. Okay. Now it's looking, all right. Everything is looking out right about this one. Now, in order to make this one really look cooler, I'm going to do something. First. I'm going to bring in this one isolated and bring the geometry up. And just like the previous one, I'm going to select the geometry and place the geometry in these lines so that I can give this one a bit more detail. So I'm going to go select this one. And I have a counterpart in here as well, which for fast iteration, I'm going to take this on a slide it down in here. So in this one and this one as well, we have the P star. And I'm going to take this one and this one for now I'm going to delete them because I now I only need to bring in the pieces in here, something like this. And I'm going to bring this one out. This one needs to be deleted. I'm only keeping the vertices in these areas, so I'm going to take these ones and delete them. These two need to come down this part and make sure that you use a slight instead of this one is perfectly in place. This one on this one. Need to go up. And this one and this one needs to be deleted. And this one, and this one needs to go up as well. And this one, and this one needs to be deleted, Okay? Now I can take all of these vertices and try to buy them right away. In just some seconds you're going to see what I'm going to create. So let me place these ones more carefully. I'm going to slide them right in the place. Well, this one and this one needs a bit more treatment. Something like this. Now I need to select this one, delete, this one and delete as well. I'm going to select every vertices in this cement lines, just like this one. And I'm going to do a bubble. Okay? Something like this. And now I'm going to do an insert, something like this. And this instead in sudden needs to be continuous. Now I'm going to scale these in so that I'll create a piece like this. Of course that is not like that. And I'm going to use individual origins instead. So I'm going to rescale this up just a bit. Now. I'm going to insert them in. Something like this. Now you see we have some depth happening in here, which is cool. So in order to make even creative in more detail in here, I can take this and start to bring this one out. Or I can take these vertices, for example, this face. And I can bring these out. And it doesn't matter. We get a bit of a stretching as long as we get some cool shapes to look at. For example, something like this. This is going to add lots of good detail in the texture. You see. Now we have a lot of cool detail happening in here. This is going to really take that to a new level. And later on, this is going to be the best kid that we create because we're going to add lots of cool details in it. So I'm going to select these, select them just like this one and bring them out. And these two the same. And this one they say, Okay, we created a bit of silhouette in here, which is good. Okay, I'm going to take this one and export and try to look at that in Andrea. Right-click re-import. Now we have a bit of silhouette breakup, which helps us a lot in the creation process. Now I'm going to do the same thing for the lower piece as well. This already took a lot of time to create. I'm not going to create this store from scratch. First, let me take the name and delete it. Now, let's not delete it. I'm going to bring this one and I'm going to latin this side. I'm going to take all of these. I'm gonna go in here and make sure that I hit Alt L and Latin to bottom, something like this. And now we can take this one or this one. And before actually removing that, let me bring in the name from that and remove it. And now this one, it can be renamed to that. And I'm going to export that. And this is it, Right-click and re-import. Now I'm going to take this one as well. And I'm gonna give you the material that it needs. Okay? Now we created the piece for this building as well. You see it's more or less different from the pieces that are accompanying that. It's more intricate. And later on when we add those details again, hints going to be very pleasing to look at. Later on. We will add those door frames and the windows as well in these parts. I believe that this is enough for this window as well. And up until now we have been creating the most generic pieces that belong to the building kids who have created these windows, the roof types, all of these frames and things like that, and created the first pass. And now the thing that remains is this costume wolf parts. These streams that need to be bit more care. These pillars that also need a bit more attention to make them really high-quality. And these pillars, the pillars and between these custom pieces, including this tear and also the windows, frames and ornaments and things like that that we add later. These were the most basic things about building kits. And I can tell that finally the first pass of the buildings has been finished. But now we have the street kid, as well as a sidewalk and allocate need to be finished as well to call this first-pass done. Now, the only thing that remains is creating the street and sidewalk and allocate, which we're going to do in future lessons. Okay. See you there. 37. Intro to Zbrush: We finished the building kit and our understood that the texture in here, it looks a bit repetitive. So I'm going to do the same thing that we did for the previous month. For these to create a bit of variation, I'm going to select this one and take everything and in the UVs just randomly place them somewhere else so that the texture looks a bit different. So let's go and see what we did exactly. Suggests select them and randomly place them somewhere. Okay, and now I'm going to take this one, exported. This one in here. I'm going to re-import them. Now you see the texture in these parts changed. But we are saying this path zoom in here, and that is what we're really not a problem. We will create some pillars to cover these parts. We needed the amount of variation to get from this. This was inevitable to do. We're going to fix that as well. So I'm selecting this one. And this one, I need to take this one which is flat. And it looks like the naming went round, actually went wrong actually. So I'm going to take this one. You see this as entrance window, which this one should actually be the stairs. Instead. I'm going to copy the name and copy this one out so that I can take the name from it later on. I'm going to change the name on this one to something else and copy the name in here. So I'm going to export. This should fix the problem to some extent. We did that on there, and now we need to fix the problem on this one as well. So this is the entrance. I'm going to take it and delete this one. Paste the name in here, and remove anything odd. So export, right-click and re-import. Now we have this flat piece that is perfect for the staircases. This was a mistake that I did and I fixed it right away. And now it's time to go and think about these. I'm going to create maybe a couple of materials for it, for this sidewalk, ally, and a straight. One of them is going to be the road material and one of them is going to be the cobblestone material that I'm going to create right now. And the next material that we might use for this one is maybe I'm going to take this material and change it to something and use it in process, for example, maybe in this alley and use it there. And these are the references that I have gathered. I'm going to create basically something like this. It's a cobblestone material that I'm going to use for this area or this sidewalk. And then I have the road material which we are going to make it in this direction. Maybe I created the tiling one anti elite in this direction. And we may add also some decals to make it look like it's going in this direction. These are two main materials and I'm going to take this one also alter it may be use it for this alley. And these are some references that can help me out, especially this one, which is helpful. And you can see this one that we can alter the geometry to make it look like having more details. And in here you see that there's a bit of UV thing happening in here. The UV for this one is rotating in this direction, and this one is rotating in another direction. And it's not hard to create at all. We need to only create couple of polygons and make them look in other direction. And maybe you create something like this as well. This cobblestone material and maybe some waters for blending and these four colors and things like that. So basically this is the whole reference that I have for this one. Now we're going to start creating processes for now because I do not need Unreal Engine. I'm going to close it. And I created a file in substance named data straight. And now we're gonna do the cobblestone. And we have everything set up in here. And I create a road material in the same graph as well, not in the same graph or create a new subgraph for this street and created. Okay, Let's start creating. And before that, let's actually do something. Let's go to material. Make sure that we set it to tessellation, metallic roughness, and in here false and disabled that are XX normal. And I'm taking this one and bump it up to there and make it open. So you already know these. And now I can also go because this is material that is somehow similar to those brick materials that we created. We can go and use a times tile sampler. For example, we can go and bring in the title sampler. Let me bring it. Can bring in the title sampler, start to do something like this. And then after that is try to sculpt on that. But now I'm going for a different method that we have not tried yet. I'm also going to bring in the child's sampler. Let me disable anything so that it's by default. And now I'm going to create these individual bricks, these cobblestones. I'm going to create height map for these. And I'm going to do the sculpting before the title sampler. Of course we are going to have a sculpting as well after sampler, but I'm going to do a lot of the process before the tile sampler as well. And up until now you see that the tile sampler, what's the starting point of the materials that we created? And we started mainly with square because two brakes and a lot of the materials that we created where a square based. And now we're going to go for another method. And if you drag this one out in the pattern, you see that we have a parent input. And in here you can bring in any pattern that you want. And when you go into ZBrush, start to sculpt something and bring it back here. And you know what? I've talked about ZBrush and right now, just on the fly, I decided that I'm going to create a cobblestone. The individual cobblestones, which are these ones, and create them inside of ZBrush and then bring them here so that we learn another method for creating the material, the environment, artist way. Of course, it makes sense to create all of that insight substance. And you see that in here we created this matter real, for example, this break, and it has a lot of nodes. We have a sculpted, a lot of things using these height maps. And we repeated the process and got the best results every time. And for the roof material, we did another thing, we baked. And actually we created the base using the high poly method inside Blender. We created a tiling plane and baked it and bred in. And I started to do a lot of things and this was another way, for example, it would make sense to create a lot of nodes. If you are a substance artist. And it means that your texture artist, a specialized in substance. And you are going to tell people how professional you are in using these nodes together again and again to create a result that you want. But in here we are environment artists. And the main thing that a lot of people are going to care about our portfolio on our work is the composition. You bring things together, how fast you can do something, and how beautiful you can do that, and how many methods you know in order to reach another gold. And you see, for example, in this method, in these cobblestone, excuse me, in this rule, for example, we could have gone and created a lot of nodes, something like this, to only create one of these shingles and then bring the child sampler and start to do that. But we chose a faster way and created that inside Blender because it has a bit of geometry to it. And we were able to create that geometry inside Blender a lot easier than what you can do inside substance. For example, to create something like this, one of these ones, you can go and for example, you can bring in a shape. You can bring this down to create something that you want, for example, something like this, to create the base of that shape. And they can go and add Bevel, for example. And bring the bubble down just a bit. To make it flow in another direction. You can go and bring in a blend. And using that blonde, we can bring in one of these gradient maps. For example, this one. I can take it, bring it here, and let's rotate it 90 degrees. And try to blend this with the result that we have to get something. Let me select this one. You need to cycle through different ones and start to get something that you want. And since this one is not actually the same size of this one, you might get a bit of inconsistency. So let's go for something like a multiplier that works. Actually. I'm going to get transformation to the, I'm going to actually double-click on this 11, click on this, so that I can control this by looking at this. And I'm going to bring the size actually down to this and bring this one as well to make sure that they have the same size. Now we have that, and now let's look at that. You see it's tiling. So we need to go to tiling and make it absolute and make it no toiling so that we have no tiling in there. And this one, and this one can now overlap each other to create something like this. So we created a very, very basic shingle that needs to be detailed now. And after that, I can bring in, for example, another blend. And I'm going to bring in another gradient as well. Just search for gradient. And you have them here for example, in this case, I'm going to bring this one and blend it and set it to mean darken. So that we can hit something out of it. I'm going to bring in a trend formation 2D and rotate that to something like this. And you see that we have created something like this, but you can go continue add nodes on top of nodes to create something like this. And of course, I'm telling you that if you're a substance artist and you want to show how you can create these shapes using these nodes and procedurals. It makes sense, but you are in an environment artist. And the one thing besides getting a good result is how fast actually you can get to that result. And we created something like this, but it's a matter of clicks inside Blender. We go there, bring in cylinder and rotate it in this direction and do changes that you want. And if you're going to make that hyperbola, you can go and try to give it the subdivision surface. And let me make it Shade Smooth and to 30 degrees as well. Let me bring in a Bevel and after that, you see more or less we're going to create a shape. But this is a lot faster. You see inside substance, we really invested in a lot of nodes to get a basic shape. But in Blender, we will able to do something like this in a matter of just some clicks. That is so easy. Now for this one, for this cobblestone material, I'm going to do the same thing. I'm going to create some shapes in Blender and then bring them to ZBrush to start to add lots of details on them. And then I bring them inside substance spake them, and then add on top of them so that we create the result that we want a lot faster. And by a lot, I mean, a lot that you cannot even imagine. Okay, I created a new scene and name that cobblestone. And I'm going to bring that unreal mannequin as a reference. This is it. And now I'm going to create the very basic shape of those cobblestones, which is rectangles. You see all of these are form of a rectangle. Some of them get displaced. Some of them are a bit more square-like, but more or less, it's all rectangles and squares with a lot of details added on top of them. So I'm going to, compared to the size of this mannequin, I'm going to create some basic shapes. You see this one is way bigger than what we wanted. So this is actually good for size of a normal cobblestone. What we're going to do inside ZBrush is taking this one, for example, a sculpting special details in this side. Sculpting a lot of special details in this side. And a sculpt a special details on every side so that we can take that for example, let me do something on this one. I'm going to bring in some vertices to tell you that what we're going to do. And this is an example of what we are going to do in ZBrush. Although this is only a single piece, do a special details on every site so that for example, when we bring this one into substance and bake it, we get a variation from this side, a new variation from this side, any variation from every site. And basically from one cube only we get eight variations. And we are going to be as efficient as possible as well. This is the cube, and now I'm going to copy this one, bring it over and make this one something like a rectangle. And if you do not have a lot of ideas go into here. And I start to see different size of each brick to see what it does. For example, I'm going to take these to bring them up. And I'm going to take this one, for example, make it a bit smaller in this side. And I can take this one, bring it over. And I can take this one, for example, make it smaller in this side so that we have lots of bricks with a lot of variations. So I believe this is good for starters and I might not even use a lot of them. This is just to say that how many variations you are going to get from this. So compared to the size of the human, I'm happy with this. So I'm going to take the human and delete it. And I'm going to take them and apply rotation and scale, a scale on all of them. So again, I'm going to do the same for these ones. You see there are a lot of messy things in here which needs to be corrected. Plays scale and rotation. When I take them, the rotation scale is the same. So just hit Alt and g to bring all of them in the same place. And I'm going to export this as a single FBX into ZBrush so that we start sculpting process. And for sculpting, it's better to have a pen tablet so that you are able to sculpt and lots of cool details that are not going to be done using mouse button. So having a pen tablet is going to be a lot more efficient or creating those. So I'm going to take all of these and export them as a single f vx just in here. And I'm going to call them. We sculpt. Just cobblestone, three scopes and limit export to select objects and hit export FBX. Now, we're going to open ZBrush for the first time in this tutorial and do a short demo of how things are going to be in ZBrush. So here we are now in ZBrush. And your ZBrush might be different to mine because I have put a lot of the shortcuts and things that are used in the view. So to be able to see anything we're going to import. So we need to go to this tool menu unimportant. And these are the files that are one term, pretty cheap. They are having no extra geometry and I'm going to bring them and hit Okay. Now it brought down perfectly imitate control and L, excuse me, controller and drag them and go into edit mode so that you are able to see them. And if you see something like this, just hit Control and l n, excuse me, Controller and this shortcut that you see, the clear out the Canvas. So go to sub tool menu, and these are the amount of objects that you see here. We have them all in here, but since they are overlapping, we see those Z fighting happening there. This is the first cube, the second, the third, fourth, fifth. Then we have what we exported to lumped from Blender in here. And if you see so many of these shortcuts do not be scared rarely because I bring in a lot of the things that are used regularly in here and bring them into the user interface so that I do not have to go every time, for example, to go and bring in the trim smooth border, which are used a lot in it to go into this light box, go to Brush, scroll through here, find the trim smooth border, for example, this one, and use it. That is so simple or drag it into the user interface so that use only a single click, I'm able to drag it out and start using that. Or for example, when I'm going to sculpt tiling inside ZBrush, which I have done. I have this offset, which is just like that array that we use the inside Blender. It's going to offset this one, X, Y, and Z based on a value that you put. For example, this clay buildup is good one for adding volume into this this dam standard brush is going to be great for adding those tiny cracks that we were able to do inside substance. And the key to start working in ZBrush is to not be afraid of it. If you're going to drag something in the user-interface, he's simply go to preference and config. And in here you want to hit Enable Customize. Now we can take something. For example, we go into this geometry tab and bring this Z remeasure on. For example, if you use 0 measuring your workflow, just go hover over it, Control and Alt, and then drag it into the user interface. So now you have it in here, and you see that when I hover over this one, It's going to select the main one in here as well. So this is a shortcut where everything that I use regularly bring in here, create a shortcut so that I do not need to go in all of the menus and start to find them. So if you are going to remove something from these shortcuts, you go over the shortcut, not the main one. You go over the shortcut, Control and Alt and drag it out into the main viewport. So it's gone. And if you are going to save your changes, you go disable this 1 first and then save UI. And this is going to save that in a file that you can store somewhere in, in, in times that you changed your version of ZBrush or lost something, you can go back low DUI. And that is basically something like this. You'll save that as UI Config. And every time you needed, you go unload the conflict. And if you're going to see this conflict, every time you see this store config, then it saves whatever you have in here and we'll remind them when you open ZBrush the next time. So in order to be able to sculpt on these, we need to add lots of geometry on them. You see here on active points we have less than a 100 of points in this, which is not really a good one. In here. In total, you see we have this amount and this total is the total amount of all of these sub tools in here. Active represents the one that you have selected. And since all of them are having the same number, we are seeing the active 98 in here. So now, for example, if I go try to sculpt, you can hit S to increase the size. If you are going to sculpt, you're not going to see a great result and you see a lot of faceted edges. And that is because we do not have a lot of geometry in this. And if you are going to see the geometry just hit shift and F. And you see that we have only those vertices that we created in Blender. And in order to be able to sculpt on this, we need to add lots of geometry than one way to add geometry is hitting Control D. It's going to subdivide that and make that as smooth. And if you do not want to make that as smooth, you want to go in these menus. One thing to note that I have brought this divide. In the viewport, you hit it. It starts to divide the surface for you. And now I can start to, for example, the white this one and get the results. So if you're going to see that the white, you can go in this geometry tab. And under the geometry main menu, you have this device, which is you see that it highlights both of them. So you want to hit this to add some geometry example. Let's add more. And don't be shy to add lots of geometry. Zbrush is good at handling them. So now if I hit Shift F again to exit out of that mode and start to sculpt. You see that? Now we get a lot better transition in here. And although we are seeing, we are seeing some faceted edges, but there are a lot more better than what they actually were. So I'm going to hit Control Z couple of times to go back to that. And if you want to only add geometry and not a smoother result, you want to turn off this as smooth and you see I have dragged that one in here as well. So you only disabled that smooth and then hit the white as many times as you want. And you see, although now we have lots of geometry. And if I go to shift and you see that we have a lot of geometry in here. Now, if I try to sculpt, you see we are able to get that result. But if you turn this as smooth as MS, as MT stands for smooth, it's not going to smooth your results. But main way that I really encourage you to start using is using DynaMesh instead. Because DynaMesh not only it's going to give you lots of geometry, but also it's going to reorder the polygons so that every time you try to sculpt, you get the best result. For example, I'm going to hit divide. And you see, now we have a good amount of geometry on this one. Let me go in here and start to sculpt on this. And now you see that because we didn't have even geometry in here, you see we have a lot of unwanted results. If I tried to bring in the dream smooth bores and uninstall to sculpt on this one, you see, I get a lot of bad vertices in here, which I'm not really liking. And that is because we have a lot of a stretch things in here, stretch polygons. So the way to fix this is by using DynaMesh. And this is the DynaMesh button. And you can access that in the geometry tab in here. And DynaMesh. So we want to use the DynaMesh. And right away, let's put the resolution to something like 512. I do not want to blur this one out because this is something like that, as smooth but not as strong data smooth, it's going to only shift some polygons away to make the result to be a bit smoother. So if I hit DynaMesh now, excuse me, hit DynaMesh, put the resolution to 512 DynaMesh. Now, it has changed the number of polygons that we have here. And now if I go n, you see that if I hit Shift and F, You see that the polygon distribution is a lot more cleaner than what it was before. And it has made a good thing removing a lot of bad stuff that are happening in here. And if I bring in the trim smooth border, bringing the sculpture is down, you see that I'm able to do a clean sculpt in here without having an issue. Okay, I really suggest you to use DynaMesh instead of subdividing. Of course you can do subdividing been, but in a lot of cases are really only use DynaMesh because not only it gives us a lot of polygons, but it gives us the perfect polygon distribution to be able to get the best result. Because if you're going to get the best result, you need to have even quotes everywhere. So that, that is something like textile density. If you have bad polygons in here and good polygons in here, you're gonna get better sculpting here. So DynaMesh is going to vary fast, handle the polygon distribution for you. So now I'm going to go, you're going to see this horizontal line that has a lot of steps. You can go, you can go back in time to wherever that you want. For example, let's go back all the way to here and do something. For example, let's hit DynaMesh. And you see that it's changed that line there and remove the story before, after that, excuse me. So now we have that cube and if I hit Shift and F, If we go in here, you see that we have a perfect polygon distribution that is happening in here. And I really suggest you again not to add lots of DynaMesh resolution in the beginning because you want to have big detailed scopes first and then medium and then small. If you have a lot of vertices in the beginning, it's hard to manage them. So I encourage you to start with lower resolutions and then slowly go up as you start to add those finer details. For example, let's start with something like 32 and bring the blur down DynaMesh. Now you see we have this amount of geometry and now, excuse me, I divided that by 12k, doesn't matter. We still have low amount of geometry. Do some sculpting, for example, let me bring this one here to some peak shape of sculpting. And when you made sure that you're happy, then you can go and add details. You can bring this slider down, for example, to 56. And to read DynaMesh, again, you need to hold down control and drag the mouse in here so that it will DynaMesh is, and now you see it added lots of new geometry and the polygon distribution is perfect as well. And then you can go and start to fine-tune that there are, for example, adding those finer details in the geometry. So it's always better to start with lower amount of polygons and then gradually go up. This lesson is already taking too long. I'm going to finish it after the next 0.1 of the great ways to add a lot of details in ZBrush using the alphas and masking. And you can create the masks. And those masks are basically black and white data. Just like the masks that we created inside Blender, excuse me, inside substance. You can bring them externally or use some of the default ones in here, you go to this alpha and you have lots of masks. For example, let's take this one. And in order to be able to select this one, the better way, of course you can go and use this clay brush because that turbo spools brush, trim smooth brush was not the best-case for using the masks. So now you see that by dragging this, you see I'm dragging lots of lines after each other. If you are going to take another result, for example, you can choose different stroke method, for example, using rectangle drag and using another Alpha, for example, this alpha, which also has white values, black values, and values in between. And you can drag to start to undulate the surface just like what we had inside substance. So now I'm going to go and bring in another alpha that we created before. Only simply just hit it this import. And I'm going to bring that height map. One of the materials that we created, of course, that was so heavy, it didn't read it. So I'm going to bring this one instead. How you say it replaced that and now we're going to try to drag, you see, it starts to bring that. But also since the intensity is not too much, we're not getting a lot of that result. You see more or less, we are able to see that result in here. And you can also do some things to the Alpha itself in here, it has a lot of controls go to this brush settings and often texture. You can, excuse me, not this one. That is another muscle in here, which is this alpha that I have dragged in here. So you can go and modify the Alpha, for example, add a bit of contrast and you see the result already happening there. So let me bring in the contrast and bring the intensity up. You can bring in basically everything. This is not the best example, but you can already see that what we can do using that offer direct method, just like this one, added a lot of cool details. So I'm going to stop this lesson now. And in the next one, we're going to do the sculpting on this. Okay. See you there. 38. Sculpt Tiles in Zbrush: Okay, everybody in previous lesson, we wanted to actually create those cobblestone materials in there, inside substance. But I decided to do the first pass inside ZBrush. And we did a quick intro to ZBrush to see how powerful the software is and how we can sculpt lots of details very fast and without needing to working with a lot of nodes to get the result that we want. Now we have these and all of them are in their basic forms. I'm going to do DynaMesh and all of them. So DynaMesh basically, and you get this amount of vertices and now it's very good to start to add details in there. And one of the brushes that I use regularly is the trim smooth border. You can find it for you. You can find it in the light box and in the brushes tab, you can go to the stream and that is it, trimmed smooth border. You can use that. And another one that I use to add some cool details just like the cracks and things is **** standard brush. And if you're going to see that, and also the most common brushes in ZBrush you can go, he'd be just search for it. For example, the, you can see that the dam standard brushes in here and there's a shortcut in here. And if we hit b and D, it isolates all of them that start with D. And now I can hit S so that it starts the dam standard brush for me and it can start to do those cracks. But now, since we do not have a lot of cool details and a lot of polygons, this looks blurry, but if you start to add a lot of polygons and just look at that, you see that the result is a lot better. So it's recommended to start with a smaller polygons, for example. I'm going to first, a lot of times when I'm going to do something sculpting and then bringing the Move brush and the shortcut for Move brush is B, m, and v. So you see that the move brushes in here, just take that and try to drag it out. And you see that because we have, in here, we have lots of polygons and you can not even count the polygons. We're not able to manage the polygons very good because it has a lot of polygons. But if we go down to something like this one and I start to change the silhouette, you see, I'm able to do that better because this is now having less polygons to manage. And I'm able to take this one and do some changes in the silhouette of this one, which is a lot better. So always start with lower amount of polygons and then move on to the next steps. This blur out and start to increase the resolution and drag out so that it sorts the polygon distribution for you. And when you are happy with it, you can go to Trim smooth border and I start to hit these edges. And this is mainly the first thing that I do on a lot of my sculpture. You see, this is just like that. A slope blur gray scale inside substance designer. But since we have an Alpha in here, it has reduced the effect. So I'm going to turn the Alpha out. Now you see we have a smoother transition. But if you're going to make it really more contrasty, you want to go to this Alpha and select this Alpha. And because it has a lot of weight values in it, it's going to create a good contrast. You can see that now the contrast is a lot more. If you're going to make the contrast really too much, you want to go for this one because this is absolute white. And you're going to get a lot of contrast in your sculpting. So a lot of times I bring in one of these Alphas, either this one or this one, when I'm going to use the Trim smooth border to add lots of cool details and a lot of contrast. So now that we have this one setup, I'm ready to move on to see the silhouette in a lot of places just when you're going to rotate something. You can do that by left-click or Bye pen mouse, just drag it out. And if you're going to snap to the grid, you can hold down Shift and Alt. And it's snaps to surface that you want and just go shift. And you can drag it out to be able to see a lot of the different silhouette. This is the first one hand. Now I'm going to add some details and now you want to really have a clever choice. Of course, we have a lot of cobblestones in here, and we can go sculpt all of them. There is no one actually stopping you from that. But actually, what's the point of a sculpting? All of these with a lot of unique details. We can go and live with only a couple of them and take these ones and delete them because in the end of the day, these ones are going to be baked into a material. And the material is actually in the ground level and the player is not going to distinguish a lot of these details that you sculpt. For example, in such an area. See that player is actually not able to distinguish a lot of the cool details that you add. So it's not really making a lot of sense if you're going to sculpt all of them and to a lot of details. So now, right now I'm going to take these and delete some of them. And to delete them in this sub menu, just go for delete. And as always, okay, delete some of them. And I can live with these two. And these two have different proportions and different silhouettes. One of them is more square-like and this is more like a rectangle. And I can get a lot of cool details from these by going in every detail, in every side. I can sculpt a lot of details and we can duplicate them later on and take them inside substance to get a lot of these details. And to save a bit of time, we're not going to actually do a lot of a sculpt on a lot of instances. These two are going to be okay. Because as I said, if this one is a hero piece and the player is going to be seeing a lot from close distance. It makes sense to add lots of details. But since this one is going to be baked and the player is going to be seeing that always from two meters above from the camera. It's not going to really make sense to do lots of sculpting. So always you need to ask these questions from yourself. Always check to see if you have created save files enough so that you do not lose a lot of progress because ZBrush sometimes collapses. And if you lose a lot of sculpting process, it's going to be very bad. And you're gonna lose a lot of time and you're going to do that again, which is a pain. So make sure that you create some files and a sculpt and save frequently. And to save, you simply hit Control and S. And it brings you this menu and you see that one. I'm going to sculpting ZBrush or create some variations from my file. And I save on them frequently. For example, uh, do some sculpting 20 minutes after that, I saved one. I do some sculpting again. Ten minutes after that. I save on this one and frequently change them so that when I lose a progress, I lose mainly ten or 20 minutes of a sculpting, not for example, five hours of sculpting. So make sure that you create some files because ZBrush, sometimes when collapsing, it ruins your save file and you have to create it from first, create some variations from your safe file and save incrementally on different files so that you have a backup to go back to. So now enough talking, it's time to go and sculpt and to rotate around it. You simply using your mouse pen, just rotate to pan it. It can hold down Alt and pan to rotate. Simply do something like this to Zoom, you hold down Alt and drag your mouse wheel. Excuse me, drag your left-click or mouse and let it go. It goes, it's going to zoom in and out. And these are the basic things that you can do in order to sculpt until lock on a view. You can hold shift so that you snap to a certain degree and you can use this mannequin as a reference to see which side of the thing you're going to sculpt. Okay, Now, let's start a sculpting and now we have good amount of polygons. And since I'm going to add some cooler details, I'm going to take this one, study two to 56. And now in here, I'm going to hold down control and drag so that it gives me more resolution to work with. Now, later on when you sculpted this, when we, when we are going to bake that, we do some copies and every time we rotate in a direction, for example, one in this direction, one in this direction so that we get maximum amount of versatility out of that. Okay, I'm going to trim smooth border, make it a bit bigger and I'm going to use this one instead because it has some buffer zone to work with. Let's go and start to work on these edges. And this is mainly the first thing that I'm going to do on a lot of my sculpt start to hit this edges to make sure that I have enough room parts in here. And as I said, it's better to start with the maximum, minimum and minimum, the minimum amount of polygons. And then when you gradually move up, start to add more volume, to start to be able to add a lot of cooler details. And as I said, I'm not going into super sculpt this one. I'm only going to add some details and then bake them inside substance and try to do a lot of details there. Because it's good to have all of the softwares in your arsenal and to see which one does, which progress better and faster. And use that instead. And not be really a fan of a software. You're not a fan of a software. You are a customer. And you want to take the best out of each software to be able to get your result better and faster. Now, do some sculpting and make sure that you do it randomly. You see in this one in here, we added lots of good details. So let's go for this part as well. I'm going to hit this edges. And since we do not have lots of polygons, there's a little bit of faceted in here, which is not actually a big, big problem because we're going to do a lot of alphas and on top of this, these would govern themselves. Okay, now, let me zoom out and try to hit these edges as well. One of the things that kill your CG production is these lines, these sharp lines. And you want to avoid them as much as possible. Even for, especially for man-made environments and things like, for example, sci-fi environments. It's good to have these sharp lines. But in something like this, which has a lot of interaction and a lot of people have touched it. It's going to not have a lot of sharp lines. So you want to kill these sharp lines whenever you see them. And I do that frequently and I'm going to get the best results every time. Okay? Now, do something again in here. And as you go along and looking at lots of references, you know that, which, in which parts you need what details? Now, let's add this one in here. And as I said, this is going to be baked and not be used as a separate piece. So it's not really making a lot of sense to go and make sure that this one has lots of cool details. Because although this is going to be baked into material as well as we can do lots of more sculpt, additionally scoped later on with substance down the way. Let's sculpt lots of these edges. Okay. You can take your sculpt and when you're hitting that, just do not put, not separate your pen from the tablet so that you're able to sculpt in that direction only. And you can see that when I'm going to create a new direction, for example, in here, if I hit that every time it's going to sample from the point that I'm sculpting on. But if you do something like this and never pick your pen up, it's going to continue sculpting in the same direction. Always. If I sculpt on this one, it's going to sample the normals from here. And if I bring it here is you see that it's coming to change the normals based on this one. And this is another technique that you can use to make sure that you add a lot of details. So you see that I have done something like this. Now let's take this one and delete it because these two shapes are a bit similar. Okay, I'm going to remove these. Now. I'm looking at this on a lot of sites. I'm happy with it. I normally do not love to see some smoothness in here because this is not a smooth surface. This is a stone and a stone is very rough. So if you are happy with their scoped, then fine. But if you're not happy with the sculpt on, you're going to add some volume or subtract from the volume. Clay buildup is your friend, and the clay buildup is very harsh. And if you start to sculpt, you see that it starts to add lots of volume in here, but the volume is not so well presented. It adds volume. And now you can go and pick this one up and start to hit this to make that look that you want. For example, something like this. You see, we added some volume and subtract it from that and skip. Speaking of subtract, you see in here we have Z sub n. It means that it's going to subtract from the surface. And now you see that when I'm going to a sculpt, it's going to subtract from the surface in order to revert this and invert it and use Ziad, you can hold down Alt wireless sculpting. Excuse me, you can hold, hold down Shift to make it. Now, shift is going to smooth it. So if you hold Shift, it's going to sculpt, it's going to smooth that for you, okay? It might be something that you want or not. And if you are going to make this one z sub, instead of converting that to z add, you can hold down Alt and you see that it changes. And now if I sculpt, it's going to do the reverse of what it is in here actually. And now it's z sub. If I hold down Alt on the object, It's going to make it z at. And if I make it z add one, I'm going to try to sculpt. You see, it's starting to add detail in here. And if I hold down Alt, It's going to do the negative. So holding down alt is a good option to be able to cycle through and do the results that you want. Now, let's go. And it's a good thing to always take a look at the references to see which details we can capture from the reality because we are capturing the reality and bring them in the engine. So what, what's better than having a lot of cool references that you can look and take a lot of details from. It's going to help you a lot during the sculpting process. We added some details. Of course you can go and start to add a lot more details, but I feel like it's enough for now. And in order to add them more detailed, more customized detail, we're going to use Alpha. And this is a pack of alpha that I have bought. Externally, and I'm going to use that to give some extra details to this one. And this is an Alpha. And just like the alpha that we created for height map, it's inside substance and it has some values that the white parts are going out and the black bars are going in. So I'm going to use that Alpha and drag. And now you see it has added lots of cool detail in here. And if we are going to sculpt this by hand, it's going to take forever. And one thing to note that when you are going to sculpt, it's going to affect the backside as well. And you see that I've sculpted in here, and this part got unrelated as well. That's it, Control and Z one time. And now you see that it's gone. And if you are going to back face mask that one, you can go into brush. And in here there should be auto masking option. And now back face mask. And I have drag this one into the user interface so that I can use it. So you can enable the back face mask. And now, if I try to sculpt bit of detail in here, this part, it's not going to get affected. And for the Alpha as well, you can go for negative to something like this, or you can go positive. And now you see we have added a lot of cool details, but before that, I'm going to actually go and redo, increase this one to 1024. And DynaMesh, again to add a lot of more details. So now we have a million and a half polygons. And if I try to drag this one, you see we get a lot more high resolution results in here, which is a great thing. And now let's go backwards in here. Okay? And these are going to have a good result when we wake them inside substance. And now I'm going for other alphas as well. And it's a good one to invest in these Alphas because they had a lot of cool details and the scopes that would have taken forever and it can build them inside substance as well. I'm going to demo that for you so that you can use alphas as well. For example, let me go into this library and I'm going to create a crack brush so that when I drag, it's going to add lots of cool cracks in there. So I'm going to go bring this grunge and I'm going to use the distance node as well. So hit D, I yield, cool. You're going to bring the distance and bring the distance up, Okay, now you see it tries to connect them all together to create something. It's going to take them, extrude them until they collide together and it stops. Now, bring in edge detect. So this is the edge detect. I need to bring this down and around us as well to separate a lot of them from each other. And you can change the value, play with the value a bit to get the result that you want. So let's go in here and try to bring this down until you get the result that you want. Let's say that we're happy with this one. And let's use another grunge brush instead to see what result I can get from that. So this one is better now. Or even instead of using this one, let's use this cell one. And this is great for adding those cracks. So it has already created those gradients for us. Let's bring in the edge detect edge width down and roundness down as well. So we have this one. And now I'm going to bring the scale down because I want to create a relatively bigger crack. So let's take this one and something like this is okay. So I'm going to add a bit of edge roughness to add a bit of as the roundness in here. So this is good. And now I'm going to work this and I'm going to use multi-word. In this instance. This multi-word is going to warp that in a lot of directions based on a value that you put. So I'm going to use Perlin noise because it has a lot of cool details. I'm going to make it lower and bring the intensity up to something like a 100. Now it has a lot of details, but I'm going to do something like this. Or instead, in this instance, that directional warp is going to be a lot better. So I'm going to take this one and delete it. And now this is going to work a lot better in only a single direction. So let's select this 11 pop the intensity to something like this and in another direction. And now I'm going to invert this. So invert grayscale. And now I'm, in order to add a lot of details already in this, I'm going to bring in the slope blur, gray scale. And in this one that's bringing the lovely clouds to connect that in here, I really love these clouds to note, no, it's one of the best insights substance. So samples up, intensity, down. Now in here, you can set it either to Min or max, so max is better. Now we have created something that we can use to sculpt inside ZBrush, something like this. And if you want to keep this the way that it is, you can use it. But I'm going to create a mask so that we have a sphere mask, not this one. So let's bring in the shape. This shape instead of a square, I'm going to use something like this disk. Now blend these two together. And I'm going to make it a subtract, reversed this one. Let's take this one and bring in and invert gray scale as well. Now, let's go cycled between the modes to see which one you get. The multiplier was the case. So now in here you see it has separated some of them for us. I'm going to take this one, bring the scale down so that it limits the selection. And it's better for authenticity of your object that you're going to create. So I'm going to take this one, bring this scale up. And now you see it is a perfect circle. I'm not liking to work with these sharp lines, so I'm going to bring in a directional war and warp it against these clouds to. So let's warp it for example to 14 and in this direction. So now you see that there's a bit of softness in here. I'm going to bring in the transformation to D and turn off the title in the tiling mode, I'm going to set it to absolute and turn off the tiling. And I'm going to bring this one all the way in the center and try to work with more. It doesn't matter. So let's, let's actually bring in the vertical tiling, something like this. Now instead of subtracting this, we're subtracting this from that. And now you see we get some more values in here. So this one, we can exported using this icon, save it as a bitmap, bring it into ZBrush. Or you can bring in one output and try to put a name, things like that. But I'm going to use this icon instead. So save this icon so that it saves this one as a bitmap. I'm going to save it here, just named something that you like. And for format the tiff proofs to the quality better than PNG and you can use PSD or tiff. So let's go for tiff. In this instance, it's going to export it. And now let's go in here. And I'm going to bring this clay buildup as an example. In this alpha, I'm going to go and hit import. And now this is what I have here. A brought that in. And let's try to sculpt with that on the surface. So the mode should be to drag rectangles so that you drag on it. And now you see it has added those details, but now it's additive. I'm going to hold down Alt to make that Z sub. Now you see it has added a lot of those cool details in here. And it's like somebody has gone there and start to sculpt a lot of cool details in here. And you can invest as much as possible and bring Alpha library over the time. If it was too strong, you can take the z intensity, bring it down and test again. And you see that looks like somebody has a sculpted a lot of details in it so it can bringing, create a lot of cool alphas over the time, start to save them and use them. But to save a bit of time, I have bought these external pack and I'm going to use that. And it's just like you have gone and bought this externally from someone else. So make sure that you check this back face mask on so that in every side we have a cool detail. Let's go for this side. And I'm going to select this one. Let's add a bit of detail in here. No, let's make it subtractive. Holding down Alt so that it's subtract some of the surface. Now we'll see in 3D in every side we have something to work with. So make sure that the back face mask is turned on. And in this side, let's go and bring in one other. For example, this one, back face mask on. And you see that how many beautiful details you can get using these alphas. And even without the needing to have a lot of sculpting. So let me bring this one in. And on this one as well, it did a good job. It did a great job. And adding a lot of details, some hits the cat that now you've seen everywhere. It's looking like it has been a sculpted, especially for this purpose. So now I'm going to save this file and then start to sculpt on this one. So this one already has the shape. I'm going to add the DynaMesh. And first thing that I'm going to do is bringing in the shrimp smooth border and I start to hit some of these surfaces. Let's go ahead and none of these surfaces, and I'm not going to make sure that I'm going to be so careful about this sculpting because this is going to be baked and I'm not going to put a lot of time or actually waste a lot of time on a sculpting super high-quality details. So something like this and make sure that you ruin these sharp lines only to get a good result. Now, there are some more lines remaining. You see. In future you are going to see how fast and beautiful this method is going to be for adding a lot of details. And then later on when we made sure that we bring this into substance, we bake those there. Before adding these into substance. I'm going to bring them in Blender and make sure that I bake them there. I would bake them inside substance and then try to bring in the title sampler and start to sort things out. Okay, now, let's sculpt more of these edges. And when I made sure that these edges are good, I'm going to pause the lesson and the next one Who will add those finer details and start to take them. It's a good thing to start to learn Substance Designer better in order to be able to sculpt a lot of cool details. Make them height map, to be able to sculpt inside ZBrush, you can add a lot of custom details. Just look at pictures from nature so that we can bring in a lot of references and take your sculpting into a new level without adding a lot of hand painted a sculpt. This one is done, and now I'm going to pause this lesson. And the next one, we will finish this out and export them to Blender. See you there. 39. Substance 3D Designer Bake: Okay, This is where we left in the previous lesson, and now we're going to continue the sculpting antibodies coating. I mean, bringing these and make sure that we give this enough detail to be able to work with it. Let's bring this one to 1024 as well. Read DynaMesh, so that we're able to drag those alphas and start to work with it. And you see that with the same resolution, we were able to take million polygons from this surface. And DynaMesh works in a way that the bigger the object is, the more geometry is going to add this one. It added a million and a half because this was a smaller and this one it added a lot of more geometry because the surface of this one is bigger. So the bigger the surface is, the higher it's going to bring in the details and geometry. Then when you bring an alpha here, might encounter some problems in some areas, just don't matter. Go and start to bring in the smooth brush by holding down Shift and a smooth surfaces. So let's use this one in here. Try to add some details. And I'm going to cycle through between different brushes to make sure that I have different results every time. Let's use this one in here. And let's use not that intense. Let's bring the intensity down to something like this. Okay? Now, we need to sculpt in here. Let's bring the intensity of this one down as well. Sculpt only some details. You see that I'm not adding lots of details in this one because this is so intense and I need some some breaks to have lesser details and some breaks to have more details. Because if you make all of the details, all of your brakes to be fully detailed, you are going to get art fabric. And by that is that if you have too much noise in composition, the eye of the player buys off the player do not know where to look at. So you need to put some resting points so that, for example, in here, it's not too intense. We have a lot of intensive in here because these are going to stand together inside substance when you bake them. If all of them have a lot of details, it can not with the details correctly. So you need to have some resting point that the player can have a rest. Now, this one is okay as well. Now I'm going to bring these two and export them to Blender. And the way to export it means that you select one that you want to export and go to this export tool. In here, you want to set a format and my preferred, preferred format for exporting is the FBX. Doesn't matter what the name is, just export. And there are some options that you can use. One is for exporting, which now I'm using the all o means that everything in here is going to be exported. The first one is selected. And it means that when, whenever I select something, for example, this instance, it's going to export only this one. So I'm going to set it to all so that it exports all of them. And you can set this one to be triangulated and a smooth normals as well. So let's hit, okay. And depending on the number of sub tools and the amount of polygon, it's going to take a bit to export. One thing now that are understood is first let's open the blender and import these. So this is Blender and these are the default ones. You can simply delete. And now I'm going to bring in a plane and make sure that your plane is set to a squares. I have reason for it. Okay? I'm going to double the size of this square and the star to import those. So I'm going to import FBX, and this is the file. And now I'm going to import FBX. And now again, depending on the complexity of the geometry and the amount of geometry and the file size. It's going to vary a lot. So now we are bringing this and we know that now we have 7 million polygons for these, which is too much. And it gets worse even when I'm going to copy these six times h. And it makes it more than 880 million polygons for all of them and it's going to explode blender. You see, we have a lot of cool details in here, and I'm going to remove this. And there's a good way inside of ZBrush to be able to reduce some of the geometry. And it's decimating the geometry. And the cool thing is that if you decimate the geometry, you're not going to lose any of these details. And by that I mean, I'm going to take this one and take a duplicate and created a new saved version so that I do not change those. So I'm going to take this one and I'm going to go to the Z plugins. And this Z plugin. Is in here. If you do not see that, just take this one and drag it in here. You see it's already there. So I am going for Z plugins and there's something in here called decimation master, which is this one. And it's going to decimate the geometry based on these values. First, you need to hit pre-process. It's going to calculate the geometry. And depending on the complexity of the geometry, it's going to take more or less. It did it. And after that, we need a percentage, for example, 20 per cent of the geometry. It should keep cube so it doesn't meet current. And you see, now we have lesser amount of geometry. It only kept 1 fifth of it. Now the good thing is that if I hit Shift and FVC, it has been triangulated and the amount of polygons is very less. So now I'm going to select this one and compare it to the original geometry which has a million and more than million and a half. Just compare them. Even in this very close up view, they are similar. And ZBrush does a great job at reducing the poly count and keeping the quality. You see this one. And this one are totally similar. And that gets even better when we bake this, for example, the player is going to see these breaks in such a distance always. So they're not going to guess a lot of details that are gone, although not a lot of details are gone. So I'm going to take this 11 thing again to make sure that we get one-to-one ratio is that turn these two on. Select these two, select this one that you want to project. And going to this menu. And we have this project. And this is going to project a low poly onto the high-quality to make sure that we have the one-to-one ratio, though IT projects all. And it's going to take a bit of time and reorder these vertices in a way that you get the perfect one-to-one ratio with hyperbolic geometry. So you see the re-projection is done. Now, let me see. Here I'm going to turn this off. And you see, we have no, really no difference between these two and they are the same. So I'm going to turn these two off. Now. The turn is for this one, of course it can go in here and try to decimate that even more. It makes sense for something like this. Because as I said, the player is not going to see them from close-up. But let's keep this and try to preprocess this one. And now because we know that it's going to keep a lot of details. I'm going to duplicate it. Now. Have dragged a duplicate in here, and I'm going to decimate this one. Of course it needs to pre-process, so let's use this one that was preprocessed. So decimate. And now we get this amount of geometry, but it's too much. Again. Let me take this one preprocess again. And because now we have lesser geometry, it's going to take faster to calculate that. So now let's bring this value up and decimate current. And now compare this by this. And you see they're identical, perfectly identical. And although this one has very, very fewer amount of geometry. So I'm going for this one as well, pre-process and decimated again using that number. Okay, now, we didn't lose anything and reduce the amount of polygons ten times. Okay, I'm going to take these two decimated ones, this one and this one. And I'm going to now go for export, having these two only turned on export. And I'm going to overwrite that previous file with the same settings I'm going to export. Okay, I did a mistake and that was when I exported. I didn't limit the selection to these ones only. So I'm going to go for cube as well, overwrite it and this time instead of all, I'm going to set visible so that only these two visible ones are going to be exported and finished now and now let's go important. And now you see the file size came down to 14 megabytes from that 180 megabytes ready to us. And it's going to be optimized in a lot of aspects. And you see in here, we have 0.5 million polygons. And instead of having 7 million polygons only for starting pieces. So now, just take a look and you see that we have not lost any of the details. Now I'm going to take this one, remove it, and bring the plane just the way that it is. Okay? I'm going to convert it to 12 chunks. So let's bring in green here and two in here. Okay, It's not 12, but let's keep it. And now what I'm going to do is because we have a squares in here. I'm going to place this one in the center of that cube. And by that I mean, I'm going to take this one, Bring it in the center, and make sure that you bring it into the center perfectly. So now I'm going to bake this on top of this plane inside substance. Now, let's bring this one up and I'm going to duplicate it sometimes. So now you see the real benefit happening in here. In the previous one, we had lots of geometry and duplicating those would cause something like 18 million polygons to be a single blender file. And even taking them into substance would be a huge pain. And now we're really more optimized. So I'm going to take these two again and duplicate them in the center of these squares. And I'm going to take this tool, bring them down. It doesn't matter if you do not have something here. So I'm going to take this one again, bring it in the center. And I'm going to duplicate it. Take these two, duplicate them. I'm going to take these two as well, duplicate them. By the first duplication, I want to make sure that everything is in the center of these cubes. And for the rest of it, I'm going to take all of them. And since the period has been centered, now, I'm going to rotate this in different directions. For example, I'm going to rotate this 190 degrees in this direction so that we get the new one. And you say, this one is different from this one. I'm going to take this one and instead of 90 degrees, I'm going to explore rotate a 180 degrees. So now you see we get a new more variation that is different from the previous one. So this one, instead of a 180 degrees, I'm going to rotate that 250 degrees. So we have the rotate in here as well. Let's put 270 in Z. So simply let's add another 90 to get that variation that we want it. Now you see we have four different ones. And it looks like these two are similar. And let's take it again and rotate it. And I'll rotate it again to get this one. And now you see we have four different breaks and they are different from each other. And this one, I'm going to rotate it 90 degrees in this direction. And this one, I'm going to rotate it negative 90 degrees so that I get the cap and the other cap as well. Now you see from only a single brick, we were able to take out six different variations and six variations in here as well, equals 12 different breaks. And this is going to create a lot of cool details inside Substance Designer. I'm going to take this one rotated 90 degrees in this direction. And this one should be rotated a 180 degrees. Okay. This one, I believe should be rotated 270 degrees, just like this one. Now, let's look at them. And you see every time we are going to get a different result. And this one is going to be rotated in this direction to see the top cap and this one in this direction negatively to get that one. Okay, now you see we have a lot of more details, basically 12 pieces from only two identical ones. And you see because the optimization that we done, instead of having 818 million polygons, we have only 3 million polygons. And now I'm going to take this one and make sure that the UV is set correctly. So this is the UV and the default Blender UV works are right. And these ones are going to be baked inside substance. Now, I'm going to make all, take all of them and give them same material. All of them should have the same material, that substance nose, these are belonging together. I'm going to take this one exported and limit the selection. And I'm going to make this one LP because it's the low poly and I'm going to revert the selection to these. And let me take this one, the camera and the light, and I'm going to delete them. Now we have this and I'm going to export them as FBX and just call this HP or high poly limit to select that object and hit Export. Now that they exported, I'm going to open up the substance and open this file simply. And now I'm going to right-click in here. And I'm going to import resources. Import. Or it doesn't work with 3D meshes. Let's link instead of important link 3D meshes. And I'm going to pick these two from here, open. And it's going to calculate a bit. And done. Now, I'm going to right-click on this and bake model information and you already know the rules I'm going to select from resources and select this HP. And I'm going to take tests normal map, set it to OpenGL. And I'm going to start random. And it baked, but it needs to extend the cage a bit so that it takes all of the details. Now. It's working better. And you see that it has captured a lot of details. And one thing you can do is removing this we're value and a start render again. It looks like it didn't do anything. So now I'm going to do the main bake using the height map. So I'm going to bring in two for k and the anti-aliasing to four-by-four. And let's do the final bake. And looks like we did something wrong in here. Let's put this one to the default value that it was this one. Okay, Now let's do another bake. It looks like we need to extend the cage a bit. Now we have more details in here. Now let's do the normal map as well to see if you have done everything wrong or right. So you see now all of the details have been captured perfectly. And it means that we are done. The thing that we needed to do is actually bringing in the frontal value so that it extends the cage. So you know what that means? It's going to extend the case to something like this so that it captures every value in here, including all of these. Now that the baking is done, let me bring the height map in here. And first things first, let's as an altered level, I'm going to convert this one into a normal map. And I've bumped up the intensity to 15. And now let's make it OpenGL and try to test it in here. This is going to be the normal. And you see a lot of details and a lot of those scopes are here present. And this is really the good way of using those. So I'm going to connect this one into height and bringing RT, Oh, and connect this one to that as well to see how it does using the ambient occlusion and things like that. Okay, Perfect. And it has added a lot of good things in here. You see a lot of those are sculpt, are present in here. We can see those as well. And if you see some problems in here, including these areas, you can go and try to bake the opacity map as well. So let's go take modelling information and I'm going to bake the opacity. Opacity. So start render and you see it created a black and white data as well. So I'm going to bring this one, you know, where this one should go. This one should be blended on top of this one. So I'm going to blend these two together. And this one needs to being multiplied. So now you see it has removed a lot of those parts and it has taken only these parts, is it? This one has a lot of bad details happening in here, but this opacity mask takes all of these and renders only the opacity things, the only thing that it sees. And it's going to remove a lot of the problems for you. And now you see in here we have pure normal map, although in here we have normal map, but there were a lot of issues in here, including these parts. So the opacity is going to solve a lot of those for us. Now we created the logic and the kids are in here. In the next one, we will start to create a generator from this that we can use that inside our creation process. Or actually, let's make it just now. So now we are in this cobblestone. Let's right-click and rename it to a stone maker. And I'm going to remove everything, everything from here including the normal, we only need the height map, and later on we'll convert that to normal as well. So we have these, I'm going to bring in transformation to the, so bringing that transformation to D. And I'm going to zoom on this, because I have divided this one into four by four pieces. I need to zoom on 400 by 400, and it takes a bit of calculation to see which works better. So now I'm going to go to tiling mode set to absolute no tight link. Okay, now I need to offset this. To 0, offset this one to 0. Let's go for 0, absolutely 00. And now I need to zoom on them so that I'm able to select different bricks. And this one, the first one is this one. Let me remember the shape of it. And now I'm going to go and make this one soda. The first one comes in here. So this one for the first this is the first brick that we get. And it's just like a finished piece that we created. Let me offset it to this side so that it's absolutely centered. And now I'm going to copy this one again. And this time I'm going to change this until I get the next break coming in here. So you see every time with every generator we are able to see different breaks. Okay? Now I'm going to copy this one once more. And this time I need to change this one. Bring it here so that this one is centered Absolutely. So on this one, let me copy that once more and bring it back until I see something like this. So now you see I have captured or different brakes on that and using different values. So I have four in here. I need two more from this to capture the caps of this brick. So I'm going to take this one and bring it over to here. And I'm going to scroll this until I see the CAP words. This is the cap words right in the center. I'm going to copy this one again and remove this one. Bring it down. This time, a scroll horizontally to bring this one in the center. Now, we have all of these pieces separated into their own pieces. Actually see all of them have been centered in here. Now we can take these, bring them up. Let me see if I can copy them, bring them over. Now in here, I need to change the Y. Instead. I'm going to change the y to something like this. Okay? Now we're getting that motion happening. K on these ones, we need to change the y to this value. Double-click the Scylla results, and change the y until you see this one. So I'm going to bring this center a bit. In this one, I'm going to change the whiter data as well. And bring this one right in the center. And this is the last one that I'm changing, this one. And let's bring this right in the center. Okay? Now we need to manipulate these tools. So let me see what I'm going to do. I'm going actually to change the y. And we get that one as well. And change the y in here. And this is another one. You see there are different. Now we created these and now I'm going to create different outputs so that we create a node just like this one that has different outputs and we can use them inside our work. So I'm going to go select this one, change the output, and you only need to change the output to something that you like. For example, I'm going to rename this one, break the 0101, okay? Now this is done. Now I'm going to copy the whole thing. Make this one too. And it's a matter of only creating outputs. And you are going to understand in a minute just what we're going to do. The good thing is that it changes the name automatically for us. And it changed this one too for the great. So this one is going to be five and another outputs, and this one is going to be six. Okay, now let's copy this one. I'm going to name this one brick 0 to underscore one. I'm going to connect this one to here. Connect this one to the second. This is the third one. The fourth one. And these outputs are very important. They're going to be the bones of our creation. And you're going to understand why just in a minute. So let's connect that. And you see, we have different ones happening in here. And now we have two outputs in here. But I'm going to save this as the stone maker. So now I'm going to go new substance graph. I'm going to name this one cobblestone. This is the actual thing that we created. And now let's see what happens. I'm going to bring this one in here. And now you see in here we have two different outputs. And if you select on all of them, you're going to see what creates that. You are going to see every single break that we created. And now this is just like a Node installed inside of a node. For example, for a test, I'm going to bring in the title sampler. And instead of using a squares, I'm going to use parent input. And for parent input, I'm going to make it for four different inputs. I'm going to bring in different bricks. Now you see it populates it with the details that we have here. Now let me go and bring the scale up to something like this. Now you see the different brain being side-by-side together to create very good thing. And it looks like we have created these. Let's connect that. And you see the result happening in here. Of course, I can go and start to bring this one down to something like this. Make this 18. This one is 16. Okay. Now you see what we're getting here. This is the normal map as well. Let's convert it to OpenGL and this 115 to see all of the details. And if you're going to randomize them, you can go. And in this parent input distribution, you can choose anything that you want. The best one is random to get more randomness and for rotation as well, you want to. But to the rotation that you want and rotation random as well. Symmetry, rotation. This might be something that you want or something that you might not want. And you see that I'm going to go in here. You see this one is a different book. This one is a different work. This one repetition, this one different brick. And basically you get a lot of the details that you want. So let's bring in this one in the y to something like 0.5. Now you see in here, it created basic cobblestone that we wanted to create. This is basically the method that we're going for. Now let me add an auto level after that to make sure that all of the details are pronounced. And this is the variable. And after creation process, we're going to continue this and create it. And since it's using the substance tiling, we're getting perfect tiling in here without, without any problem. We learned about a new creation of the material method. Hope you have like this one. And in the next video, we're going to start detailing this out the Substance Designer way. Okay. See you in the next one. 40. Testing Patterns in SD: In previous lesson, we learned that we could do something that we could have done inside substance, in ZBrush and get a lot of variations. And now it's time to go and start to lay the foundations of this one and then continue to iterate to create what we want. Helen previous one, we created this stone maker based on the baked data that we got from the ZBrush file that we brought in and created this basic thing. This is actually not what we want. It was just to visualize how powerful this is going to be. It's your job as an environment artist to look and see which method works better for you. And you have already seen that we created a lot of materials with different methods that you learn how to work in the best scenario, when to select the method that is the most appropriate for you to create something. Okay, now it's time to go and create the height of this on an already we have a lot of height and a sculpting details on this one, but we're going to take that further and create something better as well. Now, let's look at the references that to see what we are going to create. Any, you know, that this is going to be used for the sidewalk kid as well as the street gate. And although he's going to tie in all of directions, I'm going to make it have a bit of directionality so that it compositionally, it can tell the player that this is a street to go that way. So let's go to references. And by looking at these, I found this image to be interesting. And you see how directional this or you see that they are going and flowing in this direction and makes it a really beautiful to indicate that this is a street. And although you see it's styling but its direction. Okay, Now we're going to repeat that. And luckily, in substance there's a note that allows us to mimic exactly this shape. And that node is called arc pavement. And you can find that in patterns. And this is the arc pavement note. And you can see that it already and tries to lay those just the way that we need them and it works just like the title sampler. We have a lot of settings. And in here, instead of using a square, we're going to use parallel input so that we can plug in these bricks and that lays out for us. And I'll load this is going to give us some results. Let's remove this and do it in another way. And let's demo that to see what we are going. And then I continue to build on top of that. And now let's say that we're happy with the placement of these bricks, although we're going to change them later on. And now I'm going to bring in a directional warp after that. And this is to work these into a direction. And to warp them in a direction, we need basically a gradient map as something, a black and white mask that will help us go that way. So in here, Let's go search for one of these gradient maps, and I'm going to select this one which has a directionality. So I'm going to make it go in this direction. And now let's see what happens on these bricks. And you see a little bit of undulation happening. Now, let's make them bigger and you see they're sticking to this side, which I do not want. So I'm going to turn the degree to be something Ninety, exactly 90. You see, we are seeing a triangular shape in between. And that is because we have a lot of contrast in this area. And I do not want that. So let's now, let's do something like this to see what we get. And you see, we are actually getting something by tiling this one to this. And because this is tiling, it's going to help us. You'll see that it's making some of the bricks slow in that direction and some of the bricks in this direction. And you see, now we have more control over this. Though. Let me go and bring in basically a histogram. And now we're going for histogram range. This histogram range levels everything out so that we have better values. And now you see it's not so contrast in here anymore. So let's go in here and instead of 20, let's add 14 instead. Now you see how beautiful it has placed the brakes for us. And if I tried to look at that in here, you see we barely have any visible tiling in here, which is a great thing. So now this is a bit CGI because it has a lot of CG lines that are going in there. So I'm going to take this one and change some things in it. For example, I'm going to warp it using your directional warp. Let's bring in the clouds to, again to work this just a bit. Now you see, because they are a bit of warping in here, the warping in this one as well gets placed. So let's take this one and warp that. Let's go four or t. Now you see we get more chaotic distribution in here. So let's bring that down just a bit. You see a happy accident that happened in here. It's bending these just like a tick icon. So in order to Avoid some of these sharp lines. I'm going to bring a blur after this. Blur, high-quality grayscale who already up and intensity down just a bit. So now you see it has added some of that for us. In order to make that go in this direction, I'm going to make that goal up and start to work that really much. Let's go 4 thousand. And it's very chaotic now. So let's bring that to something like this. Now you see we have a lot of good things happening in here. Now let's go. For this Perlin noise. This one is also good one because not only it has a lot of the cloud noise features, but also we have the ability to control the tiling and it's already blurred as well. So this one. Now you see how that is happening. Now you see this funny effect happening in here which you don't want. Let's add just a bit of undulation to the surface. And let's see how the brakes are doing. This is what we get actually basically. You can do a lot of things with this one. For example, let's go and bring another blend. Or instead of blend, let's do what we have in here. I'm going to blend this one and bring in a shape. This shape. I'm going to use this one to make these bricks in the side, stay in their own places. So let's bring the size down to something like 0.25. And now I'm going to offset this to this area. So you know what we are going to do, we need the transformation to D and I'm going to offset it in x in this direction. So let me see exactly to this area. Or he is going to be the best value. Now let's go in here, and exactly this is what we want. So let's go into tiling, absolute tiling, and I'm going to make it no tiling so that we have only in here. So I'm going to put this one in here. And let's do a scroll through these to see what we want. Actually. It turns out that this one is a good one. But I want these bricks to stay in their own places. So I use Add. Now, let's look at these. And you see we have these bricks are standing up in here. And these bricks being unrelated. If I tell this to see, we have a lot of direction, this breaks and you're saying this harsh lines. And that is because we have a lot of contrast in this. So after this one I'm going to add a blur. Blur, high-quality, grayscale quality up. And now you see it already tries to match the shape the best that it can. Let's go in here and try to bring the value down even more. Okay? You see how using this Warp, you're able to change the shape of the bricks. And now these are staying in their places and others are moving. So it looks like really do not want this one. So instead of this, I decided to use another gradient on top of this. So let me go into gradients and I want to take this one that is exactly the R channel. So let's title this sometimes and add on top of it. And how we see how with manipulating the shapes we are getting different results. So let's go in here. And to add this one into this, you see we get more undulation in the surfaces of the bricks. And you can manipulate the shape to see what you get. And even, instead of using this blend, I can take this one and warp it again in this direction. You see, let me bring it to perfect 90 degrees and try to work that this is the result. So I believe, like I'm going to keep this because it has some rows of bricks, for example, this is a row, this is another row in another direction. This is another row in another direction, and so on. So let me go and do another work, directional work. And I'm going to again work that against this gradient. But this time, I'm not going to try that. Let's bring this linear gradient again and work with using that. And I'm going to make it go up. Let's go for something like 40. This is because we have most of the gray scale white value. And here it's going to work pretty good in that direction. So we can go higher. And try to see what results we can get from it. I'll compare that before and after. It looks like we need to go more. And you see, just like this, we're now getting a very harsh value. And I do not want that. So let me take this one and bring it back because we have some harsh lines in here. Let me go and bring in the photo gray scale to be able to cover some of these harsh lines away. So let's see the tiling. And I believe that it's going to work. I'm only going to cover some of that area. Okay. Now, let's look at these. And now you see, because of that one, we're getting some unwanted results. So I'm going to take that back and use this one instead. And check to see if everything is working. Alright. So to see that better, I'm going to add an auto level after that. And it looks like I need to take this one and drag the results down a bit to something like this so that we do not have a lot of those harsh lines. So it looks like this one, a good value. We have directionality, these ones going in this direction and these ones in another direction. It's actually a great thing to be used in the street kids. So let's go in here and bring the numbers down to see what we get. Now, the directionality is more prominent. So now that we have a lot of randomness in these areas, it's time to go and actually use the title sampler to create our work. And I worked this one unnaturally in purpose because this belongs to street and it has been interacted with people a lot. People walk on this and do a lot of damage to the surface of the street. That is expected from something like this to have lots of unnatural it is. So let's take it and remove that. And now it's actually time to introduce these kids and make them a bit better and start to randomize them even more. So in here I'm going to go actually make this 110 by one so that we have more pieces to look at. Okay, now let's look at the details. And details are standing glute there. And let's select this 11. Click on this one to be able to change the setting on this and see the results in here. And this one now is the preview of this one in rotation random. Let me see what I can get. Now. Let's rotate them in their own directions. And for scale random as well, Let's see, add a bit of random scale in these areas. And for y, let me go. Now that one is better. There should be a bit of position random, know, it makes it really chaotic. This is good for adding pebbles and things like that. But for something like this, we do not want that to be so chaotic. And offset. We have already added a lot of offsetting here. So let's see. And you see this beautiful effect because of the work that we have added, the come in here and go up, and then after that come down. And you're seeing the animation happening in here, which is a great thing. So offset to this one is great. And actually let's go in here and bring the word value a bit more subtle. Something like this. Now that one is better. So let's go in here and try to change some things to make that more random. So we weren't offset. And now full rotation make them all rotate in this direction. And you see, again, happy accident. You can try to change different settings to see if you get end result that you like or not. So this one already did a great thing. I'm going to do another copy from this. And now I'm going to, for this one, disable any rotation. So I disabled the rotation. This is the result. I need to plug this one, n, so that we get this. And now I'm going to mix these two together to get our results. So I'm going to add a blend. I'm going to blend these two together. So I need to take this one and offset it just a bit. Or let's see the result first and then try to offset it or not. So now I'm going to mask these areas so that when I blend them on top of each other, we get something in this area and for the rest we use that one. So let's bring in the shape. Again. This shape, I'm going to make it 0.25 in this direction. Then again, use the transformation and bring it exactly to this area. And let's bring it here. This is actually what I want. So let me see what we have here. I want to keep these ones. So I'm going to plug this one into the mask map inputs. And go in here and all the way into the mask map, area, mask, MAP threshold. I'm going to drag it out so that you see we keep these ones. So now I need to make sure that I take this one and start to decrease the size until we get this one. Okay? This is actually perfect. So now you see we're getting such a result in here. And that is because we need to apply this one in the mask map area, but also invert that as well. So let's go in here and try to go into the mask MAP threshold. You see this is the result. We need to invert that mask map invert actually enabled. And now you see we have more things happening in here. And let's set that to screen again. Makes latent. Yeah, This one is better. That add an started to introduce a lot of bad areas. So Max Leighton is the way to go. So you see now after this one you see we're getting some directionality and it looks like that we have created a railing on the side. So that is actually how we create things inside substance. And by looking at this, I'm really happy with the results that we're getting. But I need to go in here, which is having this bad parts. I need to take this one and offset it just a bit in X or Y to see which results is better. So it looks like this one is a better one. Now let's go in here. And instead of having that value is start to increase the brakes. And that was a no. Let me bring in the brick size down so that the scale is more uniform. Now, try to reduce from that. Now you see we have only one railing happening in here. And let's bring in the wire mounts up. And we have some empty space in here which we can bring in some dirt, sand and things like that in this area. And actually, let me add a blend. Let's not warp this one. I'm going to bring this one out and add a blend in here and then see the results. And not warp this one actually. So I'm going to connect this one to the warp so that this one stays on warped. Looks like that gives me a better result. So now I can go and individually try to work this in this direction without getting lots of bad errors. I do not need this blend either. So I'm going to take this one and connect it to this and put the mode to Mike's light and so that we do not get any errors. So you see kind of a sidewalk happening in here, which is great. And now let's go in here and actually double-click on this area to see the final result. And just one click in here to see the settings on this one. And I can go into this mask map area and change some settings to see if I get something that I want. Actually, let's go in here. I want to take this one and bring the size down to actually manipulate the mask better. Okay, now you see we have less the areas in here, which is great. And now it added these breaks as well. Okay, now let's go in here to see which ones we have plugged. And I'm going to use these ones, these parts. This one, and this one should be alright. So I'm connecting this one to here and this one to here, so that we have these counterparts in these areas so that the brakes are different. So again, this one and this one. Now let's go in here and check the results. It's good. Now, let's check the final result. And it's a good one as well. We have some bricks that are randomly placed in here. So now let's go do something clever. I'm going to randomly remove from these bricks because these are all regular rectangular bricks and we have not used these breaks in the formation. So in here I'm going to actually go and start to introduce the mask random. This one to remove. Some of the bricks intentionally. Okay, now let's go see the final results. And we have a lot of areas happening in here. And now I'm going to create another child sampler. And this time instead of using this rectangular bricks, I'm going to bring in these bricks instead. So let's go for this square bricks. Now I'm going to bring them and I'm going to place them in the areas that we have no, none of those rectangular bricks. And you're going to see in, understand just in a moment. So let's see what we have here. This is alright. This one needs to be changed. Let's plug this one. Now see the results. Now, this is the result and now we have a lot of these ones present in here, but I want to go and remove the mask random so that we get from these as well. So let's go and bring the offset down. Or make it something like this. And bring the scale random as well down. Now let's do something instead of using this one as the mask map inputs, I want to remove that so that we're getting the breaks that we want in here perfectly. Now, I'm going to place these breaks where we have the black areas in here, which are these areas. So I'm going to create a normal map from this. Well, let's make it OpenGL, make pump up the intensity. And now after this one, I'm going to create a mask from this normal map to identify the places where we do not have these bricks. So let's bring in ambient occlusion. Looks like it's not doing. So let's use the height instead. So ambient occlusion, RTO. So now I'm going to bump up the height to get exactly perfectly these areas to be darker. Now I need to invert this one. So I'm going to invert it inverted grayscale, and now it has created a mask so that darker areas are now having a white value. So let me go and try to change that even more. So let's see the result. And I'm going to take this. And let's see what the HPO ambient occlusion does. Again, I'm going to invert it to create a black and white mask from that. And this is it quality too much. And I believe this one is a better one. So I'm going to connect this one into the mask map input. And try to go in here in the mask MAP threshold and try to remove any break that are not in those areas. So now I'm going to do a test blend between this one and this one. Now I'm going to set it to max lighten. Let's go in the map of this one in the mask. Go in here and try to bring that down. It looks like we need to invert it to get the result that we want. Now you see in the areas that we do not have these bricks, It's going to be populated with all of these bricks and leaving some areas untouched as well. So I'm going to connect this one instead of two. This Warp. Now looks like I've done the wrong thing. I'm going to plug this one in the top one. So you see, now we have more breaks in these areas. And of course we can go in here, go on this top one, and bring the scale down so that you get better. And alongside with bringing this down, you need to go in here and try to introduce more amounts in here. If you want. Actually, it can basically do something like this and see every result that you want. But of course, since this one is not going to be good, I'm going to take this one and delete it because it has become chaotic. So I'm going to connect this one in here and go in here and bring the mask MAP threshold down, excuse me, mask random down so that we get all of these bricks. Now this is the result that we are getting. And let's actually connect this one into this ambient occlusion to see what results we are getting with that. So now these are the bricks. This is ambient occlusion map. And now we have white parts in here. This is the result. And now let's blend these. I'm going to bring in a blend, connect this one in here, this one. And this one didn't give me the result that I wanted, and I want to use this one instead. Okay? Now, after all of these, I'm going to take this one, right-click, Add a frame and call this one base. This one is the base height that we're going to use for the rest of the things. If you see a lot of contrast in this one, that is because we have a lot of contrast on these bricks. Let me see here. These two are actually white. I'm going to take this one and actually replace it with these two instead. So that we get a better distribution of the bricks in here. And now let's look at this. Yeah, it's better. This is it. We have created this base. And in the next one who will go and start to detail this one out more. And this is the result. We have directionality, as well as the chaos and randomness and multiple selection of different parts all in the same package using these nodes. Okay? The next one we will start to go in detail. This one further case, either. 41. Street Mat Height: In previous lesson we created this. And of course, since this one belongs to the street, I added a lot of chaos into this one because as I said, it is interrupted by people a lot and people walk on it and do a lot of changes during the time. So now we have this one, and if you are going to make this one's a bit more, he can go and actually start to increase the y-value so that they get more in there. Let me go try to bring the x value up as well. Now, let's go start to increase the size of this one so that we get more of those bricks in these parts. You can go for something like this as well. Now, It's very directional. And in these parts that we have nothing we can bring in the dirt. So I might use this one for the street parts. And let's take this one as well. Let's start to warp it a bit more. Okay? This is it. Now actually, I'm really happy with this one. And this looks like just like a tire track. And if we learn to master this one, you will be able to create tire tracks as well. That is so easy. And if you want to see more separation between these breaks, you can go create a mask. So let's select this one and bring in levels. So this one, I'm going to really add lots of contrast all the way to here. So I'm going to connect this one in here. And now it doesn't work for now. Let's make it copy and let's reverse them here. Now you see it has more separation in these, just looking like that. These have been placed on top of these. And if you're going to make it a bit less contrast that you can go in here and start to decrease that. And now you see something like this. We have placed that one on top of these bricks. And in here as well, looks like these books have been put in the street and these on top of them later on. Let's do something more to organize this a bit. Let's go in here and bring the amount down to something like this. This one is better. I can take this one and bring it down even more. Now we have two bricks in this side and two bricks in this slide. But let me go in here and try to offset it so that we get equal distribution on either side. This one it looks like better. And you see now they are better organized. And you can go and try to offset them even more. And using the global offset as well, try to do something like this. Now, it's better and more well-organized. And this is what actually I wanted from this. I want this side to stay untouched. And a lot of directionality in these areas. Okay, this is absolute, perfect result that I wanted. And you are free to go and experiment with it to add and get any result that you're going to do. I have one responsibility again for these and that is making these ones the pebbles. And I'm going to help them create them just like a smallest stones that get placed in these black areas. Now, this one is my base height and I'm going to do anything on top of this one. Let's create a comment or rounded at frame and call this one base. I'm going to convert it to red so that we're able to see that in here. Now it's a bit too uniform because all of these have the same value. So I'm going to the masks, but I'm going to bring in the color random up so that I get a bit of randomness in here, which is great. So let's go for this one as well, bringing just a bit of color randomness. Not too much because I want this one to stand on top. And now we have that randomness that we need it as well. Now let's go and create actually the dirt areas to fill these black parts in and bring this one to a new level. So I'm going to take this one and actually let's apply the height in here and also create a real-time ambient occlusion as well. Alright, tracing, I don't know which one is. So let's connect that and you see added a bit of height variation in there. And let's go in here and do what we already should have done. So I'm going to bring the scale up just a bit and tessellation factor all the way to up to see actually what we are doing. Okay? Now, this is the result and now let's go for creating. Ground. So the ground, Let's see. Now this one is not good. I'm going to bring in some of these grand juries and start to mix them together to create something and we already have a concrete as well. Let's bring in the scrounge concrete. I believe that we had something else. Now, this one is that one. Okay, let's go and start to bring in these clouds to as well start to mix these soda. We get a base for our concrete. So connect them all the way to here so that we get maximum hello, maximum blend between all of them. So again, blend, and this time I'm going to drag that up with so much. And now I'm going to connect that to the plant for now. So let's go to a blend. And this one is going to be on top, and this one is going to be here. So let's go and see what results we can get from that. And actually add isn't a good one. I'm going to cycle through between the nodes to get the best values in these areas that we do not have something. Okay, Let's call reverse the blend to see what results we get. Looks like the subtract gives us a better one because it separates these breaks and leaves these areas touched. So let's go. The subtract is going to give us the best results, but you see that it applies some dirt on top of these bricks, which you do not want. So I'm going to bring in a mask, and the mask is going to be from this. So let's bring in the levels and I start to add lots of contrast to really separate these bricks and take this one connected to here. And let's go to see what happens. Now we have full contrast in here, which is good. Now we have this blend happening in these areas, which is fine. If you want to get the maximum best results, I can set this one to copy and set another blend and blend this one with this using subtract, again to really subtract all of the bricks from that. And now you see we only have information in these areas where we do not have bricks. Okay. Let me take this one, bring it up and I'm going to introduce another blend. And blend this one in here. Blend this one on top. Okay, Now let's set it to different modes. Ad is a good one, match light and is a good one as well. So you see, we have this information happening in here. So let me go connect that to the normal map, to the height actually, excuse me. And to the ambient occlusion. And you say This is what we get. So now I need to do something. I need to take this, take all of this, and bringing a histogram range and try to bring the rage down a bit so that we get this result in here. Okay? Now this is too sharp, so I'm going to go add a blur, high-quality gray scale to wash some of that away so that we have a subtle ground down those breaks. So now this is good. Now let's actually try that without using that one. So this is it. And let's connect that without any mask to hear. That didn't work. Just like go back some steps to get this result. Basically, if you're seeing a lot of contrast in here, that is because with the mask we have separated a lot of data. So let's go select this one and apply some changes to here to start to reduce from that contrast. Now, if we go in here and compare before and after you see we have less contrast in here, which is a great thing. Then you can manipulate it to see how much of the ground. Take that one. Okay. Now this one I believe is a good one. And now let's go and bring the blur intensity down a bit to get some information back. Not so much. Let's go to something like this. But after this one, we need to add a blend and start to add some of those black and white noises to introduce a bit of detail so that we have enough resolution in here, including something like this. This one is now looking good. Result of the blend is good. Now I'm going to bring in the pebbles and use the pebbles instead. To place them in these random areas where we do not have any breaks. So I'm going to take this one copy and start to use it. So I'm going to use these instead, these a square ones. So I'm going to drag one out and bringing directional work and apply all of them to a directional word. Apply only one by one to get the maximum results out of that. So let's see. We have enough variation in here, and I need to bring in some noises to start to warp this in multiple directions. And I can use these clouds to all of them and I'm going to warp them each in a direction. So for example, something like this. Let's make it 20 in this direction or for TTY to change the shape of it, okay, This one, negative 40 as well. Work the directions of all of them just a bit in multiple directions. So this 114 as well. And this one should be in the same direction, opposite to something like this. Now, let's bring in a warp. Again. I'm going to add multiple layers of warps to make sure that we have enough on those. So let's do one more warp. And this one I'm going to work done against the Perlin noise to really randomize them. So let's go in here and bringing the Perlin noise with something like this and try to drag it on all of them. Okay? Now, try to increase the intensity on all of them to see what results you can get. I'm going to work them all in the same direction. Only want to have some subtle undulations on the surfaces. Okay, now I'm going to plug all of these into a sampler, excuse me, not a title generator. Let's bring in a child sampler. I'm going to connect this to the parent input and make this one parent input as well. I want four of them. I'm going to connect all of these in here. Now we have enough of those. Let's make this 164 by 64. Now we're going to increase the scale so much until we get something like this. Okay? Now, this one needs to be 6434. Now we have a lot of those in here. Let's go for rotation random. And now because this is pebble, we can do a lot of customization on that. Random all the way. And the most important one, position random, something like this so that we make it so randomized. And rotation, rotation random. And the color random as well, to make them so different in height as well. So we have this one here. Now let's go from smiled. And the mode to Max as well is going to be alright. So now we need to separate these to make sure that we place them in the areas where we do not have any of these bricks though. I'm going to take this one which is the mask. I'm going to bring it at levels. So I'm going to make it really contrasty. And now we have separated a mask. Now what I'm going to do is taking this one and connect it to the mask map inputs and go in here and try to bring the mask MAP threshold all the way up. So something like this, but we need to invert that to make sure that it's happening on the areas where we do not have those and you see that it's happening. So this is the pebbles that I'm getting. And now after this one, I'm going to bring in our blend. And this blend is going to be used in this. Now you see we have pebbles in the areas that we do not have. So I'm going to set it to max lighten and try to go in multiple modes to see which one is better. Ad is good. You see it has added these in areas where we do not have them. So I'm going to set and bring these in. If you want. You can actually go in here. And instead of 64, let's use a 100 so that we have lots of individual ones in here. And in order to make sure that we separate them from the bricks as well, I'm going to bring in a levels and connect this one, or connect this one instead to the levels. And try to separate the mask. Very much that we do not include these Burke areas n. I'm going to go add another blend. Blend these two. And this one is that the mode to subtract? Let's reverse that. No, it's not working. Let's use Multiply. Now you see it has separated all of the breaks from that. So let me go take this one and bring it in here so that it removes those from the brick parts. And this is before he see. We have some breaks in here. And this has removed all of them. So this is it. And now let's do something more and create a mask for these ones as well. So I'm going to bring in a mask, excuse me. I'm going to in a levels to separate that mask and bring it all the way to up and connect this one into here and see the results. So let's set it to Mike's lighten, or let's set it to copy. Now, it's not a good one, so let's disable that mask and use this one instead. If you want, you can bring in the result down. Not to have a lot of contrast in there. So let's go in here and start to make this one even bigger to hundreds. Now we have a lot of fine-tuned and a small details in these areas. Okay. Let's take this one, remove it and take all of these, I'm going to call them pebbles. Now let's take this one on, bring it out, give it a different color so that it's different from what we have created. So right now, I feel like we have done the base and now it's time to go and start to do some of those finer changes that we do to make it a bit more substance looking. Okay, now we have lost some of those sculpt and they are a bit smaller than what we thought. And this is actually why we didn't put so much effort into sculpting these. So let's go bring in this again, because I want to create some cracks. And let's bring the scale down and edge detect, to detect some of the edges that roundness and edge weight down. I'm going to warp this directional work using this Perlin noise with a higher than density. And the scale of this one needs to be down as well so that these are more together. So again, I'm going to work this one. Directional warp using the bricks are using the geometry that we have using this height. Now let's select this one and start to do the changes. So let's say that in this direction and try to make it for t. Now, I'm going to add a slope blur, grayscale samples up and again against Clouds, two samples up, intensity down. Make it Min. Okay, now I'm going to add a blend and connect this one in here, which I could not because this one has been included in the chain. So I'm going to take this one instead connected here. And now this one could be connected on top of here. And now I'm going to make it subtract and bring this subtract down just a bit. Now, you see we have a lot of broken parts in here. And now I do not want this one to be all included. So let's go bring in our friend, the flood fill, as well as the random grayscale load. So this is what we have actually. Now I'm going to bring in a flood fill from this. And it created that one for us. Let's see what problem we have in here. Let's connect this one instead. Now looks like this one does a better job than if you see more of those bricks included in here. You can go add a level and at this level into the fluid-filled and start to increase the scale of the contrast to see more of those breaks in. And now this is good. Now I'm going to bring in the random gray scale. Okay? Now I want to go and make this one the mask so that it's not heavily affecting these bricks. But it's now too much. Again, let's bring in the histogram shift. Excuse me, histogram a scan to scan some of that data and only make them in those areas. Okay, contrast down. And now you see that has been affecting only some simple areas. Believe this is enough for that. And now let's bring the whole thing or instead these bricks and bring them through a slope blur gray scales. So let's bring the it's going to ruin the results in the first try. But I'm going to keep it very low and minimum. So. Samples up, men. Add some more breakups to the bricks. Now, this is what we are getting from these. And if you're not happy with the results, you can go. And instead of using these bricks, I'm going to experiment and replace these square bricks instead of these because I felt like that we have used these breaks a lot, using those walls. So now I'm going to experimentally try to replace these with these bricks that we have already have in there. So let me see what we have in here. Now this is to CG looking. Let's go and start to increase the scale and bring in the position random up. Just a bit. Not so much. I want that to be so subtle. An offset as well. But let's go in here and bring the tiles down, for example, to something like eight by 50 so that the brick sizes are bigger. And again in here, the rotation random is going to help us better. Okay? This one is now better than I can go in here and start to increase the size just a bit to see more of those. So let's make it to start to control that using this rotation random in here as well. This is the result. And now we have a lot of empty spaces in here, which we can do something. For example, let me isolate this one and I start to add a blend. And this plant is going to be with another of these. So I'm going to connect this in here. Now we're basically connecting that on top of each other. And now I'm going to take this one, make it levels, and use it as a mask so that we do not get breaks in these areas. So I'm going to take this one and bring it into the mask map input. It looks like we need to do something. I'm going to add a blend and add these two masks together. Which is this one. Okay, this is it. And now let's go for max, lighten. That in these areas we do not get anything. Let's connect that one and select it. In here. The mask MAP threshold is too much. And we can go start to increase the brick x to something like 16 by 16. And go to this one and make it, make slides. And again, so that you get a lot of bricks in these areas. So I'm going to take this one and connect it to here as well. Let's go for copy. Select these two. And this one is better. Now we have more randomness and more breaks in here. We have a lot of bigger bricks and a lot of smaller bricks as well. And it creates a pathway. Now we can go in here, see the results. And we can take this one, bring it up even more. This is the final height that I have in mind, which is being mixed with all of these to create this. And now you see it has created something directional that we are going to use as the base for creating the base color under roughness in the next one. Okay? And this is the normal map. Pretty good. Okay. I'm going to see you in the next one. And one more thing. I feel like we have a bit of too much empty space in here, which you can go and try to take this mask. And I start to introduce some more bricks to make it look like we have a lot more extra breaks in here, which is a great thing. Okay, now the empty space is more manageable. And if you're going to really make it too much, you can go and try to use something like this. Now, it's better. 42. Finalizing Steet Mat: Okay, everybody. And previous lesson we created the height for this one. And I thought that it was a bit too chaotic. And I went ahead and did another tile sampler, this time having 12 by 12 and having less amount of variation, only having some scale random and a bit of offset. And you see the rotation and things like that are off. And I have a bit of color random and this one as well. And I'm still using the same mask map inputs that we use for that one. So abroad this one in and made sure that this is a bit more well-placed because in previous one that was too chaotic. So now and another change that I made was making this one too uniform to make sure that we have a settler control on our data to R. And then I did clean that warp. So now this is the result that we are getting and this is the final result. Now I believe it's a good time to start to create the diffuse channel. Though, as you know, for the first iteration, I'm always going to bring in some default, default colors, as well as some oranges to create a which diffuse map as the first layer. Now, let me bring this one over. First things first, I'm going to use these grunge maps to create what I want. I'm going to use these colors for these bricks. Now, let's go and lay the foundation for this one. And for the main color, I'm going to go or something like this. Let's make it a bit more saturated. Now let's go into color. Actually, let's bring in an HSL, try to make it darker bit and saturated just a bit more. This is going to be the base of everything. And I'm going to build on top of that. Okay, let me add a blend. I'm going to bring these range maps as the opacity and this one HSL plug-in here and try to change to see what changes I'm getting. So let's make it a warmer color and a bit more saturated lightness down as well. So I'm going to take this one, add a levels and add a bit of contrast to that. So that we're getting more contrasty base color, just like this one. Now, I'm going for bland and bringing oranges to see what you create. So the first thing, I'm going to bring the contrast down, plug it in here and make it a gradient map, apply it on top of here. And this is the change that we get from that. Let's go for our references and start to pick something from these areas. Okay. Let's pick it. Did a good job. Let me take that, bring it back. And this is it. Of course, I want to bring the opacity down so that you get something in here not very prominent, are only want something. Okay? Now another blend, and I'm laying a lot of branches on top of them to create the results that I want. So another gradient map, this one as well as some cool information bot, let me bring this up. And this time I'm going to pick from this one. It's a little bit, little bit bluish. And I'm going to bring that down just a bit. I feel like the main base color needs to be from another shade. Maybe I use a color from here instead. So let's go for this uniform color and try to pick from one of these areas and plug that in here. For now I will leave this one should be better. And it looks like this one is color. Let's go for the value or hue. Saturation. Bring it down just a bit. And I'm going to connect that to here. Okay? This one is a better color. Now, this is what we have. Pretty good. And now let's start to blend and bringing random oranges to start to lay the foundations for this cell, this one as well, a gradient map connected. And I'm going to plug in this in here to get lots of cool colors. So this is eight and now I'm going to bring it down a bit. And I do not want to have a lot of colors in there. Just a bit of random colors. Okay? Now it's looks good. From far away, we have. The distinguished color. So another blend, and you can continue with this piece as long as you get something that you're happy with. So let's use this one as well. It has some cracks and cool information in there. This one goes the opacity. And using a gradient map, I'm going to pick up a color now from here. Let's see what it has done. A lot of cool information to look at. So let me bring that down. Okay, good. And now let's say that this one is good for the base color. So I'm going to right-click, Add a frame and call it base color big, because these are the big ones that we have added. So in order to add more separation, I'm going to bring in the bricks and separate them from each other. Let's go find the breaks. Not this one. Not this one as well. Yeah. This one. I'm going to bring it through a flood will note. Okay, Now before that, let's add a levels so that we can separate a lot of more things into that. Let's select this one and select the levels as well. We want to add some separation so that all of these getters same amount of color variation, something like this. And now let's bring in the fluid-filled to random gray scale so that we have something like this to add to the base color. So I'm going to bring this one down. And let me see if I can bring it through a gradient map and apply that on top of this. Now, I'm going to pick up something. And I'll chose the color from here and add it on top of this using a copy. Or let's go for multiply. This makes it darker. Let's go for the copy and plug this one N to have more separation in between the bricks. Or I can do a Control Z so that I have this one. Now this is good. And now let's add another blend. This time again. I'm going another histogram node, a histogram scan, and try to separate some of the bricks. Some of them only apply this one on top of that. And in here I'm going to bring in an HSL node and apply that in here so that I'm able to change the color of those selections of bricks. Let's bring in a bluish color. Now. It's not working. So let's bring the bluish, make it the saturated a bit more. Now it's not working, so let's keep this one up. This one is a bit tricky to create. Right away. Let's add the sharpening effect as well. But not too much, only a bit. I'll take this one hit D so that it snaps to the base color in there. Okay. I'm happy with the colors of the bricks, but the ground needs to be from another color. So let's go in here, and this is the ground being added into here. So I'm going to drag a gradient map and bring it through here and it starts to pick one of these colors, one of these darker colors from here. Now this one is going to be good for the ground as well. Now, let me blend and apply this. A good brand color. We have here, actually a very good color. So now I need to separate the mask, which is this one. And these parts are going to have the ground colors. So let me take this one, bring in a levels and bring this one up. Apply that in here so that we have a different ground level, which has a bit of contrast as well to the mix. So let's bring more contrast so that we have more separation in the ground level. Okay? Now the ground is actually separated from the bricks. Let's see what we can do for the bricks as well. Let me bring in an HSL to save that I can change the colors whole a bit because to something else. Okay? Now let's bring in contrast as well. Contrast and luminosity are a bit of contrast. And luminosity as well. I feel like this one is doing better because those colors were to stylize to me. Now, this is what we have. And let's go and find these color a bit more. I'm going to bring this here, add a blend. And in this Rolando, I'm going to bring in this grunge map applied in here and use and HSL node connected here and here. And I start to give that a bit of more difference. So let's make it more desaturated and try to change the color to something else. Okay. Now I'm more happy with it. Let's see the base color. And this is what we are getting right now. So let's bring this one here. And if you're going to refine the bricks, he can go from here. And if you're going to refine the concrete, the highest dose you can go for here. Let me do something. I'm going to bring in grayscale conversion to convert that completely and bring this through a gradient map. Let's start to pick from one of these colors. Let's pick from here. It has lots of colors. Okay? Now let's instead of this one, connect this into the chain to see what happens. Let's go and of course this is too intense. Let's bring the color selection down. Until now, let's select a gradient map. And because this has a lot of colors, Let's go and bring another selection. Or what we can do is blend and blend this one on top of this using this mask and then see the result to see what we have created. Now this is more subtler than what it was before and bring the copied out only just a bit. Now, I'm going to take this one here is a gradient map and bring it through one of these. Let's bring that here and see what we have created. Copy up. This is a better color. And I'm actually liking this one. But let's actually start to add more color differentiation between those. So in here, let me see what I have done here. Bring the copy up or bring it down to add more colors into there. And instead of using this, I can bring this one n. Convert that to a gradient map. And let's see what changes we can do. Let's bring the multiply. And this one makes those darker. I'm experimenting to see what I can take from this ad. No Multiply. Now the bus one was this one that we created. Now this is the base color, and of course we need to add some more information into this information including the sculpting and things like that. So let's go see what we have created. This is the pebbles. Pebbles are added in here. So I'm going to bring in a blend and I'm going to subtract to get the information that we have added there. So add O2 level after that, and this is the information that we have gotten there. So I'm going to bring this one up. Landis. This one has a mask, separate that and I'm going to bring in another HSL to use that color information plus separating these. So let's make it pure dark and you see it is starting to affect those. So let's make it darker and a bit more saturated. And let's change the hue as well to something just like a stone. And I'm changing the heel to get something that I want. Now we have a cool separation, but I need to make this one darker to add more separation from the concrete to these histones. So let's add the next layer of the color information, which is this cracks. So this is the crack information and this is added on top of that. So I'm going to add a blend and compare these two using subtract to see what information we have added there. And I'm going to make this one using auto levels. This is the information that we're getting. So. Let's take these two. This is the information. So now let's bring it through an inverted Grayscale. I'm going to take this and subtract them. I'm going to take this mask and take this one. And let's put it to multiply or subtract, should be good. Okay, Now this is the crack that we added there. So I'm going to bring this through a level two more controls over that. And I'm going to bring this one through a mask, this one HSL in here. And I'm going to make that darker so that in crack areas we have darker color information. Okay. Which is this one. Now I believe there's a bit of a sculpting that we added, and I'm going to add that as well. So let's go for blend. And this time I'm going to find that slope blur gray scale that we added. So that is this one. Now it's time to add those final colors from the normal map and height map as well. So let's bring this one, bring in curvature. And this one needs to be OpenGL. And let's try to add a level and also level and try to separate the values more. So I'm going to have this color information. I'm going to bring it through here. So add a blend. I'm going to use this one as a mask to make everything convert together, okay, in here, and now Let's make it darker just a bit. And see the results in here. So you see in these areas, it tries to add a bit of edge information, which is cool. So let's make it white and a bit more saturated. I'm going to change the color, change the heel to see what color I come up with. This is exactly black and white. Let's go. Now this has become too stylized. Let's go in here and try to bring the lightness down. Just a bit. Not so much. Let's bring it up and bring this value down. But also it added a lot of cool color information in here, which I'm happy with. And now for the last one, I'm going to bring in the ambient occlusion and do a multiply or something like that on top of the color. So it's first giving us some errors because this is a gray scale. I need to convert this one into a black and white mask. And of course, looks like this one was something else. This is the height. So let's copy the ambient occlusion and bring that over. This. This is now the ambient occlusion. So let's add that on top of here. Bring the intensity down so that we have some separation in between these colors. So let's go for this one and inverted to see what we get. Okay, invert color and see the result in here. Although it added a lot of cool details. But I need to bring that down just a bit. And go for something like the Multiply. Make them really sing together. But let's compare this one. This one, you said this one made that darker bit. So I'm going to take this one and remove it because we do not need it. Okay? This one is good for the color information for this. And now I'm going to go add another layer of contrast and luminosity to make the colors come together a bit more. So, let's bring in the contrast, not so much luminosity to hear. Okay, we created this one, and now I need to create a roughness for this one as well. So let's convert that to grayscale. Then I'm going to blend using some of these whiter, wants to add lots of new information there. This is it. And now let's connect this one into the roughness. Now you see it has a lot more information there. So this is for the roughness. And now I'm going to bring in an RGB merge. The first thing I'm going to bring in a uniform color, gray scale and make it white so that we can use that as an alpha. So this is the alpha. R is going to be the roughness. Let's plug the roughness n. G is going to be the height. So let's go take the height from here using Control and drag and plug it in here. And the next one is going to be a o, which is this one. So let's bring DAO in here. Now we have the color and we need to create an output and call it our edge. So now we have everything set up in here and ready to export this one into every software package that you want it. Okay, Let's go here, right-click and export outputs as bitmap. And as always, I'm going to bring in a t underscore and export everything out. And before that, actually, let's go and make sure that everything is in for K. So we did that right-click and again, export output as bitmap. Everything is ready to be exported. Format as well is going to be Tarika, okay, export. This is the result, the IO color, height, normal and RIJ and roughness. Now it's done. And now what I'm going to do is export these into Blender. And this is a street kid that we need to cover. These are the kids and these ones were the repetitive ones that we need to delete, save increments. And now I'm deleting this. And now we need to make sure that we these ones out and export them into unreal. But before that, let's bring in a plane. And as always, I'm going to test out the material on this creates a new material. And in here for the base color, I'm going to again convert it to image texture, and it will open and select the base color. And we need to go in here. This one got added, but this one is a bit more stylized. I'm going to add, again normal map information. I'm going to add the shader editor and from here, Shift D to duplicate that and open. And I'm going to grab the normal map, normal node, just the normal map. And I'm going to plug the color in color and plugged the normal into normal. Now to see a better representation, let's make it linear. Now this is the material. And let's check to see if the tiling is working or not. The tiling is actually working really well. And these two bricks that are besides each other as well create a cool effect. So we created this and now, in the next one, we will get ready to export these into unreal. Of course for now I'm going to care only for the sidewalk kit for this straight good. I'm going to create an asphalt material as well. The next one who will do these two and make sure that they have enough detail. And I might tessellate them to add some bit of displacement into this as well. Okay. See you in the next one. 43. Finishing Sidewalk Kit: Okay, now we're ready to start to replace these with the measures that we're going to create. This is the sidewalk Kate, and I'm going to drag this one n, and I start to use it as the base. So what I'm going to do is select this upper face, Control a to select everything else and delete it. And you see there's a bit of softness in here and that is not a problem actually, because there's nothing in there and we don't care about that. So let's try to add segments. Okay? Now since this one is a square, we have enough segments. So now I'm going to bring in that material. Now, what I'm going to do is add some tessellation into this. And I might even displaced this one a bit. So this is about tessellation. Very good. Now I'm going to do something. I'm going to add a segment in here and a segment in here as well. I'm going to take this and this and slowly drag them up. Not so much, just a bit. And I'm going to turn on the proportional editing as well. And is proportional editing as well can be activated using O. So I drag this one now can you see because I have the proportional editing up, it's trying to affect the neighboring pieces as well. But if I do not have it on, it's going to only drag these two up. So I'm going to bring in the proportional editing just a bit. Okay? I'm going to take everything and bring them, make him to the ground level, but not the actual ground level. Something up to avoid any Z fighting. And I'm going to take this one as well, take this and drag it up just a bit. Or let's bevel it and add a segment n so that I'm able to change this as well. And I'm going to use the mouse wheel to control the fall off of that. So something like this and Bevel that again so that we have enough desolation there. And now let's look at it and you see we have created something like this for the sidewalk kit. And now let's take this one and export it. And let's try that into Unreal. So this is it. And now I'm going to re-import that. Okay? Now you see we have some displacement in here, which really adds into the dimension of the scene. But one thing is carrying about this. And later on, we will create pieces to add in here to cover this one as well. But for now, we do not care about it. The only thing that we care about is this piece to make sure that we have a good flow in here. In here, it looks like I'm going to take this one and rotate it in this direction. Okay? Now, I'm going to take this and this one, and finally that one and try to duplicate them. Now the only thing that we need to care about is the transitioning piece to make sure that we have. Now let's transition from here all the way to here. You see we have low on displacement in here, but it's flat in here and flow and displacement there. So we're going to tackle that as well. And I'm going to use the same piece. So now to make sure that we get the best possible result, I'm going to take this one and again, just before that, delete out everything. And I'm going to make sure that these ground levels are the same, which looks like they are. Now I need to tessellate this. Just something like this. You see that we have added some vertices in here. And I need to add a vertex in here as well. Bring it actually here. I'm going to make sure that I displace this one. Or let's do something. Let's take this one, drag it out. And I'm going to use this one instead. So let me take this duplicate. I'm going to bring it down. Now to round this off, I need to apply the scale and rotation as well. And in here, I'm going to take all of these segments and I'm going to delete them for now to have extra room for that place. So let me take this or take this. And I'm going to use a slide until these vertices snap to each other. I'm only going to use a slide, though. I'm going to take all of these and a slight dome on top or take this one? No, it's looks like it doesn't do anything. So let's use that one before. This one was better. So let's apply the material. And you see, because the texture and everything is okay in this tiling area, we do not see anything. We need to make sure that this one lows over and not continuing this one, we need to make sure that this line flows in this direction to create that way for us. So now I'm going to go and we have a bit of carving to do. I'm going to bring this one up and try to bring my knife tool and hit Z to constrain that to an axis. So take this one and bring it down and apply, Okay? And in here again, I'm going to bring it down, connect that to this one. Okay. This one should be the last one. Another from here to here, because we have some extra vertices, this can not be tessellate it greatly. So I'm going to go from here to here as well. I'm going to make sure that I caught this one better. So I'm going to go in here and try to add some segments. Just some segments. And I'm going to take this one and this one he j, to connect them altogether. So this one, again, Jay, take all of these and hit J so that it connects them together under good thing is that it goes through the mesh and creates that for you. So again, I need to go and upload a subdivision surface simple and see the result that we get like a perfectly and now it has been done perfectly. But now I need to take all of these vertices and make sure that it is not their. First off, I need to make the lines equal. So I'm having this one as a guide and I'm going to snap them to exactly And roughly the same place. So another in here, I'm going to make them perfectly snap together. So this one, I'm going to slide it up until here. More or less on these areas. I want to make sure that add a piece and a snap it together. So let's go in here. And now instead of, let's use first this one and select this row of edges all the way to the end. And I'm going to make sure that you're using the proportional editing. I'm going to drag them up and make the proportional editing more powerful. Okay? Something like this. And now I need to close up these gaps. So another vertices in here and take this one and a snap on until vertex and make sure that the active vertex and connect this one to here. Okay, now we need to close any gaps that we have added. And I need to turn the proportional editing off as well. Now, this one as well needs to be connected to here, this one to here, to make sure that we have no gap in-between. So let's drag this one down. And I need to add an a snap in here. So this one needs to snap together. In this area. Let's go add a vertices here and then take this one and a snappy to this area. And this is exactly where you go, but I do not want to mess up the tiling. So I'm going to take this one, remove the snapping for now, bring it down. There's a bit of line in here, and I do not want to add other vertices, but let's add, doesn't matter. So again, I'm going to bring in the snapping and snap it right in here. So up until now, we have done a good job in a snapping these vertices together. So I'm going to take this, this one without a snapping. I'm going to bring that down just a bit. And this one also needs to be connected to this. Let's bring down the snapping. And this one. There are just some more remaining, which is easy to do. So let's bring that down. Or before that, let's take this one and snap it here. And this one without that, I'm going to bring it down. So this one needs to connect to here. Or before that, let's go to edges and select these row of outer edges and bring this one up. And connect that, bring that up. And another row of vertices in here going to snap them right into place. So this one has snapped. This one is snapped to here. And on this one. I'm going to add vertices so that I can snap these two together. So now we're transitioning piece that looks like it's going to work. But before that, let's go and try to displace some of these vertices. I'm not touching this one at all, only trying to move these vertices. And this one, it's good. Now let's look at them. And we have the amount of richness in the details that we need. So let's take this one export. And of course, this one needs some more details to be added, as well as some UV tricks to make that happen. So now we have the transition increase in here, and we want to make sure that it looks good in this direction as well. So now we need to go for here. So let's take this one. I need to snap, but this time to increment and bring it to here and make sure that I rotate that in this direction. So now I need to make sure that this one is snaps to this one. So easy work. Just bring the vertices and make sure that we do some changes. So the snap two vertices and try to snap there. Now I'm going to bring that down. And this one to here. Make sure that you snap to the vertices together. And that is pretty easy to think that it only select the vertices and snap them to the closest is not available. So another one, and these are the latest ones. So let me go take this one. It looks like I need to take this row of vertices and I'm going to drag them down just a bit to make sure that transition is going to be better and more flawless. Now, I feel like this one, in geometry wise, it has been fixed. So it important again. And now we have a flawless transition. There's a bit of problem in here, and let's see how we can fix it. And exactly the problem is in here. So let's take this one and bring this one up just a bit. And let's add another vertices in here. Let's bevel this control and B and hit V so that it doubles. Okay, Now this one can be snapped here. But first, activate the snapping tool. Okay? Now we have created that transitioning piece and it needs to be exported and re-import it to test. That problem is gone now. So we have some detail in here. Of course later on we will bring in Boulder pieces and create them maybe to cover these parts. But for now, there's one thing that we need to do is actually creating the material for this. So as always, I'm going to bring in the material. And these are the ones that I'm going to bring in the base color, the RFA and Norma. And I need to take these two and do the same thing. I'm going to make this one mask and all advanced details on this one. Flip the green channel, okay, everything is done. Control Shift and S to save everything out. So I'm going to go to the materials and from this one, I'm going to create one underscore sidewalk. Now, I'm going to start replacing the textures to see the problem in here. So we have them here. This one, normal to normal. Understood this. Now I'm going to select all of the pieces from here. Go to Details panel, hundreds for sidewalk. Now you see exactly what is happening. And you see that the thing is working on writing here actually. You see that the piece goes right on. But in this area, we're not seeing anything. It doesn't flow to this side. This one isn't continuous. So there's a bit of a trick that we need to do in order to achieve that. So let me take this one to a backup and bringing the UVs up. And we're going to take a look at the UVs to see how they are load. So again, I'm going to bring in the base color and I'll bring all of them. Now you see that in here. We do not have that flowing piece. It continues to here, but these ones are always sampling the wrong area. So let's select this row of Vertices, which are these ones? I'm going to select all of them. Okay? I'm going to select the last row of vertices. And these need to be aligned together to map to this part. So I'm going to align them to the right. So I need to take this one and drag them out. You see, started to do some stretching in here. But let's go and try to relax these vertices. So I'm going to bring in this menu using t and those are relaxed button. Just try to relax vertices so that stretching goes out. So now let's look at it. It did the job but not actually perfect. So let's go back. Without actually doing the changes. I'm going to go and select these row of polygon instead. So all of these, I'm going to select them until the part that we are seeing here. So I'm going to take this one and hit V, K from here, I'm going to hit V. And I have detach them from here. So I need to map this into this part. So I'm going to take this one option in here which tells her rectify. And it's going to turn all of these into rectangles. Let's go hit that. It's giving us error, but doesn't matter. As well as long as we're getting the result that we wanted. This is these vertices. I'm going to, I'm going to take this and using alt an M, a split them and then bring them here and map them in this area. Just like this one. And I'm going to disable the snapping so that our map, the textures in these parts. Okay, the next piece is going to be the continuation of that. So let me bring this one and it belongs to there. Let's again right-click and split selected and bring that here. And then we have this one again, a split, bring that here. And then this one as well. Let's take all of the vertices and do a rotation, 90 degrees rotation. And bring it after this one. Let's see if I can rotate it. Excuse me, re-scale it to something like this. And now let's go out and see more or less, we were able to do this row of vertices in here, which is good. So again, let's take this one exported and test results in Unreal Engine. Again, reinforce only using a simple click. You see this row has been implemented there. This was about the sidewalk kit. And in the next one, we will go for the street kid as well. But we want to make sure that we use this one, this same sidewall kit on this street as well. I'm going to use this one using vertex blending to blend between the asphalt material and that material to give the street a bit more complexity. Now, I believe that we have only this street kid and a valid key to finish the first level of iteration. Okay, see you in the next one. 44. Finalizing First Iteration: Okay, everybody in previous lesson we created this sidewalk kit and now it's time to move on and tackle the asphalt. And this allocate and for the road, this one that is made up of asphalt, I've gone ahead and downloaded just couple of free tiling textures from that. And you can see them here. Let me bring them. And these are some tiling textures that I got for free from that day or for K as well. They're not substance material, they're just some tiling textures and they are free to use even commercially. So I'm sharing this with you so that you can use them. None the reason that I didn't create this material is because we have covered a lot of substance right now, and it's very easy to create. And all you need to do to create a material like this, are these black and white spots, very, even this one looks like a material you can plug in right away, start to mix it. And for example, bringing a gradient map and then start to color pick from some of these areas. For example, let me double-click on this one and try to pick some colors from here. Okay, Done. And now you see we have sampled that one pretty much just like this one. You see at this material because it has a lot of fine, a small details and it's not going to contribute that much to the scene. I'm not going to put a lot of time into this, but I went ahead and downloaded some free textures. And this is one of them. You can see that it's here and this is the preview. And this is another, which is this one and has another kind of the material that we wanted. So it was pretty easy to create and I didn't put much time into creating that. So now the only thing that we need is actually creating the mask texture for this one. So as always, I'm going to bring in RGB merge and RGB merge. And I'm going to take this one because this is a uniform color. I'm going to set it to white so that we have Alpha fully opaque. So the roughness. And now this is A0 into that. And G needs to go in this one. So this one is not working and that is because it's a color. Let's change it to a gray scale. And this is perfectly the mask information that we need. So I'm dragging and output from this and I'm calling it our HA, and this is basically what I'm going to do for the next one. So I'm going to take this one, this one, and this one, copy them and bring them over to other material. So I'm pasting them. And this is the roughness. This is the height which needs to go in there basically. And this is ambient occlusion, okay? Now, this one needs to be converted into grayscale to work perfectly. So this is that this is the mask. So now we need to export these and use them inside Blender. And the good news is that it's for K. And I'm only going to use one of them because I use one of them, one of these textures as the main material and then Blend and other ones including the cobblestone material and the other road material in the previous lesson as vertex blend. So now I'm going to go Export outputs as bitmaps. And in here again, I'm going to put a 100 score and are only need the r. Let's export all of them. And done. Let's go for the other node and right-click Export outputs as bitmaps than export. So this is the first material, base color, normal and the mass tone. And this is the next one. This is the base color, normal and the mask. So now I'm in Blender, I'm going to take these and bring them out and start to work on this. And actually this belongs to Alley. Lets us start to work on this street tile. And that is pretty easy to work. All you need to do is applying the scale and rotation because a lot of the details on this one are going to be created using vertex blending inside Unreal Engine. So I'm bringing in that material that's applied material. And go to the materials again, I'm going to bring in the base color. I'm going to bring one of these road materials, just the base color. Now, this is the material that we brought in and this one, I believe needs to be rotated the other way to work. So first things first, let's go select this one Control I, to select these bottom faces. And now I'm going to isolate this. Excuse me. I'm going in here at every meter segment. And now this is done as well. And now we need to tessellate it. You can tessellate it by hitting Control and one so that the tessellate, and in here come put. That one is simple and this is a test of what we're doing. So I'm going to hit Okay, and now in here I'm going to go into UVs. So in here you see we have that cobblestone being shown. I'm going to go and select this one. And you see that we need to take this 1. First. I'm going to take one of these and go to UV toolkit and hit core unwrap. So now we have a perfect pixel density. Let me all of them, and I'm going to rotate them and bring them and snap them perfectly to this area. You can zoom on as well to make sure that you place it right in here. So now the texture is tiling. Now let me select it. And doing increments, I'm going to take a copy to see how this texture is tiling. You see we have no tiling, although this is a directional texture and tiling better in this direction. But you see that in here also we have no tiling know toiling issue. I mean, It means that it's working perfectly. I hope that's already tried to add some details to it. So for example, I'm going to take this one and bringing the proportional editing, disable the snapping. And let's bring this one up just a bit. I'm not going to do a lot of changes. I'm only going to make something that changes the silhouette. So I'm going to take this one export, and let's go and try to re-import it inside Unreal Engine. And then I'm going to bring in the texture and test it to see how it works. So you see it added a bit of depth in the scene. You see a bit of waviness that has removed a lot of that CG lines away. Let's go bringing the textures. And in here I need to bring into texture sets. So this is the base color. This is the normal, this is the mass one. And now in here, this is the base color. This is the normal hand, this is the mask. Now, we need to go and change the normal unmask to their own formats. So in here, this is a mask, I'm going to set it to mask. This one needs to be converted to Direct X because this one is OpenGL one flip green channel. And this one needs to be converted to mask as well. And this one needs to be converted to OpenGL Control Shift and S to save everything out. Now I'm going to test it on what we have going to materials and create a material from this. Now let's call it wrote, simply underscore wrote. So let's bring this. And now I'm going to apply the textures and later on we will create the materials as well. For now, you do not need to actually care about those. So this one, this one, and this one on their places. And now let's go in here, select all of them. And I'm going to bring in memory underscore road. This is the asphalt material as well. It's working perfect. Later on, we will make it perfect as well. So right now, I can tell that we are basically about to get finished with the first pass. And also we have these pieces as well, these transitioning pieces, and that is very easy to create. You can take it, bring it here and apply the material on it. And you see we have some problem in here. You need to select it, right-click and unwrap. So you see that it has created an on-ramp for you, and that is a basic one. So before anything, select all of them merge vertices. So it's not doing anything. So let's go select all of them and do an on ramp again. And it looks like this one needs to be a scaled in the first place. So scale rotation. And now unwrap. So before that, I need to go and delete these phases. Then I need to take all of these, make it an unwrap. Of course, it has a lot of odd vertices that I need to delete. So let's take these, delete these ones as well. It needs to be deleted. These vertices and faces that we're not going to see. By the way, this one right-click on rap and this one as well. Let me see if I can delete any other extra faces. This one. Now, take this one as well, unwrap. It can take it basically start to. Resize it until you get the appropriate size that you want. And it's better to go and look at the geometry and create a better piece to start working with. Because this has some odd geometry. But you have already seen how we take one piece and keep the textile density and resize it to another piece and try to change it, change the UVs, change the scale and things like that to create a piece. As well as these pieces are not going to be in the main camera. The main camera is going to be somewhere around here. And I'm not now carrying about this because we have covered this technique and how to create things like that. This joining pieces, we have created this one. We have welded vertices. We have discovered a lot of techniques. So now I'm not going to actually worry about that one. And the only piece that is remaining is this allocate that one is easy to create as well. I'm going to Blender. And this is the piece that needs to be worked on. So let's bring this one in here and this one in the center. Let's see if we have any extra geometry to be deleted. Yes. Now, I'm going to go and I start to add our segments. For each meter, we add a segment. So now I'm going to add a subdivision surface. Again, hit it too simple and check on the amount of polygons that we have. Okay, perfect. Now I'm going to apply the scale and rotation as well. So let's go in here, select it. And this one needs to be bigger as well. So let's take this one because we have a scale, this one. Let me go see the actual size. This is seven by seven, and let's make this one actually two-by-two, because this was by default, two-by-two. And we scale that maybe three times one. Let's see, three times plus one. So I'm taking this one and we scale it three times. So let's give that the material. And actually I'm not going to use this material for this, let me bring another material and I'm going to use the material that you can see on this part for the pizzicato have in here. And maybe we add some vertex blending to make it better as well. This is the concrete panel, and this is actually what we want. So I'm gonna go select this row. Selected. I'm going to right-click split. I'm going to take this one as well and a split. And now you're going to understand what I'm going to do in a second. Actually, I'm going to select them all. Now. I'm going to hit Tab to bring in the thing on and select these. Excuse me, I should have gone and disable that. So I'm going to select this and this one and select it in here. I'm going to rotate that 90 degrees in this direction. And I'm going to select this one as well, this row plus one. Now I'm going to take it and rotated in 90 degrees as well. So now we created a custom piece that has a bit of visual interests in it as well. And you might remember this reference that I told you that these bricks are facing this direction and this one is going in this direction. And we're going to replicate that. And that is very simple. You will trick that you can do. So now we're going in again and select this one that is in the middle. Actually looks like we need to add some more geometry. So one in here and one in here. And this exactly is the middle piece, I believe. So. Let's take it and I'm going to take it from here, a stitch it to selection and make this one directional as well. So we created this piece. And now I can take this, say, these edges. So let me go to edge mode. And this one as well. Using the proportional editing, I'm going to bring it up just a bit slow. And after that, I'm going to take this one, this vertices in the middle. And I'm going to bring it down and bring this to something like this. Now, no, not this intense. And this is actually a piece that we created that has some depths into it as well. Now let's check for the tiling. Let's apply the snap. And it should be tiling perfectly because the tiling material is present there and it's working in this direction and in this direction as well. So you're saying a harsh seem in here. Of course you can keep it because the lighting is going to cover that as well as he can do some vertex blending in these areas. Put some leaves in here to a prop, put some boxes and things like that to cover this area. Let's take this one. And using vertex again, I'm going to rewrite that under and go in here. Bring that. Looks like we need to rotate it in this direction, so no problem. Actually. I'm going to take it and rotated in this direction and bring it in here. So let's take this one and bring it down just a bit. Not that much, so that it avoids that Z fighting that we have there. So I'm going to take this one and bring it out. And again, that is cited as well. So you see that we created this one as well. Now I'm going to take the material from this, which is this one, and drag it on top of here. And you see it's working perfectly. And it added a bit of dimension to the scene as well. So this is the last one. It looks like we have a bit of Z fighting in here as well, okay, perfectly done. And for this part as well, we're going to do something to fix that. Okay? Now, this is the first level of the kids that we created. Let's recap of what we have done up until now. We have created the most common pieces that apply and repeat throughout the project. We have created tiling textures as well and apply them very roughly on top of these to see that if the tiling is working, if there are problems to solve, if we need to add a custom piece, if we need a lot of things. So we basically solves a lot of problems in here and made sure that there's a foundation to go on. And now we have that foundation. But there are some pieces that are remaining, including this window pieces, these pillars, guards, windows, these shops, etc. So this was the first pass. And I can tell that it was the most difficult up until now because in the first chapter, we only talked about modularity and concepts and things. And in the next one, we created a blackout. And in the third chapter, which is this one for chapter two, because we had an introductory chapter, this is Chapter two. We created basic art and applied that in here to make sure that the modularity and textures and everything is working together. And now we have some problems to fix. For example, in this area we have open gap, which is not actually good to look at. So we bring in pieces to hide these parts. We can bring in pieces to hide this part as well. We can bring in pillars in these areas. We need to bring a lot of things. So the next one is going to be much more interesting because we're going to create AAA art. And we're going to open up ZBrush and start to introduce the ZBrush into workflow and start to sculpt a lot of cool, high-quality details that will bring in and use nano to make it more interesting as well. Because these are relatively flat pieces, flat pieces of plane that are tiling. And by adding those nanorods measures, we bring these ones rarely to a new level. So the next one, because we have made sure that everything is working alright, and we have a strong ground. Then next one is going to be the second iteration. And as you know, up until now, we have been working with the iterations and iterations. On top of iteration, we started with the rough blackout without anything actually only blackouts and rough meshes. And after that, we detailed than just a bit. For example, in here we added some secondary details to make it look interesting. And these areas as well, but there are a lot of areas that we can improve better. Congratulations on finishing the second chapter. In the next one, we actually start to go can create lots of cool details. For example, these sharps, this door frame that is going to be used only once. And basically we are going to have lots of interesting details being created inside ZBrush and other programs as well. Again, congratulations for finishing this part. And in the next one, we're going to continue to refine this even more. See you there. 45. Some Quick Words: Hello again everybody, and congratulations for progressing to the new chapter. And in this one we're going to create a second iteration. In the previous one, we created the first iteration and to make sure that everything works together and to make sure that tiling, snapping and all of the logic that we need is working as expected. And now we're going to add a lot of cool details. And this is the part where we start to introduce non-IT measures as well. We create high polygon meshes and bring them in and older in here, you see we have only less than 55 amount of vertices and this is very low. And we have not done anything in terms of detailing the whole detail that we are getting here is from the normal map. But now we're going to really create some high-quality sculpt and bring Domain, do a lot of vertex blending, create materials and things like that to make this material progress to a new level. But before that, I need to fix something about this kid. And this is totally optional because I wanted to create a door piece in here. And then after that, the shop. And I will look at some references. And I found out that it's good to have some base, just like to break in here. This is what I have in mind for that. You see, it's having a place in the bricks and then connect to the piece. So this is what I'm going to do for this one. So now this is the base that we have here. This is the base of that door. It's entrance, and it's a four by three. And I'm thinking that we created a base four by three, which is this one here. This is a four by three piece. I'm going to take a duplicate and bring it in and you see they snap perfectly. And the only thing that I'm going to do is adding the door in here. So that's go n. And I'm going to select these vertices. And once more and delete this so that this becomes the door frame plus the door itself. Now, let me take this one. I'm going to borrow the name and delete it because I want to overwrite that with this one. So let's take this one and export it in here. In Unreal Engine, I'm going to go out and import it. So this is it. I believe this is a good one. Or the door as well as the door frame. This is not going to be the whole door frame. We're going to add some things as well. But I feel like this is a bit bigger than I thought actually. Comparing that against this mannequin in here. And actually I can go in here and bring everything back by Control Z and try to de-select some of these vertices. And actually let me bring in some extra vertices in here to make sure that we do not cut a lot from this cell. This is actually a better piece. And if you go too much, we're going to get some problems, not problems I actually put that is going to be too big. Okay, Now, let me take this one again. I'm going to borrow the name and delete this one. And do the same thing. And let's go to see the results in Unreal Engine. Okay, Now it's more manageable. And actually what I'm going to do is selecting this one in here. I'm going to bring in, I know it's not a material instance, it's the same one. So I applied here. Now it has a lot more consistency with the whole environment. So later on we will add lots of details in here. And now let's do the shop as well. I want to have a bit of break in here as well. So we're here now, I'm going to drag this one back, and let's bring it in. Now. This one is a four by six piece, and it means that it has double the amount of the ground from this. So no problem actually. Instead of creating that, I'm going to bring in here. Then since this one is tiling, let me hide this. And I'm going to snap these two together, but not on the vertices. Let's go for Increments. Now, these are tiling actually, and we have no problem. Let's go back and you see they're fighting each other. So I'm going to select these two. Just isolate them and I'm going to hit Control and J to make them a single piece. And now, since we have double vertices in here, you see if I take this middle one for example, that is adjoining piece and I take it, you see they are separated from each other and not joined actually. There are separate parts. You see, I'm able to disconnected from each other. So I'm going into the vertices, select them all, and merge by distance. So now you see it has removed nine vertices. And if I take this middle PCC, now they're all joined together. And if I take one of them and select them all, you see, they have been all connected to each other. Okay. Now it's about time to actually specify the dimensions of the shop window actually. So let's go in. And this is, of course, we have one from the previous iteration. Let me take that and bring it back. Now. This is the piece that we need. Actually. Let's go in here and try to look at that. And let's do something like this. I'm going to bring one vertice in here and one in here. We want to have big of a window shop in here. So I'm going to go to polygon mode, select these in the middle and it Control and plus to select everything. And now we have some extra ones that we need to select. Okay? And this is the last one. And delete them, go back. And I'm going to borrow the name from this one, hit F2 to bring the name and delete it. And I'm going to paste the name in here and let's check it to see how it works. So this is it. Let's bring it. Looks like the pivot is off in here, which we need to fix. The pivot is in the center. And now you see how keeping the pivot x the same throughout the process is important. So I'm going to take this one and make that the pivot now exports and it's time to bring it. Now you said because upset that the pivot, it wants couple of meters away. So now I have a great dimensions in here. I'm going to take this one and apply the material that we wanted. Let me copy the material from this. Now looks like it's not doing, so let me take it and drag it in here, okay? Now we have a base for it and we can go and apply the material on it and we can bring in the doors, door frame, shops and everything. And also because the tiling is great, we can take this one for example and apply another material on it. Of course, this one is a roadmap that we are not the best example, but you can think about it, for example, bringing in from other kids to make it look different. So I'm going to keep this one down because the tiling logic is there. We're not seeing any problems, okay? This is the problem that I wanted to fix. Now one more thing to talk about is that this Victorian things have a lot of ornament to them. And if you look at the references in here, you see that we have ornaments in here. And you can see that, for example, these doors have some ornaments to them. And the ornament creation is a whole another course, and since this one is a modular creation course, not ornament creation course, I'm not going to dedicate a lot of time to ornaments because they are going to give us an take from us a lot of time and actually not being so relevant into the modular creation, because this modular creation is all about techniques. And to make things modular. And to save a bit of time, I have purchased third party ornament kids that I'm going to use in this tutorial. They are pretty high-quality and they can save you a lot of time. You see that these are ornaments and they are 3D shapes actually that we can use in the creation process. But to make sure that everybody's on the same page, I'm going to demo some things to how to create some ornaments inside Blender, for example, let me take this one as an example. I'm going to drag it out, bring it here. Let's say that we want to create something like this. You see, creating each and every of them is going to take a bit of time from us. And since I do not want to waste a lot of time on that, I'm going to do a shortcut by using these. But for some people who do not know actually how to use ornaments, let's take this one and I'm going to bring the origin to here. Origin tool, select it so that when I bring in things, they spawn in here. So now let me take this and it gets a lot better if you add subdivisions to them. And you'll see now it has a lot of, a better shape. So in order to create ornaments, a lot of people, Let's start to work. Polygon by polygon, for example, bringing a plane, resize the plane, try to take the shape, for example, take the vertices, extrude them, do something like this. Take the vertices, try to manipulate them and these kinds of things. And after that, for example, when they had a silhouette, they start to add vertices. And for example, vertices again. Take this one, take this row of vertices, bring it up, take this one, bring it down. And things like this, for example, to create ornament and they're going to get a result. This one actually gives you the most control over the thing that you are going to create it. But this is going to be very time-consuming because to create something like this, you need to put hours of work into creating something like this, let alone to something fairly complex like this one. So this is why I'm using this pack for the ornament pieces, but there's a better way of creating ornaments. And that is actually first creating the silhouette, the big shape. And then I start to use the profile shape inside Blender to add a lot of profile to it. So you can create the shape either by bringing. A curve, for example, paths curve. And since the origin is in here, it has a span tag here. So a lot of people do not love to work with paths and including myself. But in order to do that, you can take this one, bring it here. And you see this is a representation, but the geometry is different. So I'm going to bring this one here, bring this one in here, and I start hit a to extrude those paths. And since this one is a Bezier, a Fargo, you see we get a shape like this that is fairly looking like the shape that we have here. So let me go in here and I'm going to hit Control a and B. And if it doesn't just right-click on subdivide. If it doesn't, you can take this one, for example, bring it here and I start to roughly continue the shape. So we have a shape that is fairly looking like the object that we had there. So let me take it and I'm going to bring it up. So you see that we simulated the shape. Now to create actually geometry for that, you can go to this object data properties, which has properties based on the object that you create. Now we have a curve and now it has curved and now go to geometry. And in here we have a bubble and the depths for now is 0. And we're not actually seeing a geometry in here. So if you start to add geometry here, seeing geometry being added in here. If you want more resolution, you can go for resolution and try to increase it up. Okay, This is for it. And now in order to make this one more beautiful, we can go to profile. And this profile is going to do that move that we want from this. So let me take that one and start to click in here to create something. So you basically create the profile so that you can use it to alter the shape of this one. And now you see it has taken this profile and apply that to the geometry that we have created to create something like this. So let's go a couple of steps back, and it has some presets to look at as well. Let's start to look at the presets. And you see it starts to give you different results. And even you see how beautiful this starts to get. And you can actually try to create your own preset and use them as well. So this is another preset and this is the latest one. This is just like a step and it's taking that and applying to all of the geometry. So let's go for that one, which give us the best result. Now you see we fairly have something like this budget can go in here and try to manipulate the shape to your liking. So now there's a problem and the fact that the bottom part, which needs to be thinner, all of them have just the same thickness. So in order to fix that, they can go into vertices mode, hitting one, and it brings it up. And you can hit Alt and S to manipulate the shape of that. And you can also go for proportional editing, again, Alton S, to manipulate them altogether. So you can see we are able to create something like this very fast. And I can take this one for example. And it just starts to manipulate all of the vertices together. So let's bring that out. This is how we can start to create ornaments. And you can see with minimum effort, we were able to create something like this that's fairly look like that one. So now that we know how to create geometry than ornaments. And of course, one last thing is that this is now a still curve. And if you go in here, you see the curve object in here. And if you want to convert that to actual geometry to be used in your game, we can go to object mode, and in here there should be a convert, convert to mesh. Now, this one is actually geometry. And if you go in here, you are able to take the vertices, manipulate them to your liking. For example, at Turbo smooth to make it really smoother and things like that. Okay, This was about ornaments. From now on we're going to use a lot of ornament work to make the final resort much more interesting. And as I said, these take a lot of time to create. And since this one is not a ornamental creation course, we are doing a shortcut by using this. Okay? This was about fixing a quick problem and a bit of ornaments as well. One more thing that I'm going to do is using the prefab system inside Unreal Engine. And in here you saw that we created this door frame and prime for the shop as well. But now these do not have any details. And since I'm going to use vertex blending on these, I'm going to keep them separated from non-IT measures because nanotube measures do not support vertex blending. For now, they may change it in future, but for now, there's no ability to use vertex blending on night. So I'm going to keep these vertex planned measures separate and keep the NANOG measures separate as well. But that one is going to create a problem. And that is if you're going to change the door frame and the door, unselect them and bring them to another place, for example, something like this. You need to select a base piece. You need to select the door frame. You need to select the door and select multiple objects to be able to change them to another place. But we're going to do something that makes it a lot easier for us. Then that is calling the prefab. And we're going to use the Unreal Engine blueprint system to help us do that. So now what we're gonna do is actually taking this one and we're going to change this one into a blueprint actor instead of a static mesh actor. So to change that to blueprint, you go in here and make it a blueprint. And it can change, for example, that to harvest component doesn't matter. And a static image actor, I hit Select. And now we have the study much actor being converted to a blueprints actor. Good thing is that the pivot is still in here. So I'm going to hit Compile. And in here you see now we have a blueprint actor in here, which is this one. And if you hit on Edit, you are able to come in here and change it. And now let's say that we want to add some things to this in order to change them all again at the same time. So we go in here and bring in a static mesh actor. So this is a simple static mesh actor that has been added to here. And I'm going to make that children of this one, you see, this is the parent and this is the children. And it means that they're all they're all going to move together. So let's bring in that mannequin. This mannequin is a static mesh and I'm going to bring it until here and just place it here. So that suppose that this is one of the high-quality nano machines that we have brought in. So you hit Compile and I will go out. Now you see, when I select this one and drag it out, this one is still moving with it. With the previous system, we needed to select one of them, select others, and move them together. Now using this prefab system, we can make prefabs and we can make pre-fabs out of anything. For example, we can make a whole blue building a prefab, and that is a very helpful thing that you can use in your projects. And also it makes us to the vertex blending on simple measures and escape the non-native vertex blending as well. So because it knows which of them are basically what actors. So to test that, I'm going to the Content Browser abroad in this material editor. And now I'm going to create a very basic vertex plant material. And I'm going to go take this mannequin as well. Let's go in the measures. Let's go search for it for the mannequin. That is it. Okay. This is the man again. And in here I'm going to enable nano and support so that it converts that into an analytic much. Okay, Now, this has been officially changed into analyte mesh. Mesh doesn't support vertex blending and you need to hit this apply changes as well to make it a nano mesh. And now it has converted that to nanoporous. You need to hit Apply Changes as well. And you see now in here the nano triangles and vertices and things like that because nano is able to manipulate and hold on a lot of vertices and we're going to create how your policy measures and bring them in and make them navigate. But for now, the drawback of using non-IT is that you cannot use vertex blending. But since we are going to use vertex blending for those wall meshes and measures that we have been creating up until now, I'm going to keep them separated together. Keep them separated from each other. And because manipulating them right by separate is a bit harder. I'm going to use the prefab system to use both of the best of the both systems. So I'm going to bring in simple colors, really simple colors. So I'm going to change this one to read, and change this one to green, and change this one to blue. And now the note that helps us do the vertex blending is the vertex color node. So bring it and you have some options in here, RG, B, which are a standing for red, green, and blue, and this last one which is the Alpha. So I'm going to alert them together. And I'm going to connect this one in the B. And for visualizing, let's connect that into a as well. So I'm going to alert them based on an alpha. This loop is going to give you back the results of the mix between a and b. And by default, they're mixed together based on a 0.5. If I take this one and connected here, you see that it takes red and blue and gives us purple. And it's using halfway from all of them. But if I take the Alpha and bring it in here, now, it's using the vertex data. The vertex data for nightmare for now is going to be pre-built and we're going to pre-built vertex data inside ZBrush. But for measures like these, when we have to have real-time control over the vertex blending, I'm not currently converting them into analyte. And later on when Nana it got actually support for vertex blending. You can convert these ones tonight as well. So because these are static measures, use nano it, I'm going to, excuse me, these are static meshes use vertex blending. I'm going to use them as a static mesh. So now I'm going to connect the R in here. And now again we have G, and now we're going to do. Blurb again, and I'm going to convert this one into a. An a in here is 0 and B is white, and Alpha is Alpha. So I'm going to drag it in here and I'm going to tell Unreal Engine where the vertex color changes to green, show P. And this is actually how it goes. So now let's again add alert. We're going to explain this system later on when we create the actual material. But now this is a simple explanation, so I'm going to bring blue in here as well and convert all of that into a base color. So now I'm going to go apply this material. Let me find it. It's in here. I'm going to apply that to this one. So I need to have the name so that I can paste the name there. So in order to apply that on this mesh, you can either go to this Static Mesh that this one has. For example, let's go to Content Browser point. The mesh. And the mesh should be this one here, the untransformed. So let's search for entrance, which is this one. Now, I'm going to apply that material in here so you see that it has changed. And now in here, of course, we need to save it out. And now in this study much also, it should have changed. So if I bring this, you see it has changed, but this one is not because we have overwritten this material in viewport. So if I go into these details, panel and static measures, you see that this Static Mesh we have overwritten the material by this. So if I go and convert that material now you see we have this blue material. One way is going to actually a static mesh window and applying material on there. But if you have overwritten the material in the view port, the way that we did on these, you can go into details panel and select them and change them there. So I'm going to apply the same material on this one as well. Now, you see that the material has been applied on this. And now there's a mode that is called mesh paint. And I'm going to go to this mesh paint and I start to paint, so I'm selecting this first. You go to select and select this, and it's going to select the blueprint actor. And it's going to recognize what we have in here. You see it recognizes this Static Mesh and recognizes the nano mesh as well. So I'm going to hide them all and having only red channel and use the paint bucket in here is fill. Of course, because now we have blue on top of everything that we created in here. It's showing the blue. But let's go activate the blue channel and use the erase color instead. And paint bucket, you see it has now erase that blue. And I'm going to use the green and remove that as well, honey, see, now we have red in there. So if I bring in the green and start to paint, I'm going to of course, use the paint color instead. So if I start to paint, you see it tries to paint the materials based on the vertex blend that this is actual vertex plane that I talked about. It's going to be helpful and it's going to help us hide a lot of the modularity in the scene. So if I bring in the blue as well, it's going to overwrite that. So bring in red. And it tries to paint. Now, if I go in here, I'm not actually able to paint anything. And if I go to blue as well and do the erase color, I'm not going to be able to change, change the vertex blending on this one because this is a nightmare. For now, nano doesn't support vertex blending. So this is why I kept this as a static measures. And the actual detail piece that we create from these as nightmarish. Because I'm going to keep the quality from these. But the drawback is that they cannot do vertex blend on the flyer on these into Unreal Engine. But there are a lot of ways to bring in and pre-baked the vertex color on these. And we're going to explain that later on. Do not worry, we are going to explain everything okay? In the next one, we'll actually create high-quality geometries. See you there. 46. Pillar Sculpt in Zbrush: Okay, everybody. And previous lesson we talked about how to create our ornaments. And we wanted to create this entrance and the shop as well. But I really thought that this is only used once. And instead of creating that, Let's go and create the things that are repeated the most. For example, instead of these, I'm going to go four pillars. Because these have been used a lot of times. I'm making these would contribute to the scene a lot better compared to this hero piece in here, which is going, only going to be used once. When you are going to create something, make sure that you create the most repetitive elements first and then later on go for the hero pieces for example in here, these may be considered hero pieces. So for the pillars, we're going to use an analyte and we're going to create some high-quality prompts to make sure that we give a bit of silver to this one. Although these are some flood plains, we're going to use nano to make sure that we give enough detail into this one to hide a lot of these floodplains that belonged to seven generation. So now we're gonna do this one in a clever way. And instead of going and manually created, we're going to use the height map that we created for this one. Because I want this one to be using the same matter. Realize this. So now we're gonna make sure that we create this one using the height map from this, we're going to tessellate this. We're going to create a base first in Blender, and then we go into ZBrush and tessellate it and then texture it inside substance. Of course, painter, because painter is a lot better for creating things like this. You see that for better modularity, I divided the corner piece as well. So that later on when we decided for the streams AI ML model, this one according to the streams as well, to make this one really more high-quality and more beautiful to look at. Okay? Now this is where we are and we have these two to be modeled out. And we have these two corner pieces as well. One of them is being used for here. You see this is the corner piece too. And one of them has been used in here, corner piece three. And these are the ones that we model according to this trim pieces that we create later on. And we're going to use these ornaments that we reviewed in the previous lesson in the creation process of these, a lot of displacement is going to happen. So now let's go create pillars. Of course we have three sets of pillars to create. One belongs to here, one belongs to this piece, and one belongs to here. And we're going to create them accordingly. Okay, now let's go for the first one. We have this one. I'm going to select them, control C to copy these two. And I'm going to create a new scene because I'm going to bring in some high poly elements and I do not want that to be in here. We have a lot of pieces in here. And I do not want this to get so heavy. So I'm going to take all of them, control C, and I'm going to create a new scene in here, Control V to place them in here. And I'm going to save this scene. Okay, I'm going to name this pillars and save it. Now, I'm going to bring them all in. Separate them just a bit. And you want to make sure that you do not do anything with the pivots. So I'm going to take these and bring them back. And there's one thing if you want to make sure that the brick sizes from this piece or equal to this piece, you want to make sure that you check the textile density as well. But since I really do not care if these books have the same size as these, I'm not going to check the textile density, but if you're going to make sure you can go. So now let's go start to give these proper tessellation. You see, we have no tessellation for ZBrush to work with. And of course we are going to make sure that we have a square tessellation in here so that when we export it into ZBrush, if we do not get any errors. And one thing to note, the UV process in here is very important because we're going to import the displacement in ZBrush and do according to that. So let's go in here and apply the tessellation. First. I'm going to bring in, make sure that if for every mirror we have tessellation piece and then make sure that we have some. He says in-between, if you are going to make sure that you have a square tessellation, you want to make sure that each of these ones are squares. So now you see we have more or less sum of squares being created. If you tessellate this one, it's going to be a square as well. The more tessellation you have, the more resolution you are going to get from your height map. And you see that more or less we have some squares in here and this top one as well as a square one. So let's go for this one and you want to make sure that we have the same one in here as well. So I'm going to bring in here and start to tessellate it until we get those scores. As much tessellation so that you get scores. So we have all the squares now. So I'm going to go in here and apply that the selection, or you can even bring in something like control to make it simple. Optimal is display turned off. And now I'm going to tessellate it as much. The rest of it is going to be handled by ZBrush. Here we're going to make sure that we have a square tessellation. This is very important. These are squares are very important to avoid any UBI problems and things like that. So I'm going to take this one and this one, the last Control L and copy modifiers. Now, it's okay. I have these two. And now it's the process of UV creation. Let's go in here and bring the UV editor up. And first we're gonna do this one. So just try to select a theme that goes all the way. You want to convert this one into a scene. You can either right-click mark seam or right-click on this mark scheme and add it to quick favorites so that on holding Q, you're able to bring that. So I'm going to make this mark scheme and I'm going to select all of these edge loops on the top so that I can make this one a seem as well. And we're gonna do the same thing for the below part as well. So I'm going to make this one mark sin. And this one. Make sure that you deselect everything so that nothing happens. So this one as well. And this one at the last mark seam. Now I'm going to go into polygon mode, select everything. Now, unwrap. And you see that it could be converted that into what we wanted. So this is the bottom piece, this is the top piece and this is the body. But in order to have consistent Solution all across, you want to make sure that we check that, check your pattern map on that to see if everything is working. Alright, so I'm going to bring in the UV toolkit and give it a texture map. Now you see we have a low value in here. This is good, but this one, we have a lot of that UV. So let's go in here and select the body part in here. And I'm going to re-scale that, re-scaling x as well. So let's try to rescale at x to get some squares. This more or less, we're getting some squares. And it doesn't matter if you are staying in the 0 to one UV space. Of course, for now, if you're going to bake it inside Substance Painter, you need to make sure that it's between 0 to one UV space. So in order to prevent some of that, I'm going to bring it into 0 to one UV space, so that later on we do not have to unwrap the high poly piece in blender again. But if you're only going to display study into ZBrush, you really do not want to have the UVs inside 0 to one UV space. But since we're gonna bake that in Substance Painter and texture it there, I'm going to make sure that it's in there. So I'm gonna go to UV Packer and he'd pack. Now, we need these ones. Become a little bit of smaller until preview of what the height map is going to be. I'm going to bring in texture and try to see the size of the brakes and the direction of the bricks and anything. So I'm going to remove that and remove this material and bring a material in here. So let's come in here on the UV toolkit. Then remove all checker patterns. In here, I'm going to create a new material and I'm going to only check on the base color in here. I'm going to bring in the base color. Looks like we selected the wrong one. This is a, this is the base color. So now this, this is the actual size of the breaks, but this one is too large. You can either do one thing. You can take the UVs, take them a scale them to get the size that you want. But this, you're going to go out of the 0 to one UV space. And as I said, since we are going to break that into substance later on, we do not want that. Of course it can go Who is the demes, but that is not something that we want to use. So one thing is we scaling the UVs and another thing to make sure that you stay in, but in the 0 to one UV space is to make sure you re-scale the texture instead. And by that I mean tiling the texture in Photoshop. This is the height, height map of the texture. And we're going to try this. So I'm going to double-click on this to unlock it so that we are able to change it. And now I'm going to re-scale the UVs into these borders. So you want to make sure that It's 2048 or lacrosse. So I'm going to take this one and placed them there. And we have created a tiling. Now we do not need to go outside of the 0 to one UV space. So I'm going to save this one out. And it's better to use it as tiff because it gives you the best results. And I'm going to overwrite that with the one that we already have. Now, instead of that, let's bring in that tiff and use it in here. And now you said this is the size of the breaks that we get. And it's perfect without needing to go outside of the 0 to one UV space, we titled the texture instead, which is great. So let's check it to see if everything is right or wrong. And one thing concerning these edges, if the edge is continuous, let me take this one. If the edge is continuous, you see we have an edge in here, which is this one. And you see this edge is in between. And it may means that this texture in here is going to be continuous across. This is going to create a realistic effect. But sometimes when we have the UV seam, he see a bit of break in here. Of course, depending on if you want to cure this one or not, you can do the changes. But since this is not going to be a huge change, I'm not going to do anything with it. So now one more thing is that these squares on the top are too big. So I'm going to take them all and re-scale them down so that we have something similar to the size of the breaks in here. So this one is already doing great. And I'm not going to repeat every same process on top of this one. So I'm going to take this one, duplicate it. And I'm going to take the name of this one, take the name and change it to something else, and paste the name on here. So now the only thing that we need to do is deleting a mirror of this one. So let me go in here, take this, Let's go into bugs mode, select everything. And I'm going to take this one and bring it down. Until here. I want to make this one the cap. Now select everything and merge the vertices. Looks like it didn't do anything. And let's make them as close as possible as we can. Now go and merge the vertices. It merged this amount of vertices, which is great. So now I'm going to take this one and delete it. One more thing is if you want or some variation in these textures, you can go and try to displace the UVs a bit when you see, because these are two similar pieces, we're gonna get this in here. So I'm going to take this one, for example, this piece in here. And I'm going to bring it right to this port so that we get a bit of separation there. And I'm going to take this one, bring it here, take this one and bring it there as well to get some separation. So looks like we need to take this one on, bring it in here to get a better one. So now that we have enough, I'm going to bring these in the center and separate them a bit from each other. I'm going to take both of them unexplored them as FBX. And I just created a folder ZBrush, and I'm going to export it as FBX using only the selected objects. And here we are in ZBrush. Now, I'm going to import this is the one that we are looking for. Okay? Now we have the pieces as individual sub-tests. So I'm going to bring them down and it exported the texture with them as well. So no problem. I'm going to do one thing. I'm going to select each and uncheck the smooth, because if the smoothies on, and I'm going to subdivide that. It's going to smooth the geometry which I do not want. But since we have a lot of tessellation in here, the smoothing is not going to be that prominent. So let me take that one and try to smooth that. It tries to smooth these. And I do not want that, so I'm going to check that off. And for this one as well, Homer, and make sure that I check it off. And as you know, I'm not going to use DynaMesh for these because DynaMesh is going to ruin the UV for now. It's going to create a new geometry. And it's going to ruin your UVs, which we actually do not want. We do not want to alter the UVs. And that is why in Blender we try to make this one as a square as possible so that when we try to subdivide this in ZBrush, we have all the squares in all places. So I'm gonna make this one to millions and this one as well. Let's subdivide it to. This value is good. So let's select this one. And now in order to tessellate that, I'm going to go. This displacement map, I'm going to click on this one and hit Import. Now you want to head over to the displacement map that you needed Open. And now the only thing you need to do is changing this intensity. Let's put something like 0.1.1. Let's test it. And he said this is the result that we get. It's going to tessellate that for you. Let's look at that. And you see it tries to give the silhouette as well. So let's try more. And this is a bit of preview. And if you apply the displacement in, it's going to ruin your mesh. So always try to start with smaller numbers. So now you see with only 0.1, we're getting a lot of silhouette change. So 0.1 is too much. Let's go for the half. Okay, this one is now a bit more considerable. One more thing that you can do to avoid these bad parts in here, which belong to the same separation that we talked about in blender. You can either blur the height map that you bring inside Photoshop or the substance itself and bring it in here. And one more thing, you can use the Polish features in here to make sure that the problem minimizes actually. And these punishments, you can find them in the deformation in here, all of these polishes, as you know, he can take them and drag them in here. So let's use this polish with a very low number. Not a lot. You see it tried to polish, but it's too much. It takes a lot of the features away. So we can either use polish and relax as well, is going to help you just a bit. So as I said, you can use polish or you can blur the height map a bit so that you do not have a lot of contrast. So now I'm not going to do either way. I'm going to use this one. And let's do the same for this one as well. I'm going to select this. And this one has lesser amount of geometry because this is a smaller than that. So let's go into the displacement map. And I'm going to bring in the same, just import and bring it. And let's see what amounts we had there. I think we had 0.05. Now we get a good amount of displacement on both of them, which is great. Now, you can actually import these directly into unreal and start to test them. But since I'm not going to waste a lot of the hard drive for these scopes. I'm going to DynaMesh, excuse me, I'm going to decimate them so that I have the low poly and high poly and this one on top of that, of course, you can use them without any problem, but since I'm going to record at the same time as importing them, I'm going to create a low poly version of this, which is relatively high poly as well. It's going to be high-quality compared to what we could have done in the previous lesson. And for the last time, I'm telling you that you can keep them as they are, unimportant them into unreal and there is going to be no problem. But since I'm going to save a bit of time, I'm going to create some lesser polygon versions of them. So I'm going to take this and duplicate them. The duplicate can be found in here as well in the sub tool menu. In here, you can find it. And I have drag that into the viewport. So I'm going to take this one as well and do a duplicate. Now I have four of them. So I'm going to make sure that everything is hired. Only this one. Let's go in the summation master. And the key in here is to keep UVs. If you do not check this on, it's going to ruin the UVs that you have created. So you want to make sure that you keep UVs. And I'm going to preprocess. And depending on the size of the geometry and the complexity and the amount of polygons that it has. It's going to take a bit of time, so I'm going to stop and get back when it's done. Hopefully process is done. And now let's decimate done. And now we have this amount of polygon which is insane for something like this that is very high poly and you're going to see a lot of cool details. So now let me enable these two, and I'm going to take this one and go into the project tab and projects. And that makes sure that you have the best connection between the low poly and high poly. So let me go and try to look at them separately. This is the high value is 2 million polygons, and this is the low poly. It's great. Now let's take this one. Let me see this. This is going to be the high value and this is going to be the low poly. So I'm going to keep the UVs, make sure that you have this one on. If you are going to save yourself a lot of trouble down the way. So preprocess. And then I'm going to decimate this one as well. So now we have this amount, which is also a great amount. And one thing to make sure that you do is if you are going to decimate is after creating the vertex color data, you wanna make sure that poly paint is on as well. Because otherwise it's going to remove the vertex color data as well. And now let's create a vertex color data for these two low body wants. We have this one, and we have this one as well. So let's hide this 1 first try to create vertex color data for this one because nano it for now doesn't support vertex blending and we need to pre-baked the vertex colored data into here. And I'm talking about that red, green, blue thing that we created inside Unreal. And we want to make sure that we create masks on this Soledad. When we later on try to blend the materials on top of this, we get the best amount of variation on the surface of the object. There are a couple of ways for creating them. One is manually painting, which is going to take forever. And one is creating using procedural ways. And this is what we're going to do than the vertex color is called poly paint inside ZBrush. First, you want to make sure that you enable the colorize. And we need this color tab as well. Let me take it and drag it in here so that I can use it pretty fast. So now we need to create some masks for this. And for masking. You can go in here and create the mask basically based on whatever you want to create. So for the first one, let's go for smoothness and try to mask by smoothness to see what we get. And this is it, basically the mask that it gives us. And you can also change the range and the follow-up to get something that you want. For example, let's change it to five. Remove the mask and try to mask again. And this is what you get actually. So now you see in here, we can paint the data that we want. So I'm going to make this one the red. And of course you can invert the mask as well. So now let me bring in the green down to 0 and you want to make sure that you use actual values and readies all the way to the highest point, and green and blue, these are disabled. And now you want to make sure that you hit Fill object. Actually before doing, let me clear out everything and make sure that I paint with white as the base layer on top of everything. So I'm going to hit Fill object. This is the base layer. Now let's go for masking and try to mask. So now let's bring this two down to actual 0. Now fill object. Looks like we need to change the colors instead so that now I can paint red. So of course, if that didn't happen is because the texture map that we have important from blender, you see now it's showing this one instead of the color map. So let's go in here and simply go to texture map and turn this texture off. And now you see the color have been applied in here. So for the base one, Let's go and make it white. Okay? Now, when you do that, Let's go for poly paint. And you want to turn this one off so that we get this one as the default one. So it will object for this one so that the default one is white. And now let's go for masking and try to look at the smoothness first. So this is the mask and now I'm going to remove all of these and fill object with threat. So now you see that on these areas we have read in, inside Ontario, for example, we can tell that wherever I use the vertex color red, apply another material. And this is actually how it's going to work. So now let's go for cavity, unmasked by cavity as well. First, it's not going to do much. So let's make it intensity one. And try to see the result. Let's go for ten mass by cavity. And now we do see that it tries to mask this cavity parts. But now since the cavity pork have been masked, it's not going to be affected. Just try to go and reverse the mask. Or first do something like this and then go or grow mask. And then this is the result that you get. And of course, in now you're in here, you can shrink mask and things like that, or sharpened mask as well if you want it. So let's go for something like y and mass cavity. That's four cavity. Let's bring in the green fill object and in cavity parts as well. Now you see that we have green, which is great. So now let's go back another step and try to make this 110 mask by cavity and grow the mask just a bit sharpen. And control click in here to reverse that and now fill object with green. Now we have more. Data for cavity part, which is of course something you want or not. So let's not make that so intense. Let's make it 15, mask by cavity. Reverse it and something like this. This is good but a bit weaker than I wanted. So let's go for 25 instead. Mask by cavity. Reverse that because I want to paint object. Okay? This is better for the cavity board. And of course you can go for blue one as well to something that you want. For that one, you can go for a smoothness or peaks and Alice to mask something. And now let's apply the blue in here. Fill object. This is going to be too heavy and not actually too much. One more thing that you can go is going for ambient occlusion. And this one is going to take a lot of time to calculate based on the complexity of the mesh. So now I feel like this is enough and we do not need blue. Actually. Of course you can go create a mask, for example, custom mask, paint something in here, reverse that and make it the blue, so that you add a custom material and this blue part. But for now, I'm not using the blue. This is enough for it. One more thing is that if you're going to decimate this even more, you want to make sure that they keep UVs and use poly paint is turned on as well. Because if you do not keep these two, this one is going to remove the poly paint, and this one is going to remove the UVs. So this one is good. And now let's go for the other one. And on this one as well. Let's go remove the texture map that we have imported. And in here also, let's bring the color selection in here so that it's easier to work with. And for the base one, I'm going to make all of them white and hit Fill object so that it's white basically. And now I'm gonna go for masking. And before that, you can go into poly paint mode to make sure that the color ice has been turned on. So go from masking and for smoothness. Apply the mask. And let's bring in the red in there. We'll object. Okay? This is good. And based on the amount of geometry that you have, the mask is going to be better. But for now, we don't care. So let's go for cavity as well and make it 25. I believe it was unmasked by cavity. And I'm going to reverse the mask and paint with green and fill object. So let's go back again. Make the green is stronger and fill object. Now, this is the cavity mask as well. Now I'm gonna go to sub tool, select them all. And I'm going to go in here and export them. Now I'm going to create a folder for them and export them as FBX. And I want to make sure that all of them get exported. And of course the triangulation is going to be good one, and everything is good. Let's export. 47. Finalizing Brick Pillars: How important the files in Blender and you see that even the low poly wants look actually very high-quality. Let's go isolate this one. Actually this one, and look at the amount of polygon. And this is the low poly. And you see how much detail we are getting even without adding a single map. So now we have imported these, but something about this is that the pivot is wrong. And if I take this, all, this is the pivot of the actual kit pieces that we had. And this is the period of this one. So I'm going to take the actual pivot, pivot holder and bring the pivot to select it, bring the world origin to select it. And I'm going to take this one and origin to cursor. So now look, the pivot is in here. And this one as well. You see the pivot is in the center, so I need to bring in the urgent cursor as well. Now all of them have the same pivot. And now let's go do the same for this one as well. I'm going to select the pivot holder, which was this one. Actually, this is the pivot holder. World origin to this pivot. And now I'm going to select this one and PBT cursor. And for the last one as well, if V2 cursor. Now all of the pivots have been fixed. And this is one problem that happens sometimes when you try to export ZBrush meshes into Blender. Let's bring in the world to origin. And if I select each of them, you see all of them have the pivot in the same place. And for this one as well. Let me take the low polygon as well. This is it. And if you try to go to UV mode, now you see the UV that we created is basically hear perfectly. So now one more thing before doing anything, I'm going to select this kit pieces and remove them. I'm going to take this and actually copy the name from that and remove it. I'm going to give the name to the low polygon. Now, this is the high poly, and this is the low poly. And I'm going to give the name to it. Now for the next one as well, I'm going to take this one which is the kit piece and get the name and remove that and go back. This is the low poly and I'm gonna give the name to this one. Now let me select this one and this one, isolate them and I'm going to export them and test them to see they actually look and work inside Unreal Engine. So let me save everything. And one more thing than it needs to do is bringing in the buttocks. But in here we do not have any direction to export to. So you need to select the direction that the kit pieces were exported to them. And this is the residential building and this is the kit piece finished a folder that we had. And they are in here. This is the piece, and this is the piece as well. I'm going to accept a folder and try to export them one by one and test them inside aren't real. Okay, there's one God is exported. And now let's look at that. And you see now, instead of having kilobytes, we have 57 megabyte file in here, which is this one. I'm going to take this one as well. I need to export this one. Got to export it as well. And now this is that one. So I'm saving and I'm going to bring down real. And now we are in Unreal. Let's take this one. Go to the mesh, Right-click and re-import. Okay, if you see everything just reset. Now you see it has exported that one and you see how much quality we are getting from that is, it adds a lot of cool details in here, which is a great thing. And even without adding meshes, this looks like very good. And I'm going to take this one and go and re-import this one as well. This one got important as well. And you see now how they create very high-quality details. Even without adding any material, they look very high-quality and really wash out a lot of these planes that we have here. So now we're going to convert them into night. So if you go in here, you see that the only 98 measures in here that we have are, is this one that we converted the non-ideal previous. And of course, to see this menu here, simply go into this V0 mode and go to night visualization. And we have over here, one of the most important ones is this mask. And this mask, whatever that is, green is nano it and whatever that is not green is not night. So now let's see what happens. I'm going to select this one, right-click and go to night, night unable 98. It's going to disappear for a bit to calculate, and then it comes back as night. You see it converted to nano it. Now let me select this one and enable the nano eight on that one as well. So they got disappeared. Now this one's got imported back as well. But you see a black shading in here and that is because nano it for now doesn't support the world. Aligned material, which is this one. This was a world alone material. So if I go in here and reset the material, see it goes back to the default shading. And whenever you see a black thing in nano, it, it means that you have some problems. So go in here, just reset it back, and you get that. And you see even without any extra maps and textures and things like that, we have so much high-quality thing in here, which is great. So now that we made sure that this one is looking good, Alright, going to go into substance and try to texture this. And we need to do some preparations as well. And one of them is making sure that the material on these has the same name. You see in here. We have another material and another material on this one. Because this is the material that we are going to use. This one, I'm going to just copy the name, go back and give the same material to that one as well. So I'm bringing material Utilities and select this one. Now both of these should have the same material. You see, both of them are this matter. We have the name doesn't matter actually. But these two that are going to bake on each other, they should have the same material. Let's go for this one. The actual low poly one is this one that has the material that has a five on it. So let's go select this one and give it a five as well. So now in order to export this, I'm going to select both of the low police, which are this one. And I'm going to export them as a single FBX and create a folder for them and call them LP. And limit the selected an export FBX. And it did it. And now I'm going to select these too high, probably wants and export these to as a single file as well. So this one, I'm going to call it HP and hit Export. Now we are in painter and I'm going to import those fights. So normal should be to OpenGL. We do not want any unwrap or import camera and compute tangent space per fragment as well should be turned on. So I'm going to select the file and I'm going to unselect a low poly first unimportant, and the imported them without any problem. And we have two material IDs, which I can separate them and I can take them separately. Okay, now I'm going to bake the texture maps for baking. You go to this texture settings. Let me make it a bit bigger. And first in channel, Let's try ambient occlusion as well. And to bake mesh maps, you simply go to this texture settings and scroll down until you see this mesh maps. So heat baked mesh maps. And there are lots of settings in here. But for the first one to make sure that we have everything, alright, are always do a test normal, see if everything works. Alright, so for output size, Let's set it to four k. And in here you need to bring in the high-definition measures as well. So click this one. And now we need to select the high poly. It's everything that the default, I'm going to hit spake selected textures and it's going to break the normal map on both of them. I would bake now. And if you're going to see if your bakers are right or not, he can simply hit B and it selects you through the mesh maps. So this is the normal that we have baked and it's good, although we need to increase the quality. So everything is now going to be alright. Now in here, I'm going to make sure that the sampling is four-by-four resolution to four k. And select these maps that we need. For baking wind only need these and let them be at the default settings and hit bake textures until you get whatever that is baked. So if you are going to bake only on one mesh, you hit this one. But if you're going to bake on all of the measures, we hit the second one, the last one. So I'm going to hit this and get back to you within the baking is done. And these are the amount of mesh maps that are going to bake. Can you see the normal inaction? And we'll get back when all of the process is done. Now the baking is done. And now we can hit B to cycle through all of the mesh maps that you have. Ambient occlusion. This is the curvature, position, thickness, and height. We do not have been normal and opacity you do not have as well. And this is the normal map. And now I'm going to bring in the red brick texture that we created inside Substance Designer as the base. And since these are some generic pieces that get repeated over and over, we're not actually doing a lot of extra details on them. Because for example, if you add some detail like this on all of the measures, this is going to be repeated all over your game and it's going to really ruin the authenticity of what you have created. So in here, I'm gonna go important resources and in here add resources. And I'm going to go in here and select the mesh, excuse me tiling textures that we created. This is the base color. This is normal, this is roughness, and this is ambient occlusion. So open. And I'm going to select them. He texture, select them all. It texture and project. It imports, and make sure that you save everything. Now, let's go in layers and apply a default fill layer. And in here I'm going to bring in the mesh maps in here. So this one is going to the base color for metallic. We do not have it. I'm going to disable that. And this is ambient occlusion. This is the normal and this is the roughness. But now the texture map doesn't actually we dwell with the geometry. And you'll remember that we titled the height map twice in Photoshop, in x and y. Now, let's go in here and totally twice. Now you see the size of the bricks are more uniform. Now one more thing that we need to do to make sure that they read well, we can bring in the offset and try to offset that in directions to get the best result. So now you see in this direction, I believe it's OK. Let's go for offset in this direction to see if we can fix that in this direction as well. So it looks like it has done a great job of setting that, but you can also take it and try to see what works best. And it takes a bit of calculation to see which one works best. Let's make it by some experimentation or found out that offsetting them in 0.25 in all directions. We'll texture that there. And now you see we got the texture on this one for free from that base texture that we created. And now you see in these areas we have mortar and summons, and in this one, we have the bricks. This is the base. And now let's select it and bring it here and apply it. And you see, we get the same in here as well. This is the base and we got it for free. And this was a little trick. And that is why I really insisted on having the UVs in 0 to one UV space so that we do not have problem in texturing them. I'm baking inside substance. So now one more thing that you can do is adding layers on top of this. And since we have the baked mashed maps, we are gonna get a lot of cool effects. For example, let's bring in here and go to smart masks, which is this one. And now we can add a lot of cool details in here. For example, let's say that this one is a dirt layer. Let's apply that dust occlusion and you see it tries to add some dots in here. But as I said, since these are some generic pieces, we're not going to add a lot of details into them, only some details to make them different from the actual kit. So in here also who need to go to texture map. And remember that for every texture map, if we're going to have ambient occlusion, you need to add it, excuse me, this one. And it got added as well. So it's here and in here as well we have ambient occlusion. Now, let's go bringing the materials, for example, this concrete one. Let's say that we're happy with it. And now the only thing that you need to do is going in the masks and try to apply that to see what changes it makes. So this makes it a bit better. And now let's try to apply different ones and with different masks to give it a bit of more variation. So let's go again to masks. Let's try this one. Paint old. And this is good, but let's make it not so strong. Let's bring it down. Of course, Let's go for mask editor and bring the global balance down a bit. You see it adds a bit of oldness by highlighting some of those edges. This is alright. This is a change that I'm happy with. Whatever that we did on this one because it's procedural. We transfer to this one as well. So let's add another layer and add the most, for example. And now let's go in here and try to change the base color. I'm only going to apply the color and roughness. So let's change the color to something like green because it's a bit of moss. Okay, something like this and make it refer as well. Okay. Now, it's trying to look a lot better. As I said, since this one is a generic piece, we're not adding a lot of details. So copy it, control C and control V. And it applies the same effect from these on top of this one as well. Okay, we've got the texture in here and I'm happy with it. And again, if you're going to make that sharper, you can go in here on top of everything at filter. Excuse me, let's bring in a paint layer. The field that this parent layer you can paint. And in order to apply the sharpened, you need to make sure that this is a pass through. This pass-through makes sure that it takes a snapshot of everything that is beneath it. So now whatever we do on this one is going to be applied on the rest of the stack as well. So I'm going to right-click and add a filter. And this filter, Let's go find sharpen. And you see that it tries to sharpen the effect. But I'm not going to make that so strong just a tiny bit. Although you are free to do as much investment in today's as you want. But this is enough for me because later on we will do the vertex color variation as well, though on this one as well. And now I'm going to make sure that we go to Export textures. And I'm going to create a template for it. And because we are going to export the height map as well, Let's go to Mesh maps. Let's go to texture settings. And in baked mesh maps, I'm going to make sure that I enable the height channel as well, because I'm going to create a preset that exports roughness or it's an ambient occlusion that our HA map that we know as well. So big texture. You know that the height map now is inverted. Because in these areas we want areas to be black. In top ones, we need to be whiter. To change this one, we can either import, map and inverted into Photoshop or we can do some final changes ourselves. So I'm going to select them and create a folder and bring all of them into the same folder and close them. So I'm going to bring in another one. And in here, I'm only going to apply the height. This is going to be the filter. So in here for the height, just search for select everything. Search for height. And you are going to select the height that you need. So this is the height that we have. And now I'm going to level that out just a bit. So I'm going to right-click on it and add levels. And I'm going to hit inverse. So this is the base color. Let's select it and go to height. Now, hit Invert. And of course to be able to see that, we need to go into the maps, not mesh maps. This is the HashMap and then it's not going to be changed. We need to find it in here. So height, this is it, this is the inverted, which is incorrect, and this is the correct one. You want the outer parts to remain white, and in these parts we want to stay black. So let's manipulated a bit. Okay, Let's change this one. This one is better. This one is better. In crevices areas we have black and in outer areas we have weight. Well, I'm going to select this one and bring it to here as well, and paste it on top of everything. And because substance knows that it needs to convert the mesh map into the other mesh map. Basically, you see it converted to corner 05, which is the material for this one. And for this one, it's selected the corner 0 to whenever you try to transfer the mesh maps between meshes, it converts the mesh maps to the respective one. So now let's go and do export. I'm going to export sectors. And I'm going to create a new template that has the height map in it as well. Although we have a template in here which supports the Unreal Engine pact, which is this one, for a need to manipulate that. So we need to output templates. And I'm going to select this Unreal Engine packed and just duplicate it using this one. You see Unreal Engine pack duplicate. And I'm going to make this one all GL representing the OpenGL. So in here we have the base color with the Alpha. I do not want the alpha and base color, so I'm going to select it and Clear Channel. And for the normal as well, we have the normal, which is the normal Direct X. So in this one, I'm going to select the normal OpenGL and drag it in here. And RGB channels normal OpenGL. And in here we have emissive map, which we do not want. So let's select this one and clear, or actually let's remove this one completely. And now we have this mask one which has occlusion, roughness, and metallic. But since we do not have metallic on this one, I'm not going to really export metallic, so let's select this one and occlusion roughness metallic, take it and make it our roughness height and ambient occlusion. You see the R is mixed A0 and the midst is the mix of the baked ambient occlusion and whatever you paint on top of it. So it's the best-case to export that. So for the first one I'm going to make it roughness. So this is the roughness. I'm going to drag it on the R and make it r. And for g, I'm going to make it height. We have couple of heights. One is the mesh maps, one that we looked at, but the one that we need is inputs maps, this one that we altered a bit. So in here, search for height and drag it in here, and make that the height. And for B, we need to bring in mixed EO. Okay, now we created a template and to export, you can go and find it here, o, g, L. And for format, let's set it to target and a resolution as well. Let's make it for k. And now everything is ready to be exported. We hit Export. It's going to calculate a bit and give you the results. So these are the map that we exported. We're getting some things in here doesn't matter because this is a baked map. No problem actually. So this is normal mask and this is the base color for that normal unmask. You guessed it right. We're gonna go to the Unreal Engine and important mesh maps and test them. So let's go in here in the textures, and I'm going to create a new folder and call them baked because these were all tiling maps. And I'm going to create a folder just for the baked ones. So I'm going to import and go to the folder where it contains all of the textures. But I'm going to bring it a normal, unopened, excuse me, map the mask. But I'm going to make this one mask, this one as well mask. And this one needs to flip the green channel. So this is the flip green channel. And in here as well, we need to add plants details and flip green channel as well. Save everything out. Now I'm going to create a couple of material instances for trial. So let's go into materials. And from here, I need to right-click and create a material instance. Now I'm going to call it corner 0 to this one, another one. Corner 05. I'm going to bring all of them up. And now four corners 05. Let's go and bring in the textures in. This 05. Normal unmask. Okay, and now 402 first you need to activate them. Base color, normal, and mask. So now let's select them. All of these, I'm going to bring in the corner material and upload it under. This is going to be two. And this is going to be five. I'm going to select one, shift, select bringing the material corner five. Okay? Now you see we apply that material and we're getting a lot of cool details in here. One more thing that I'm thinking about actually is tiling this material twice instead of once. So I'm opening the material and bringing in the texture coordinates. And the texture coordinates is going to manipulate the UVs for us. So I'm going to multiply. Then I'm going to multiply it by a constant. The constant is going to be one so that it stays untouched. So I'm going to apply it in here and save. And I'm going to convert this one into a parameter so that we can change it in the editor. So I'm gonna go and select this material, creates an instance from it. And I'm going to, in the parameter, I'm going to put two so that you see the bricks are now a smaller. So now I'm going to select all of these, this one as well. The ones that have this material and take this one and apply the material on them. And you see we have a better brick size now. Actually, I'm a lot happier with this one. You see how beautiful detail is this tried to add in here and actually hits very good. And you see the environment is now trying to look a lot better. And it's going to have more details as well. Of course, I can take this one and bring it to the place for that one as well. So let me take that bring it here. And I can take this one, for example, and rotated in another direction to get something else. This was the degree that we need it. But I can take it for example and bring it for this one as well. Of course, you can bring in other measures. But let's see how this one does in here. I'm going to select all of these and delete them and take this one and bring it up. And of course you can make material instances from it and change the color a bit changed a lot of things about this one. This one. Let me take these and I'm going to bring him here and just rotate them together to give a new feeling to this one and bring this one in here as well. Okay, You see now how much depth it tries to add to the scene. So I'm going to take them and rotate them randomly on 90 degrees so that we see as much variation as possible. So actually, I'm happy with how this is going. And I might use this one for this here as well. Let's take these as well. I'm going to select these 2100 increments. I'm going to drag these back. Okay? Now let's select these. And I'm going to just rotate them into 90 degrees in all directions. And this one as well, just try to make something that looks different from the neighboring pieces. That's the key to add a lot of details. In here, I need to take this one and delete it. Now. This is actually a lot better. And you see how by creating these nano eight measures, we are able to give the environment a new look and a better identity. So this was it for the pillars of this kid. Actually. In the next one, we either go for creating the windows or we create a pillar for this one. Well, it depends. And see you in the next time. 48. Ornaments For Moulding: In previous lesson, we created this fillers and now I wanted to go and create these pillars, but I found something that was worth to mention is Sarah, we have some terms in here and I wanted to admit to make this one really synchronous streams. I wanted to really go and before doing anything, do the streams as well. Because these creams and the technical word for that is molding, I believe Let's first go. And because these are so common, we have some molding to be done. And I'm going to do the same thing and use the displacement method for this. But I'm going to make all of them packed into a single term sheet. And instead of making unique texture for every one of them, I'm going to create a trim sheet and pack all of them into a single term sheet to use a bit of optimization as well. So let's go see, we have one molding in here. And this is the same to moldings up until now. And in here as well, we have this molding and this one as well. I believe we should have four of them. Again, I'm opening blender and I'm going to remove everything from that and create a separate folder for it. And I'm going to call it molding. I believe this is the technical word for those parts. I also have some references as well. You see, this is something that connects this part to the upper part. And I have something like this for the roof cards as well. He's in here on my two, something like that. Okay. Basically, this is what I have in mind for that. This is a side view of the profile of that molding you see geometrically it's not so complex, but adding those details will make it sing a lot better with the environment. And you see in a lot of these areas we have something like this to stream that connects pieces together. So now I'm going to bring in all of the molding pieces from other projects and gathered them all together in this one. So as I have saved this one, I'm gonna go and open other ones as well. So in here we have this one and this one that belong to this kid. So I'm going to hit Control C and go over this one and copy them here. So we know that these two belong to the same kit. I'm going to place them right close to each other so that I can know what is going on. And in here we know that this belongs to the modular residential building. So let me save. And in this museum kit also we had this one and this one as well. So these are basically the ones that we're going to use and create a trim sheet for. So I'm going to copy them again and open this one and paste them here. So these now belong to one kid and these ones as well to another kid. So now let me bring in a plane and I'm going to make this plane just in this direction. And that may put the pivot in here so that I can bring it up top in here. So now let me resize this double the size. Looks like it fits this one. So not actually. Let's make it three by three instead. Now this one should actually fit. This is fitting, right? I'm going to make sure that all of these are tiling from 0 to one so that I get the tiling details all across. This was for testing. Let me drag that out, bring this one here, and bring this one in here as well. The key is to leave these places on touch time in these connecting pieces should always stay on touched because these shares some vertices with the pieces that are behind them. For example, this one that you see. This one has some vertices that are connecting to here, but in horizontal, because we are going to create a perfect tiling, we're not having any problem to displace these vertices. The top and bottom vertices, we're gonna make them stay on the same place. So let me take this one and I'm going to bring this one up exactly, up to here. Then we have this one. I'm going to bring it up. Let me see. Then we have this one. And I'm going to stack this one on the top as well. And if you want, you can leave a bit of a spacing between them so that you do not have a lot of texture bleeding. So I'm going to take these two and I'm going to bring them in the z up a bit. And this one as well, let me select all of these. No, not for this one. And we have this one to be moved a bit. Okay, now we have a good amount of spacing in-between these. And let me check the size. And since you see we have this one in here, we have this size. And this is going to be the UV. And we either have to create another texture or we can do something. And instead of using a square texture, Let's go and set this one to six. No, not in this direction. In this direction. Now, we can create a texture that instead of being two-by-two, I mean to k by two k. For k by four k, we can create a texture that is two K horizontally and vertically. And this is common as well. And this one gives us a bit of advantage that we can bring in some more extra details in here. Though, Let's go and see for this building, you see we have three rows of repetitive elements in here. This one, this one and this one are all the same. So we can go and take this one, which I believe belongs to the museum kit and try to repeat that some more times. And this is it. Let me take these two that belong to the residential building, bring them up. Now I'm going to take this one and repeat that some more times. For example. Let's bring it up. Of course, let's bring this one back. It's a very bad destructor. So this is eight and now I'm going to bring it up. And just one more time. Now we have enough texture information in here and I can take these and bring them down. Of course, we have a bit of extra spacing as well, something like a meter of wasted space. So doesn't matter. Let's drag this. And this is a bit of a space that wastes in the UV creation process. So let me go select all of them and I'm going to give all of them the same material. So let's give them molding. Now we need to select all of them and go in the UV creation process. Right now you see the UV is a square and we don't want that. So we can go in text tools and change the size in here. For example, let's make it two k and two k by 496, which means to K bar for k and hit V size. Okay? Now this is the you will resolution. So let's take them all. And now we need to place these so that they appear on top of each other. So this one is alright, let me take this one as well. I need to place this one on top of the previous one. So let's go in y. Actually, let's have them all selected. Of course not for this one. I'm going to take this and delete it. And there's a representative of that, I'm going to delete that one as well. Let's go and select all of them and go to UV sync mode. Now I'm going to do one by one, placed them in their places. So this one is here as well. This one needs to go on top, on top of this one actually. Just a bit. I want to make sure that all of these tile from 0 to one horizontally, which, which they are doing perfectly. So on this one as well, let me take it and bring it up and make sure that you lock the y, y1 moving up. So this one as well, it looks like this has a bad UV, right-click and unwrap. It looks like we need to first select this one and apply the scales. Let's go to Object Properties and you see you have a master scaling here. So apply the scale and rotation. And now let's right-click and unwrap. Now you see it has a better representation, so let's select them all. And I'm going to take this one and lucky to y and bring it up than this one as well. This one also needs to be escaped. There are some bad scaling in here. Though. This one right-click and unwrap. Looks like it didn't do a good job. Let's see what we can do about it. Let's rotate it in this direction. And I'm going to scale it only in x so that it fits perfectly in 0 to one UV space. So there's a bit of trial and error. But we should get get that going with no problem. So let me bring that here. Let me bring it right in here. On this one as well. On this side, we have some vertices off. So I'm going to only select the vertices and move them in x. Okay? Now, let's see what we got. So let's look at that. And I'm going to check to see if everything is alright. So we have this one in here, then this one up top of that. This one, this one, this one, which I believe can be re-scaled. So that is, take all of them and using the UV toolkit, let's apply the checker pattern to see if we have any distortion on the UVs are not. So it looks like this one has bad UVs. So I'm going to select this. And you see, we have very bad UVs. We need to scale them in y to get the best result. So I'm going to scale but only in y. So we want to make sure that we have squares all around. But I'm still not doing the way that I wanted. So this is good. This one as well. Let me take it. And I'm going to re-scale it in y as well to get a better resolution. Now, more or less, all of them have the same information. But one thing that I didn't consider is that this one is not actually a two meter piece. Although you see in here we have two meter of geometry. And two meter is only when we drag a straight line from here to here. But in here we have a lot of jaggedy lines which add to the surface of the geometry annotate and take that in mind. So let me select all of them. That was my mistake. I didn't consider the amount of zigzag in here which also adds to the surface. And if you do not know, this is point a and this is actually point B. So if we have a straight line that goes from point a to point B, it becomes two meters, for example. But if we have a line like this, which starts like this, comes down, likes to come down and has oscillating between these areas. This actually is more than two meters. If you relax this line, you get something like four meters for example. This is because it has a lot of undulation up on top. It just stays there. So let's see what we can do about it. First thing that I'm saying is taking these ones and delete them. Okay? So now let me take these and give them their own pivots. So I need to go to bounding box center. And this one as well needs to have its own pivot. Let me give them their own pivots and this one as well as the periods. So let me take this and drag it down to see what we get. Select all of them and go into the UVs. Let's first take them all and join them together. Now they are one piece. But I'm going to take stools again, Han V sides, what we have. So now I'm going to place these in here. So this is it. And now this one actually needs to go up in this direction. And then we have this one. And actually that is not working. So let me take these, I'm going to take these 2 first. Let's separate them from each other. I'm going some steps back. I'm going to take this and this one and separate them by selection. Now, I have this one as a separate piece, and this one has a separate piece. So this one, I'm going to give the pivot to be here. Doesn't matter if I offset it just a bit. Now, again, I can do something to make these a square and not use that uv. So let me put 2048 in here without any problem. Now, let's go in here. This is the same object, and I'm going to drag it up until I get my resolution, like this is that piece. Let me go up. And I get this one in here as well. So I need to select this one had this needs to be a scaled in y to get a better score representation. So now we have all the squares. Let me take this one and bring it up. And for this one as well, that you take this and I can take this one and easily bring it up top on that one. So we have a bit of geometry in here, but this one is too big for now though. Let's, let me resize it just a bit. And it doesn't hurt if I take this one and increase a bit of resolution, decrease, I mean, decrease in y. And I'm going to bring it down in y so that I can place this one without problems so that I can take this excuse me, I shouldn't have deleted that. I'm going to bring it down in y, and I'm going to re-scale in Y as well just a bit so that it fits perfectly there. So let me take this one and drag it down. Now we have both of them perfectly placed in 0 to one UV space. This is going to be one piece. These two are going to be another piece, or I can add another piece from here to here as well. So let me bring it back. And I want to actually take this one. I can Shift D to duplicate and P two separate by selection. And I'm going to take this one and that other one and join them together. So controlled and j. Now let's see what we can get in the unwrapping on this one. Let me bring it to pack to uv uv Packer and try to pack. Of course, I do not want to rotate them so disabled, they're rotating and scaling as well. This is it packs very good. I can either take this one again and duplicate it once more to see what we get from that. So I'm going to take all of these and bring it up just a bit in z. And take this one as well and move it up in z as well to put a bit of spacing in-between these chunks. So again, all of them selected repack UV, and now we have more resolution being used in here. So pi QV did a great job in packing those. So let me take this one as well and hit PACU view with all of the settings turned off, rotation to 0 and rotate and scale down. Now we have a better packing in here. So now we have these extra pieces that we want it to create for these parts as well, which is a great thing. So now, one thing we need to do, and that is actually subdividing these meshes. So to subdivide actually is new, we simply go to subdivision surface and set that, set that to sample. And turn this off to see how much resolution we add onto these parts. So let's start at the resolution. And you see some rectangular pieces. And that is because this piece is rectangle by itself. And if I try to increase some parts, you see now the rectangle part has been decreased. So for better representation, Let's remove all of the checker patterns. Then in here as well, let me go and put some extra edge loops. And this one as well, and this one. So now you see we have a better distribution. So let's do that once and optimized, displayed to see what actually we have. So I can go and start to place some vertices in these parts as well. This is the best thing that we can do. Now without optimize display, we have a good amount of geometry and it doesn't hurt the UV at all. You see we have the UV in place in here. And if I excuse me, if I apply the modifier and going here, he said we have the UV perfectly. So let's go back once and I'm going to copy the UVs, excuse me, the modifiers on this one as well. So I'm going to select this and this one at last, Control URL and copy modifiers. Here also, we need to bring in some extra lines as well. So let me take this one and this one to optimize the UV. Now let's go in here and try to increase the resolution on this one. So this is three-by-three. And let's put something in between. And this one as well. And I'm adding double the amount of vertices. Okay? Now we have good distribution in here as well. Let's select them and they are rectangles. So 11 more thing. I'm going to add some vertices in these parts as well. So now we have more squares, which is great. So I'm going to add vertices in between the vertices. It's not going to hurt the UVs at all. This is a good thing because they're going to keep the consistency between the UV shells. Okay. Now, this one and just some more extra vertices. One more thing to note that is that we actually need to separate these from each other to export them and test them inside on real. Now, let's see. I believe we have bigger amounts of vertices in here than in here. And that is because the amount of vertices that we have added there. So you see, this is the amount of vertices and this is in here. So let's go and try to add vertices. Again, not in this row. And this row. So let's test it. This is it. And now this isn't that. Another vertices in here. I feel like it's enough. And once more in here. Now, I'm happy with the vertices distribution. And let's apply modifiers. And this one needs to place the vertices in here. Now this one needs to go to bounding box center and apply this one as well. Okay? Now we have this and now we need to bring in the ornaments, tile them so that we can take them on these. And I'm going to do something just like these breaks Creation. I'm going to bring in the ornaments, bake them on top of a plane, and do lots of things inside substance designer. But I need to now make sure that ornaments that are right in the center of the plane. So I'm going to take these, drag them back, and I'm going to bring in a plane, shift, a mesh. I'm going to bring in a simple plain and place it right in there. And origin to origin. This is the ornament kit that we're going to use there. And actually this is what I'm going to use for the first one. So Control C, and I'm going to bring it in here and Control V. So let's see the scale of that compared to the plane. And let's scale that. Of course, let's see where it is. So it's hidden here. Bring it in here. Okay, it's good. I'm happy with the size. And now I'm going to bring it up to the top of the plane. This is not the end of it. I'm going to actually make this plane have the scale. And this is in the center, the pivot of this one is in the center as well. So I'm going to bring it up in order to make sure that it fits into the plane. I'm going to the top view and I'm going to rescale this on here so that we get this one as a piece. And of course you can take this and give it the amount of subdivision that it needs to use the full capacity of it. He said this one is a lot more different than this one and it has a lot more better quality. So I'm going to do that. And I'm going to now scale this one only until it touches the surface of here. And in here it does the same as well. I'm going to drag these two and make them a piece. So this one goes for here, for example. And now later on, I will do a huge plane and bake these all on the same plane. Let me bring this one as well. This is a great one. And let's paste it in here and duplicate this plane and bring it in the center of the world. Let's take these two and drag them over so that I can do my work with this one. So this is it. And I'm going to re-scale this until it meets the borders of this. And I'm going to give this the subdivision as well are applied. Now I'm going to re-scale it until it touches the borders, barely. So the next thing that I'm going to do is taking this one and drag it up so that we capture all of the details. Now let me see what we have here. This one is better. Now this one also can clot, can go in here. And now let's bring in some of these floral ones. This has lots of cool details. Control C and Control V in here, and not this one. I'm going to duplicate the plane and bring it in here. And this one needs to be resized until it matches the borders. Again, I'm going to give it the sub-division using three times. And now this is going to be good. It matches to all of the sides. And I'm going to take this one, bring it up. Okay, we have another one. These ones are going to be tiling as well. And for the next one, Let's do something mixed. So I'm gonna take this one and this one and Control C. And in here control V. So let's take this plane and bring it here. I'm going to select these two and center them in here. So before anything, I'm going to select both of them and apply the modifier on them so that they have enough geometry to work with to give details exactly. So this is it. And now this is about this one as well. So just upload the geometry modifier on them. So let's bring these two back. And I'm going to select both of them and re-scale them until they match here exactly. So this one needs to be re-scaled a bit more until it meets this side. Let me take this one. Then this needs to come down. And I need to drag it up the surface and take this one as well. Drag it up to the surface so that we get something like this. So let's see what these do do together. And let's drag this one up. This one needs to be rescheduled a bit because the baking, we do not want a lot of information to be lost. So this is it. And now we need to make this one tiling as well. So let's select this one than this one. Join them together and put the pivot in the center. And I'm going to bring this one exactly left here so that we can toggle this over and get a best tiling. So let me take this one and I'm going to move that in x to have something like this. And now let's apply the scale and the rotation as well. Now, I'm going to bring in the array modifier. Now you see we get the tiling that we needed in here. One more thing to make this even more beautiful. I'm going to take this. And on this one I do not want to have the tiling. I'm going to rotate it 90 degrees and bring it in the center in here. Now it looks like this is too big. Let me take it and bring it in. So let's see. What else we can do. You see by combining two ornaments, we were able to create a beautiful thing. So let me take this one and bring it over. Okay, I feel like we have done enough for this lesson. And in the next one we will continue to grab more ornaments and doing some tilings on them. Okay, See you there. 49. Baking Ornaments in SD: Okay, This is where we left off in the previous lesson and now we're going to continue to do more things in here. But of course I can take this one, for example, copy and do some tiling out of that. For example, something like this. But I feel like I can do the same thing inside substance after baking the height labs. So this one was a special case that we tied it in here, but for these, we have the ability to tie them inside substance. Let me drag another plane and save. And let's take these two and bring them in, paste them right in here. So I'm going to give them the modifier is actually this one and this one down perfectly. So let's select this one as well. And now we need to make sure that we rescale these so that they are in the boundaries as perfect as this one. So now I'm going to take this and rotate it in this direction. Let me drag this one out and just think about what we can do on this. First, let me drag it up so that we get the most of the information back. And this one as well, it needs to be on top of the plane. So I'm going to take this one again. And I'm going to bring it in here, right in here. I'm going to bring this one as well to here, to the center. So it looks like we need to sacrifice some of them. So for this one, let's bring it up. And I can take this one and resize it just a bit so that it fits right in here. So let me take this 1 first, apply the rotation and the scale. And now I'm going to use the array mode. And since this one is going to use one meter exactly, we're going to use that one meter in X. And let's go for this one as well. Make sure that the relative is turned off and constant is turned on. This gives us more accurate detail. So I'm going to select these two and take this one, bring it in, and just rotate it to make sure that we have less amount of last detail. This is it. And now let's do something. Let's take it, bring it up and try to do some detailing in here. For example, bringing this one up or no, let's not do something like this. We need another piece to match in here, which this one is going to be a great piece. So let's do something like this. I just brought this one to the top in here. Now let's make sure that the center of the sphere is exactly in this place. So I'm going to apply the scale and the rotation as well. And I'm going to apply the array and this one. And instead of relative, let's use constant. So now we have this one tiling, which is good. And now I'm going to fill in this space with geometry. For example. I can take this one and this one as well. Say both of them, and bring them here. So in here, let's apply the modifier on them. This one, on this one. But since these are not going to be seen, I'm going to give them only twice. Now, let's give them the same amount of geometry. So now I'm going to bring this one to the center, start to rotate it until we get something that we required. Something like this. And I'm going to bring this one up in here. Okay? Now let's see if I can duplicate this. Sometimes. It looks like you need to make this one a smaller a bit. And this one can go right in the center. No problem. We can take this one and make it smaller as well. Okay. No problem. I can take the same thing and bring it down as well. So let's bring that in here and take this one and bring it down as well. Now I can take it, for example, bring it down and bring this one up just a bit. This one or here as well. Let me drag it to here. And anything that is behind these lines is going to be deleted. I believe for now, it's enough for adding these details later on, maybe we add some more. So now we have 12345. And now I'm going to bring in a plane. And I'm going to scale these two times bigger so that we have a four meter by four meter piece. Now let's add a subdivision surface. This is not necessary. I'm only going to see how many vertices we get for this. So now since we have five pieces, I need to do this one more time. And I'll put some extra pieces for later on if we added something else. So now let's take all of them. And I'm going to drag them all except for this one and bring them back. And now I'm going to take these and I'm going to exactly placed them in here so that when we try to zoom on them, we get the perfect information. Now, let's place the pivot of this one in here and select this one and this one as the last. So now we have these vertices as active vertices. So now I'm gonna go snap than vertex active. So now we want to bring it here. You see it snaps perfectly to there. And I can take this one, not this one. This and delete it. And now we have this one right in the center. So let's do something for this one as well. I'm going to place the pivot of this one to here. And let's take these, I'm going to select this and this one at last. And a snap right in here. This extra plane, I can take it and delete it. Now we have this one as well. So let's keep the vertices in here. And this one, and this one that's drag them until I can snap them here. This extra plane, I can take it and delete. So let's see, we have these as well. So I'm going to place the pivotal here and select all of these. Right now, I'm going to bring it and snap it to here. And this amount of vertices is going to be removed. And this one as well, I do not need it. It's going to be baked, but only zoom on this part. So let's take this one and delete it. And we have this one at the last one. So let's take this and bring it right in here. Let's see if we have no we do not have any bad problems. So what did this, and I feel like I can place in some more in here. Let's take this one, drag it up. Let's take this one. This one also makes a good one. And this one, and this one as well. These are all great things. I can really use them and paste them in here. So I need to bring them in and give them the amount of subdivision level that they need. Okay? Now, I'm going to bring in another plane, this time, two-by-two. Or let's make it one by one. And make it half a, scale it by half. Now, it's one-by-one. Now, this needs to go in here, and I'm going to place it right in here. Let's take it and bring it up. And let's disable the snap and bring this one up. Now I can take this snap, two vertices that I want. So these ones are used. Let's go for this one. Let's select this one and snap it right here. Let's take the plane and instead of deleting it, I'm going to bring it back so that you have better users for that. So again, this one, okay. Now this one, Let's take it and this needs to come up as well, only a bit. So now let's take the active vertices. This is the active vertices. You see it's lighter than other vertices. So let's take it and looks like I need to select this one and make it period. So this is it. And take this one, bring it here. And only some more things remaining. Not so much. This is the plane. And now these two last ones. So we rotate in this direction, and this is good. It looks like I need to rotate that even more. Rotation is messed up a bit. Let's go for perfect 90 degrees and 00 for this. Okay. It's better. Now, disabled snapping. And I'm going to bring it up. This one, I believe should be the last one that we add. So let's apply the snapping and using the active vertices. I can take this, bring it up. Now. Let's add the latest one. So let's bring this, bring the pivot to the center and center this completely. So let's rescale this one as well. Okay? Now this is it. And now I need to select this and place the vertices in here and bring it in here. Okay, now this one is done as well. Let's do one last time. You have this one in here. Let's put that to good use instead. So bring the period in the center, center this and re-scale it. Okay? This is the last one. And put the pivot in here. We have four extra rooms as well that we can use for other purposes that we need it if we wanted to. Okay, now we have this and now we need to take this one. Bring it right in the center where it doesn't matter actually where we put it. But it's better to be in the center or center that out. And I'm going to take this one and you see the UVs are alright. And for without any purpose, I'm going to add some tessellation to it. Okay, let's add some more and apply everything. Apply the modifiers as well. I'm going to export this one as an FBX and create a folder for them. So I'm going to name this one LP selected objects. But before that, it's good to make sure that we select all of them and give them the same matter. It doesn't matter what the material is. We only want them to have the same material. Okay, now, I'm going to re-explore that. Now. Select these and deselect this one. Now we're going to export these as high poly. So make them HP, using the limited to select objects. Now hit Export. And I created a substance graph and I called it molding. And I'm going to bake all of the details in here. And later on when we made sure that the baking is done, we bring in those measures, these measures that we use inside Blender and try to displace them. So now I'm going to go for link a 3D mesh. And these are the files that I'm looking for, LP and HP. And I'm going to import them both. Now I'm going to bake the details. So as always, right-click on the LP and bake moral information. And now I'm going to bring the high poly from resources which we have in here, which is the LP. We know the rules, we need to increase this value and do a test page. Let's bring in a normal map format to OpenGL. To k. We bake to see what happens. Now got the baking in here on one problem that I've found is actually on the low polyproline. I need to go and drag it beneath the surface a bit. So we've got something like this and a lot of the information got lost during the bake. Don't need to take this and bring it down just a bit so that all of the objects are on the top. Bot, let me drag it. This is done. And I'm going to overwrite the LP with it. And in here, only thing you need to do is going in here and hit reload change. Now, we need to do the bake again. I need to set this one to open GL and everything set already good, Start Render. Now that we know that everything works, are reset it. And I'm going to bring this up all the way. And I'm going to bring the height map, normal map, an opacity map in here. So let's change them to for k. And the answer you're losing, let's set it to four by four. And for normal, Let's make it OpenGL. And for opacity and height, we really do not need to do anything. So now it's only a matter of hitting a Start Render and way too calculations to be done. See you after. So now the baking is done and let's drag it to test to see what is going on. And if you see something like this, doesn't matter, you can level it out very easily. So this is the normal map and we have a very clean normal map. And of course, I'm not going to actually do anything with the normal map because later on we will change the height map to normal as well. But for testing, let me bring this one out, blend and I'm going to subtract this from the height map. Actually, I needed to make it a multiply so that it washes everything but height map. So I'm going to bring in the auto level to level everything out. And let's connect this one into the normal to see if everything works or not. So in the normal, I'm going to set it to the OpenGL and bump up the intensity to 50. And you can see the details are here pretty good. And let's connect this one into an RTA O map and connect that to ambient occlusion as well. And connect that to the heights as well. So now we need to go in here, studied two metallic roughness tessellation. And in here we want to make sure that we disable the Direct X. And I'm going to bring the scale down, excuse me, up just a bit, because we're going to isolate some measures. Let's bring in the tessellation factor to 16. Okay? Now we get into perfect result. Now we are set up. And from the next one, we will start to actually tell these in the entire rows and bring in those measures and try to place them in here and tessellate them. Okay, see you in the next one. 50. Preparation For Workflow: Okay, everybody in previous lesson, we created these and break them inside substance as well. And now it's time to take these bring them over. I'm going to bring these two pieces and I'm going to export them individually to substance so that later on in substance we can paint a height map there. Of course, in substance We only define which part goes where that type of thing. Basically, we tiled them. We add details, and we do lots of things. And later on we output a height map and mixed height map that is blended with all of the pieces. And then later on in ZBrush, we start to actually use that height map and extrude the pieces and then create a vertex color data for these as well. So I'm going to export them individually, export as FBX. And in here I'm just going to name this one molding museum because this mainly belongs to the museum kit limit to select objects and I'm going to export this one. And of course I want to have this one selected as the address of the folder. So it got done, and now it's time for this one as well. Before exporting makes sure that everything in here is alright. So let me go apply the scale and rotation. And for this one as well, a scale and rotation needs to be fixed. So let me take this one. And I'm gonna go grab this one, exported and overwrite it with the previous one. Now all of the transformations have been fixed. So now this one, and let's call this molding residential. Of course, it contains some pieces from the museum kit, but you know that this is for a good naming convention. So we exported these UVs are alright. And for the latest check, let me apply a checkered pattern in here to see if everything is working or not. This one is good, and this one as well. Alright, so the UVs are now correct and textile density and a lot of things are right. So now I'm going to close Blender and open a new substance while. And actually I'm going to use this molding file substance that we created before because it contains a lot of the details and baked maps as well. We have these big maps that we can use in here. I'm going to go create a new substance. And let's call this one museum or let's call this molding instead. Of course, since the naming are the same, this one got another name and that is alright, so in here, instead of having this cube as the preview, I'm going to bring those measures that we exported just now as preview so that we can preview the information on themselves. This is the folder and these are the molding files that we exported just now. So I'm grabbing them and linking them to hear. So now we have this molding museum and molding residential as well. So first, let's go for so let's go for residential first. And if you take it and drag it in here, it's going to replace with the preview file. We have them here. And if you are going to add more tessellation, you can go and metallic roughness and just add a bit of tessellation factor so that they can see things better. So now for testing, let me drag this one into the height map. If you do not see anything right away when you connect a node, you might go to right-click and view outputs in 3D so that they can see the results. Now you'll see that it has upset at that one for us perfectly, but we need to first close this one out and before doing anything to use now, now in here we have some bugs in order to fix these. Just connect this one in here and it fixes the problem. So we actually do not need to offset anything because we are going to only map the pieces on these. For example, map a lot of these parts on this. And then later on in ZBrush, we extrude them for now. We're only separating these from each other for now. So you can go and bringing the rounded cube as well, doesn't matter. So now I'm going to separate them. And I'm going to leave the normal map B. I'm not going to use it for now. Let me bring in a blend. I'm going to multiply this on top of that one to remove any unnecessary data that was surrounding this. So after this one, I can bring in an altered level. This actually doesn't do anything because we have here white value in here that is not allowing us to do things that we want. So after this one, I'm going to bring in a histogram shift. It makes them all basically to the same range. So after that one, I can either play with the shift to something like this. Or I can bring in a blend after that again and blended with the opacity mask. Now I'm going to do another multiply. Now all of them are in the same range, more or less. We can use them. Okay, Now this is the base map that we have. And now I'm going to do just what we did with the rocks that we imported from ZBrush. I'm going to create different inputs and outputs from each of these. And I'm feeling that this gives us some unwanted results. Let me take this one and drag it back. Now, we are using the same one of course. If later on we wanted to decrease something, we do it. So for now, let's actually start to use this one. So I'm dragging in, excuse me, I'm dragging in a transformation to D. And since all of these are placed right in their position, we know that this, this plane has been divided, divided into four by four pieces. So I'm going to zoom on that two times, two times two equals four. So I'm gonna go or negative 0.25. I believe that should give us the value. And I'm going to bring this one down as well to negative 0.25. I found out that I need to do some manual changes to get this one right in here. And if you are going to see the result, he can go and hit a space in this tab and this 2D tab to be able to see the tiling as well. So you see everything is alright and we do not have any problem, and this is centered pretty well. So if you're going to do something like this, for example, changing the y, you can take that. And for example, the only other thing that you need to do is go into the tiling mode, set it to absolute, no tight link to make sure that the tiling goes off. So let's hit a space again in here. I'm going to bring this down until I get perfectly centered in there. And if you're going to have a better time selecting this hold down shift so that you are able to completely change in one particular direction only. So let me take that out and this is good. This is the first one. And now I'm going to copy that, bring another one. And I'm going to search to see what else we have in here. So this one can be centered as well. And if you do see some things like this, just hold down, shift and in one direction, place it right on the borders until that one goes away. So something like this and hit a space. Okay, this is good. If you're going to remove this one as well, he can go for a bit and remove it perfectly. So this is the result of the second one. It's pretty good. And if you're going to see more separation from the values, just bringing Auto Level. And now the outer level does the thing that we want it, it takes it and adds a lot of contrast. And that is a great thing. Now, let me bring this outer level in here and connect it to here as well. It changed from this one to this one using the absolute range from black all the way to white so that the connect this one once more. And now we're going to go another time. And I have this one separated as well. So if you're going to see that better, just hold down shift until you get perfectly to the corners. So it looks like we need to bring this one up just a bit. So if you are going to pan, just hold down middle click and do what you want. So I'm gonna bring this up until we get the separation perfectly done. And if you want to get rid of this ugly red circle in here, just click on another level so that you see the results. So you see that it's perfectly there. So now we have some more to do. And if I look at this map, we see that we have this one now that we need to create. Okay, I'm gonna take this and first bring this in the center and do some manual changes as well. Okay. This is the last one in the first row. And now we're going to go for the second row. So I'm going to take this one, bring it back, because this is the first one in the first row. And now I'm going to go a scroll or the second one. Because in x, it's doing perfect. The only thing that we need to change is in y. So I'm going to bring it right in the center and check the link. If you are going to see that better, just go in here, then you shouldn't have even a pixel of You see we have a pixel off. I will need to change it. So let's take this one. Looks like we need to remove something from there or we can manually try to fix that away. Okay, it's done. And now let's go check the tiling. And the tiling should be, alright, without any problem. Now this one is tiling as well. If I selected these can see that we have flawless trimming here. Perfect. If you're going to see the best result for the above one that'd be created as well. Just select this one, select the x value and put it there. No, not this one. The x value and a pace that x value in here. And now we have a better one in here. Okay, now, let's go for the second one. And I'm going to take this and I will leave that the only thing that we need to do is changing the y. So I'm going to change the y until we bring in what we wanted. So this is that, let me see how many units in y we have changed that negative 0.13. And this is it as well. I'm not actually distinguish what it is because I selected from the wrong row, excuse me, I should have selected the second one. I selected the third one, excuse me, this was a problem. So now let's go in here and paste the value that we had, negative 0.13. Now we need to bring this all the way to here to see the tiling. So now the totalling in this one should be alright. Let me see, the tiling is alright, but this one should be manipulated in Y as well. And of course, the reason that we needed to manipulate this more is because we only have two objects in this row, although we have four in here, we had two in here. So let's go and fix the results in the y. I need to bring this one up just a bit. Let me click on audio levels to remove this part. So I'm going to take this and bring it just until we see the problem being solved. Okay? Now this is actually good. Okay? Now it's perfectly good in that. And in this one, it should be tiling as well. But looks like we need have the tiling set in X. In X is, it's doing a great job. So this is the second row and the tiling is perfect as well. We do not have even a pixel of. So let's see what we have in the third row. The third row, we have four of these as well. So I'm going to select this as the first in the first row. So that only by manipulating the y-value, we are able to find that. So let's select this outer level and try to manipulate this. Just bring it up until we get this one centered. And I'm going to put it just like this in the center. So tiling, this is actually a tiling one. So let's go for this one and bring it down and start to do the changes as well. So we need to only put 0.13 to get the value that you want. Okay, perfect. So now, because the x on this value is alright, and you remember that we created some planes and centered term Soledad, selecting them would be a lot easier. So the third one, I'm dragging that and that's what we have here. And for this one in the y, Let's put the value, okay, This one is our right as well. And now the last one, let's go here and say this is going to be a good one. The result that we get from here, so 0.13 in here as well. Now we have that and we need to fix this one just a bit. So hold down Shift so that you are able to only manipulate using one value, one axes. So I'm gonna select this value, looks like this needs to be put in all of these as well, so that all of them have the same height. So I'm going to change the 0.13 to that 0.12 and something. Okay. This one in the last one, I'm checking all of them so that they have the same value. Now, we have the base for all of them. Actually we have eight pieces. So now let me drag this one and now we're going to create trims. And actually I'm going to bring in this molding residential in here. And now we need to tie these and put them in their own UV places. And we want to make sure that, for example, whatever we do on this UV island is going to stay in this UV island and do not go to other uv islands and corrupting their files. So you can do that actually by separating the UVs. There's actually a mode that allows you to do that. For example, this one, this molding residential use solid recreated the UVs in substance. We want to separate the UV islands and work only on one portion. So I'm going to right-click and break model information. Now, it's going to calculate a bit and you sit down in here, we already have the uv is being shown and it tells us that the UVs are alright, here you see we have 1234 different islands for this one. And we want to give each one a different color so that we can separate them and work on them individually. So let's go for the resolution, put it to four k, and this 124 by four as well. Now, one thing that we need to do is actually bake this one on top of itself. So I'm going to go bring in a high poly. I'm actually going to bake this on top of itself to take the UVs. So looks like did it twice. Cell doesn't matter. Now we need to go to add Baker. And in here there's a mode converting V2 SVG. Now it's going to read the UV. And for each UV island it gives us a separate color, but you need to go to Color Mode. And instead of hue shifts, set it to random. And we don't want any padding as well. We only want a pure UV island in their place. Okay, now, what do you need to do is actually hit Start Render, and it's going to take a bit of time to render and give you the results. Okay, I'll see you after it's done. Well, you see that for each and every island, we get the different color. And if I drag it in here, you see that we have different colors that we can pick from. So now I'm going to hide this one and let's already baked the information for this one as well. The process is the same for the high poly who are going to bring in from resources and bring the same one as the high poly. And for Baker color to, excuse me, UV to SVG, and for k and sampling to four-by-four as well. And this one to random start vendor. Well, this is the result for the other one as well. Let me drag it. And we should have only two colors. Yes, It's alright. So now that we have everything set up, let's take this one for example. What do you see that there's a bit of padding in here and that is unwanted pairing. If you are going to remove that really, you can bring in a uniform color. Let me bring in a uniform color and just set it to black and connect that there. And you see that ugly thing is gone now. So now there's a node. Just search for mask and you see color to mask. Now I'm going to select this one and select this one as the last. And I'm going to color pick this one. Now, you can see that it has converted that one to a mask. And let's now see the results. For example, I'm going to take this one and plug it into the height out input. So I'm going to bring this one, bring it here, and you see that it is now affecting the whole thing. But if you're going to separate that so that it doesn't actually do anything with other pieces. I'm going to bring in a blend. And before that I'm going to go to this one. And I need to connect this one in here and do a subtract. Let's do the other way. Or let's use multiply. And now you see it as only affected that to there. So if I connect that you see now only this piece has been affected. Okay? This is not actually the way that this is going to look. We're going to fix that. So if you're going to do that, you can go to default, material, defaults, tessellation in here. You can actually bring this one down just quite a bit. For tessellation factor as well. You can bring in as much tessellation as you want. And we can actually disable the tessellation as well. And instead connect this one to normal as well so that we can see the result as the normal result as well. So let's set it to OpenGL and set this one to 15, so that we can see the result in here. And now you see it's only affecting this one and leaving those ones untouched. So now let's go and do something more. We need to go to material, metallic roughness, and disable the Direct X normal map as well. So this is it. And now we're going to create a height map and a height map be something like this. Of course we're going to tie this one as well. For example, there is a node save transform gray scale, and this is great for adding tiling and things like that. And of course, we might use that transformation to denote as well. For example, zoom-out. Change the direction to what you want and basically do a lot of things. This was a demo of what we're going to do. I'm going to take these all removal. And this one as well needs to be removed. And this connection needs to be disconnected as well. So this one to here, and we do not want the normal information as well. Now, this is now what we have created so far. And in the next one we actually go for creation process. See you there. 51. Residential Trim Sheet: In previous lesson, we set this one up and now it's time to actually go and I start to do things. But actually there's one more thing that you need to know and that is because we are using this outer level. Now you see it's going from absolute pitch dark to pure white. And this really isn't so natural. So let me go and connect this one into this height output and to the normal map as well to see the shading. So now you see it has extruded this part, but there are a lot of these jaggedy lines which are not really so natural. So if you're going to hear this one, if you ever wanted to, you can go and bring in a blurred gray scale, blur high-quality gray scale, and bring the quality and intensity down just a bit. You say it tries to soften these edges. But now it tried to watch all of the features of that one as well. So in order to only use the edges, I'm going to bring in a blend. I'm going to blend this one with the previous Auto Level one so that we have something like this. And now I'm going to set this one to multiply so that you see there's a bit of gradient happening in here. You see this is after that, and this is before that. It tries to soften a lot of areas a bit while having the main features of the node available. And if you're even gonna make that better, we can select this domain node without Auto Level and connected there. And they're gonna get something like that. But since I'm going to use the full range, I'm going to copy this chain and copied all over until we get the results. So let's bring this one in here. And I'm going to copy this to all of them so that there's not a harsh transition between the black and white. And you need to set this one up just like this. This is before and this is after. And now I'm going to stop. And the only thing that you need to do is getting these nodes and connecting them. Connect this one into the first and this one in here to get your desired results. So now I'm gonna pause and get back to you when I have wired this to all of them. Because that's really easy and I do not want to take your time watching me do this. Okay, We did it now. Now I'm going to remove this and bring in the real mesh to set as the preview. So first one we're going to use this molding residential. Okay, now this is the result and that is because we haven't separated that based on the UVs. So I'm going to bring in the UV and you know, the background should be a black color to remove these paddings. And if you go and bring in that mask, color to mask, just double-click on color to mask, and a single click on, double-click on SVG, excuse me, on a single click on this one to be able to select this and pick a color from this. So I go and pick color. You see, it has pick this color. And if I go for this one, again, I did it wrong. Let's pick this one. And you see now we have some problems. And that is because this black area where we do not have anything, it has copied this color. So in order to fix this, you need to bring in a background. And I'm going to bring in a background and a pure black background. And if you're going to optimize it for some ways, because this is only a single color. You can bring this down to something like one-to-one eight by 128. Now this is a mask, and of course, let's not do that. Let's bring it back. We do not want optimization as well. So you see that it has now separated the mask and now let's go and do the thing. And whatever we did, we are going to use this mask to separate this part only. So on this bottom one, I decided to use one of these dreams, either this one or this one. Well, let's go for this one and connect this one into the heightened normal. I'm going to hold down control excuse me, hold down shift and bring it here. And this is the result that we are getting, but I do not want this. So I'm going to bring in a blend and this plant is going to stick to the end. I'm going to bring this one as a mask. And to use that better, I'm going to connect this one into a foreground instead of background. Now you see it has separated based on that mask and everything that we do is a staying in these borders. So this is going to go right to the end. And of course, let me bring in an RTA to be able to visualize the ambient occlusion on this one as well. Just on the empty canvas, it RTO. And now you need to bring in this height in here and connect it to ambient occlusion. Of course, we need to plug this result of the blend to separate that. Now. Now if you see this jaggedy lines and want to remove them, there's a solution, but if you are going to keep it, for example, this is made up of a stone and you might want to keep it. If you're going to keep it, it's okay. But if you're going to change it, they can bring this one instead of foreground into background. And you see those jaggedy lines are gone, but the mask is inverted. So we need to go in this mask and after that, just hit Spacebar and bringing the invert gray scale to separate that. And now you see those jaggedy lines are normal. But now the amount of the tiling that we get from this is minimal. And of course we are not seeing the whole information as well. So let's go and see what we can do about it. I'm going to take this one and make it smaller so that I can fit this into this area. So I'm going to go in here, transformation today. Let's zoom out just a bit. Now. It has made that a smaller and we need to stick this right in here. So because of the way that we have, set that up, we can bring this one all the way to here. And you see it sticks perfectly. And we need to bring the y down all the way to here as well. And now you see that we're getting perfect result, but we're not seeing the tiling as well. Because I want this one to try across the mesh. So in order to do that, we can go in here and the tiling mode and just bringing the absolute so that it uses the tiling for us. And now let's hit a Space bar in here to be able to visualize the tiling. And if you're going to see that better, you can go in here to see the saturated mode. And now you see the tiling is perfect and we do not have even an inch off in here. And in here as well. The tiling is perfect. And you see we created a tiling piece without any extra problem. So this is done. We can call this done actually the piece that we have created for this one. But there's a problem. And that problem is actually when we do not want to offset these top edges and bottom edges. Because these are going to stick to the other areas and this is going to offset them. So we need to remove that area. And another problem is that actually cutting this information from here, let's go and see what actually the main one looks like. So there's a lot of information that has been cut and this is the result of that. If you go in here, we get this amount of information Cut and we do not want that. So let's go in here and looks like we need to zoom out once more to get the result that we want. So let's go in here to the transformation 2D and just zoom out once more and go see the result. This is actually too much, too much information really. It looks like that is an interesting pattern and the tiling is okay as well. So let's go in here now. I'm happy with the amount of X tiling, but I want to make that smaller a bit so that I can fit all of that information in here. So let's go select this one and just go on the transformation to D. And I'm going to take it and bring it down just a bit. And I can bring this one down to get something like this, which is okay, I believe. But because this one is going to tie a lot of times, it might get repetitive a bit. So let's go back because this is a trend piece that gets tiled, for example, four times in a row. And this amount of information gets repetitive pretty fast. So let's go back to the previous one. Now, I'm happy with this one. Now, the only thing that you need to do is actually going into the transformation to d and a scaling this one in y to fit that extra bit of information in here. So let's go in here until we see this part in our mix. So just a bit more. Okay, This is good now. And to make sure that you do not touch these bottom and top vertices, we need to go create a mask. I'm going to create that mask from here. Let's bring in a bubble. And this bubble is actually going to highlight some edges, but I'm going to make this one who reversed. So this is positive. This is negative. Now. Now I'm going to blend this one with the previous one. And I'm going to actually subtract this from this one. So let's go for a blend and subtract a need to reverse that, select two nodes and hit X. Now we have created a mask. And I'm going to tell that to ever seeing this do not change the vertices. And these are the vertices on the bottom and the vertices on the top of this single train. So let's go to bevel actually or not double. Let's bring in a level instead and try to bring in the values down just a bit and make it all the way contrasty. Just something like this. And I'm going to subtract this later on from that. Okay? I feel like I'm happy with this. And actually, if you're going to do things more, for example, you can bring in slope blur, gray scales and a lot of more things to detail this one out even more. But since this is so far away from the player and you're getting amount of information that we want. And later on we will add texture details in such Substance Painter, I'm not going to do anything with it. So this is for the first trim. And now let's go for the second one, which is this one. And this one actually belongs to the residential kit as well. And these two up belong to the museum kit, as well as this whole mesh that belongs to the museum kit. So now let's go and do the top piece in here. And if you are going to see the result of the nodes, just right-click and compute thumbnails so that you see which one actually are going to use basically. So I feel like I'm going to use a blend between this one. Let me do a transformation to D. I'm going to use a blend of this one and actually this one. So let's bring in a transformation to the front, this one as well. I'm going to mix these two to get something tiling. So let's see what we can do. Let's do a blend. And I'm going to copy them and see the possibilities using the different blending modes. And likely the contrast isn't going to be what I use. So let's set it to Max later on. And I'm going to take this one and bring this in here. Or if you are not going to actually mess up the tiling, just hold down, shift and bring it down only in one direction. Now I'm going to take this one and do another transformation to the OR to another blend. And I'm going to bring in another transformation to the, on top of this one. And this time I'm going to rotate it 90 degrees. And instead of copy, I'm going to set that to Max Leighton to get something like this pattern. And if you're going to really divide them from each other, select this 11, click on that and just separate them from each other. For example, you can do something like this. If you're going to make these areas a bit more full, you can start to bring in from these. So I'm going to set transformation to D and I'm going to zoom out pretty much. And I'm going to bring this one only bring in a blend and connect this one in here and set it to make slides and as well. Now I need to take this one and bring it in here. Bring it somewhere. And just blend this time. I'm going to blend this one with a transformation to D and bring it here. And I'm going to set this one to Max later on as well. And I'm going to go to here and select this one. Now, I'm going to bring this flower up in here. So let's see the results. And combined with this, it looks like I need to take this one completely and bring in a transformation to the, I want this one to stay in the middle. And I'm going to make that smaller just a bit in this direction and bring it up in only y. Let's do something with this one as well. I'm going to bring a level node that is called the mirror. And this is just like symmetry in other applications. So I'm going to bring in mirror and let's do In which direction we want that to be. So set it to mirror corner. And this one is alright. So now I need to go in here, take this one and make it a smaller, just a bit so that we do not have a lot of these bad jaggedy fluorines. So instead of that, let's take this one, bring in the transformation 2D and make it smaller. And go for the tiling study to absolute so that you see the tiling and this is the result of that. Then I'm going to take this one and bring it down in y. Actually. This is good. Now you are seeing the tiling in here, which is not actually what we want. So let's go set it to horizontal tiling only so that the vertical tiling goes away. So this is the result. And you see how by mixing and matching different things, we're able to get different results. And to make it more beautiful, I'm going to bring in another blend, and I'm going to bring in this one as well. So I'm going to copy this, bring it here all the way to this blend and set it to max lighten so that I added there. And I'm going to take this one and bring it up until here. And now I need to take this one and bring in a mirror node after that to mirror it over to that side. Mirror gray scale. And let's cycle through modes. And now you see the term has been created and the tiling is good as well. Of course, we're not seeing tiling in here because this piece is entitling. The tiling happens in here. So this is another piece and now I'm going to separate it on top mask in here, on this red area mask. So I'm going to copy this again. And instead of that, let me bring the color from there. And this is the mask that we want. And now I'm going to bring in this blend as well to separate the mask. And of course I need to plug this one in here to create the mask. The mask created. And now I'm going to make this one a smaller, actually bringing the transformation to D and zoom out once and go for the tiling, absolute, and I want only the horizontal tiling. So let's blended with this one. I'm going to add a blend and add this one to the mix results of this one. I'm going to add a blend in here to separate this one based on the mask itself. So let me bring in the mask. I'm going to set it to mask. Looks like I need to invert the mask as well. So bringing inverts gray scale that we see the result in here. Now for this blend as well, I'm going to do something and studied to Max later on as well, so that we see this one in here as well. So this one is a bit larger than we thought actually the tiling is our right. Everything is working great, but I need to scale it in y as well to make sure that all of the information is included. So let's come in here and try to scale this down to fit all of the information in. If you're going to see the results in both sides, instead of actually scaling from one side, he can hold down control. And we scale it so that both sides gets re-scaled. Okay, something like this. And now let's try get n. This is good actually, let's do something like this. And I'm happy with the information, although we didn't include this part, this top part in, it doesn't matter actually. As long as we get something to display, It's alright. So let's select this one and it looks like you need to know, Let's leave it the way that it is. Okay, This one is good. Now let's go see what we have created. This is what we fit in into ZBrush to tie the texture. Let's check the tiling in here. Looks like there's a bit of problem that needs fixing. So let's go in here. We have the problem in here, but there's no problem in here. And I believe that the problem is with the masking. The problem is actually with the mask that we created. You see in here there's a bit of awkward masking that may be based on the UVs that we have created. So let's go to this SVG that adds a bit of a space in here which we need to fix in Blender. This is the piece. And now let's go into UVs and select them. And this is it. It looks like UVs are a bit off in this part. So now I'm going to scale this one in x, or let me go. And because I want to scale this one only in one direction, I'm going to select these, select this row of vertices and make them to origin. Basically just Shift S and cursor to select it. And now I'm going to select all of these piece, everything. And I'm going to scale it only in X so that it reaches here. Okay, now, let's see if we have any problem in here as well. This one as well needs to be scaled, so scale only in x. Let's see about here. And all of these problems come from that pack UV that we did, that we shouldn't have done. So I'm going to go back and I'm going to make this one the 2D cursor so that we scale everything from the 3D cursor. So again, that's two. One more try and scale it in x and hold down Shift to be more precise. So this is it. Now, let's go select this one and scale this one on x as well, just a bit. Now let's see about this part. This one is good actually. And I'm checking all of the parts to see if a part is doing all right or not. So it looks like we're done with this piece. I'm going to take it. And we exported and overwriting with this file limit to select it and export. And in here, I'm going to take this one residential and reload. Now we need to remake this to make sure that the information gets correct. So let's go take modelling information and are only want a color, excuse me, UV to SVG, Start Render. And that one should be set to random and the hyperbola itself. Okay? Okay, we've got the breakdown. And now the colors have been changed, which you need to correct as well. So that is easy fix. And I'm actually happy that this happened in order to see if a UV was wrong in the middle of the process. So select on this one and color book from here, Done. And now for the second one as well, I need to pick this color instead. This is done now. And now let's go check the UVs to see if they are right or wrong. This is it. And now the UVs are actually doing pretty good. Actually, I'm happy that this happened. So that these problem-solving is one of the best things that you can grab from something so that you see how to solve problems if they arise. This one is for this one as well. Then I'll fill out the course in this lesson is taking too long. I'm going to stop here and then the next one, we will finish the trim pieces as well. Okay. See you in the next one. 52. Museum Trim Sheet: In previous lesson, we created this and salt a UV problem as well. And as I said, one of the biggest benefits of anything is the ability to fix the problems and take them, solve them and basically things like that. So now I'm going to do one thing and that is really separating this top and bottom part. And we're moving them from actually offsetting these top and bottom vertices because all of these areas are going to be offset at. So this, this actually is the first one. I'm going to add a blend and subtract this mask from it. Let's bring it here and do a subtract. It's now making sure that these areas are not getting any offset. Now, I need to do for this one as well. That's easy as bringing in a bland and bringing in the mask from this and doing a simple subtract. You see this is the result and this is the result after subtract. And this really makes sure that these vertices on top do not get moved. And this is a good amount of detail that we have added as well. So now let's go for the third one. And I'm going to right-click compute nodes to see. And note that I'm liking to work with. And actually it looks like we can do with this one. Let me take this and use a transformation 2D. And I'm going to blend it and make it smaller as well. Make it something like this. A smaller. Let's go for tiling, set it to absolute. And I want only horizontal tiling. And I'm going to blend this with another version of it. Take this one, and I need to take this and rotate it in this direction. And this is the results. I'm going to set it to max lighten and separate them from each other and just the beta and why? Something like this. And let's offset them in x as well. To create something like this. And let's check the tiling. Tiling is perfectly there as well. It looks like this was the easiest one to create. So I'm going to grab a mask from here. Again, color to mask. From here I'm going to grab a color to mask node and separate this blue color. Okay? Let me go and separate. It. Looks like I need to do that again, no problem. And now we separated that mask. Now I'm going to add another blends after this and bring this one in. This is it. And now I'm going to connect this one as a mask. Looks like I need to take the mask and invert it to bring that in the same place. And let's go in here. Okay, it's alright. It looks like we have done a wrong Mike's mask actually know the mask isn't wrong. The placement of this is, is, it's centered in here and I need to bring in a transformation to D. And you bring it up in high NY, excuse me. So now you see it's moving in here, which is alright. So I'm going to do, of course, let's go for the mask and invert it as well. In this scenario, who need to invert that. And now the pieces in here, I need to take this and bring it up. This is good. Now let's go for this one. Select these. It looks like we're doing that wrong. Let me take it and bring it up NY now it's going into place. Something like this. It looks like we need to scale this in both directions to make sure that we fit that into place. Something like this. And I need to bring this down just a bit. Okay? And we scale it so that when we subtract the mask, we do not clear any of that information. Okay, this is done. Now I need to subtract the mask from it. So another blend. From this one. Let's bring in the pebble and blend and Bevel, gland and level at the same time, I want them and bringing them in here and connect this one in here and this one in here as well. So this is the mask and this is the sharpened mask, and I'm going to remove that from the information in here. So again in blend and I'm going to subtract, unselect it. And these top vertices are now not moving, okay? This one for the third one as well. I believe that We should only have one remaining. Yeah, there's only one remaining in the residential kit. So for that, let me bring this one in using the transformation to D. And I'm going to mix it with some other ones, preferably with this one. Okay? And I'm going to mix these two to get the result that I want. Let me bring this here. And I'm going to blend them together to see the result that I'm going to get. And I'm going to set this to max lighten. Now, I'm going to take this. Looks like this is good. And now let's take this one and rotate it to see if we can get any results from that or not. So I'm gonna go for this one, bring in the mirror as well. So a happy accident, it created something from that. And after this one again, I'm going to bring in the mirror again. And this time let's go for y. Now see the result. Now I'm going to take this one as well, bring in the mirror and see that in. And to make sure that we get a consistent styling, I'm going to take this and in x, bring it right in here. And I'm going to go activate the tiling mode, set it to absolute and only horizontal tiling. And let's see the results. This is good. Now let's take this one and I'm going to bring in another mirror, grayscale. But this time, let's do in another one. Something like this is great. Now let's add a blend after this. I'm going to bring in some flowers and things like that and this, and let's again bring that in here so that we get the tiling going on. So after this one, I'm going to hit the Spacebar and do a blend so that it comes in between these. And I'm going to bring this right in here and set it to make slides. So now let's go see the results. It's something going on there. So let's take this one and now I need to take it using transformation to D and make it a smaller. And the tiling needs to be horizontal only. So this is the trim. And now I need to place it on top of here. So let's go for that. Bring in a color to mask. Again. I'm going to take this one and select this color. Now, we selected that one, and now let me bring this one as well to separate that. So this one in here and this one in here, this one bevels. And this one needs to be inverted. This one for the vertices not to move up. So let's bring in another blends after this. There's a problem in here and actually not a problem. Uvs are wrong. This is the UV for this one. And the UV of this is placed on top. It's not in order, but other than that, there's not a problem actually. Let me take this one, bring it back. This is actually the problem that I'm talking about. You see it? Let me go in here. This is the UV for this. You see it's in the second row, but it's in top in here. And this is the UV for this one is here. There's not actually a problem. We only need to have that in mind that this needs to be placed in here. So let's take the mask. Looks like we need to place the mask in here and connect this one to the results. Not that one actually. Why did I connect that? I need to take this one and connected here and set it to make slides and as well. Now let's go take the mask and flip it as well. Just, I'm going to bring in the inverted grayscale and flip the mask. Okay, now it's placed, but in a bad situation, I need to take this actually and bring it in the situation that it needs. So I'm going to make it a smaller, just a bit in y, and I'm going to bring this NY as well. So just a bit of more manipulation and we should be good to go. Okay, now we are in place and I need to scale this even more to fit that in here. So a bit of more manipulation. Now we're right in here. And I'm going to blend this one with the mask and subtract that mask info from that. Okay? This is it. Bring it here and subtract the mask. So that the top vertices do not move. Now that I'm looking at this looks like the masks have done nothing really. So now I'm going to do one thing and that is adding all of these masks together and subtracting them from the final result. So I'm going to blend them all and just set it to add so that the masks get added. Or he can set it to make slides and as well. So another blend, I'm finding the masks to connect them to each other. Set it to mask later on so that these lines get selected. Okay, now there's only one mask that needs to be plugged in. And this one to make slides and as well. So we have the mask. And now I'm gonna go blend this and bring everything out and blend this one in and subtract that from all of the information. Now that has been taken into account. Now the top portion of these really doesn't move and horizontal tiling is actually great. So we created a trim piece and finish this lesson. And in the next one who will create a second trend piece and finally bring them into ZBrush to extrude them and do the color, vertex coloring there as well. Okay? The second one is easy as well. I'm going to create one. Let's take this one, rename it to molding residential. Okay. Now I'm going to take all of these and I'm going to copy them and create a new file. And I'm going to call this molding Museum. And I'm going to paste these data in here. And for the preview, I'm going to bring in this molding Museum in which is this one. And now we have only two pieces that need to be created. And basically, we can do that maybe in ten minutes. So right-click compute nodes. I'm going to bring this SVG and we have only two pieces. And for the background of that SVG, I'm going to bring in a uniform color so that it's separate these from each other. So for this one or this piece, we already have a trim. So this is the trim that I'm actually using for that piece. And it's a great trim. It has all the details and only thing that you need to do is separating that. So let's bring in a color to mask and pick this area. Let's check it. If we have any bad tiling or things like that. And I'm going to bring in a blend or either transformation to D and connect this one into the height into the normal as well. If you do not see that updated right-click View outputs in 3D. Now we need to go in here. Metallic roughness can change this one. I don't want the scale, only want the normal details to be shown. And Direct X normal disabled as well. Now let's go in here and set it to 15 to make it more pronounced, and set it to OpenGL. And now we're ready to go. To tiling is alright. I need to separate this. We add a blend. This one in here. I need to invert the mask. And of course I need to plug this in here and plug it into the opacity. So now we take that in here. I need to take this one and set it to absolute. And only the horizontal tiling is what I want. So I'm going to drag this one in so that we get that information in place. This is as easy as it gets because we have done the tiling in Blender and it works. Alright. Now I need to bring in that separator that disconnects this top edges from moving as well. And now let me borrow that from here. This is eight, I need to bring in the bubble blend and the levels as well. So I'm going to take that and bring it here. And first, let's tried to scale and bring that down. I do not want any escape. So this is it. Now let me connect that color to mask to here. This is the bevel and I need to connect that to here as well. This is a subtract and this is the level. So I'm going to blend this one with the next one that I'm going to create for now I'm going to leave it just like this. Again. Let's go to material and disable the scale completely. So for the next one, let me use this one. This makes a good tiling as well. So transformation to D. I'm going to bring it back in X tiling and only horizontal tiling. And now I need to bring in some things in between to make that more interesting. So let's add a blend. And after this blends, I might bring in this one actually, this looks like a good one. So bring that here and make it a max later. I'm going to take this and rotate it 90 degrees. Take it and bring it up in y. It looks like it created a good thing. Now, I can take this one and bring in the mirror gray scale again and started to why we created basically a tiling piece. Now, I'm going to blend that with this one. So this is the blend. I'm going to connect that here, studied to make slides, and now I need to bring in a color to mask as well to make sure that I separate it. So let me copy this whole chain of nodes. And I'm going to connect this one again. And this time, this time I'm going to bring in this blue color like this one. Excuse me, select this color to mask and select the blue color. This is the inverted. I'm going to connect this one in the mask, in the opacity of that. So this is it. This is the inverted, this is the level, and this is the blend that we need to connect to here, set to max, Lighten to later on separate the edges. So now I'm gonna go select this one. This is the result that we are getting, but I need to take this one and transformation to D and zoom out. Zoom else wants more absolute and horizontal tiling. And now I need to take this one and bring it in Y. To be able to view that in here. Let me select this and see what I'm doing in real time. It looks like I need to overdo this value. And if you have problem, just bring it up until you see fit. So let me take this and looks like I need to bring that mask. This one created as well. And looks like it's a good mask as well. So now I need to bring in the blend and blend in here and make a subtract. It looks like I need to do the reverse. Now. It's subtracted the edges as well. And now we're good to go. Okay, we created all of the high detail and I'm, all I'm going to do now is saving this as tiff, bring in the maximum quality. This one is alright, homolog going to bring in the tiling, bringing the height. And it's already in for K. And if it doesn't just convert that to four K and output that, I'm going to call this museum and save it as tiff. Now, it's time for the residential kit as well. If you see something like this that your tiles have been moved around, it isn't actually a problem. It's because we have been using the museum mesh on here which has different UV sets. So simply go bringing the mesh that you have been working with. And you should be good to go. Just like this. Don't be afraid if the UVs are rank in case you happen to see something like this, you haven't done anything wrong. It's because of the mesh that we have swapped. Okay, now let's go for the final height, which is this one. I'm going to save this one as a tiff as well. This was the museum and now this one is residential. I saved it. And if you have any changes, you can go and make them. Now I'm closing this one and in the next one, I'll see you in the ZBrush. Okay. See you there. 53. Baking Trim Sheets: In previous lesson, we created the height maps and now it's time to important measures and start to displace them. So as always, we go for import. Or in this case, since we have two different separate measures, I can go and use the Z plugin is instead an FBX import. Use this option. Let's print this, drag it into the viewport and rotate. And now we're seeing that and just myInt this head to see where you are looking at. So this belongs to the museum kit. Now let's go to sub tools and create a new sub two. So I'm bringing in this one, Excuse me. Let's go back in here and I need to append this polymers 3D. And after that, I'm going to again go to import or in this one as well, you can do that and bringing other one, which is this residential. And this is the residential. And now let's go to this one. I can delete this one. Just delete that and go append and bring in that one as well, which is this one. And now we have both of them in here. So let's go in here, just see this. And the amount of polygon is too low. I'm not going to use DynaMesh, but I'm going to use the divide instead. So the shortcut is Control D or Control D until you are happy with the resolution. So step back. And this is good, this is a good amount. And let's go in here and I'm going to divide this again without a smoothing. It actually, this is good. Now let's go for this one. Since we have all of the UV maps and things like that setup, we only need to go to displacement tab and bringing the height map, which is this one, the museum kit. So I'm going to bring that intensity to a very low value and apply the displacement. If you see a problem like this, that is because the UVs are inverted. And that is an actually a huge problem. You can go. And upon the export, just rotate that in another direction so that it works. Well for this one, we're going for the latest one. And of course we need to do the subtract as well. Here. Just reverted. So this is before, this is after. So if you're going to export that just bringing the transformation to D and reverted in this direction. That is because the UVs have been flipped. No problem. Well, I'm going to save it. Or if you're going to see the full range, bringing alter levels to see the full range and use it. Okay? If you want, you can either bring in the levels and add more detail into that. Add more contrast and basically a lot of cool details. After this, let's use another contrast. This down, bring this up to see basically what works for you. So it looks like this one is the best one. So I'm going to save this one and overwrite that with this. And I'm gonna go again in here, Import and bring this one in and apply the displacements. And now it works. But now we need to add more detail to that. Let's go and set it to five. Something like this is better. And because we have subtracted those masks, you see the top part and bottom part are not moving at all. We created basically a good thing. And it works perfectly when we bring in, bringing the texture data on top of it. Okay, let's go for the next one, which is this. And it has the details as well. Let's go to displacement map. Bring it. And I'm going to bring into displacement, which is this one. That the intensity to something like this apply. And this one needs to be inverted as well. Go back. And this is the latest one. I'm going to bring in that transformation to D. Okay, and get export from this an okay. Now let's reopen that. This is it and test. This one is good as well. Done a great job adding these. And the tiling is okay as well because we have tested tiling and we know that it works perfectly. So let's go in here. Everything is alright, including those bottom parts, which is okay. So now we need to save this file. And I'm going to do a double saved soda. They do not lose anything. And now I'm going to go create. Low poly versions of this ones as well. So I'm going to duplicate this and duplicate this as well. Now I'm going to work on this one. We need to go in the decimation master and make sure that we keep the UVs preprocess decimated. And now we get much more, lesser amount of geometry. So this was one and this is the next one. And if you want, you can actually go on and start to add more details. But I'm actually happy with how this is the kink. Now let's go pre-process this one as well while keeping the UVs in touch. And decimate this one again. And now I'm going to do something. I'm going to make this one's visible and export them to test if the decimation has ruined the tiling or not. It happens sometimes when you test. When you do the decimation, the vertices on this part get different from the vertices on this part. So I'm going to export these two and test to see if the tiling has been broken or not. And I'm going to export them as FBX. Okay? And in here I'm going to export visible. And okay, now we are in Blender and I'm going to export these and test-time, okay? Just wait for the important to be done. In exported, all of them on the same file. I'm going to separate them by simply go into the Edit mode. And in here just hit P. And by loose parts so that it disconnects all of the pieces from each other. So let's go to object. And this one for a test, I'm going to duplicate it and tested in here to see if it's working or right or not. It looks like it's working. Let me see that. And I'm going to disable all of the overlays. There's a thin line in here and that is the result of the decimation process. And this is something you like, you can go, I'll leave it the way that it is. And if you do not want it, you can export those on decimated the measures, including this one and this one because they have the original geometry and the geometry is untouched. So I'm going to export this one as a test. Of course, because we have divided that. If you go to the sub tool, Excuse me, into the geometry, you can see the level of the subdivision. And now we have subdivided this one into 41. If I bring this one down a bit, you see that without losing actual, a lot of things, we're able to decimate the town, but it's not wounding the geometry. It's the geometry that we had previously. So I'm going to export this one and test to see if the tiling on this one is correct or not. Again, I'm going to export it as an FBX. And this one I'm going to export selected. And let's take these, bring them back. And I'm going to import that again, which is this one, I believe. This is it. Let's duplicate it to see the result. In here, we are having a better toiling. See that there's not actually a visible symbol in between. So this is a better way. If you're going to keep your geometry untouched. You can do that. The amount of error that we get in here is minimal compared to the previous one. So we can bring this one as the low poly and bring the actual 7 million polygon as the high poly. So I'm going to take this one, bringing all of these back. Then I'm gonna take this one as well. Go in here and bring the subdivision to the third level. And I'm going to export this as just a museum. And export selected. And it was exported. And now I'm going to go into the geometry and bring this one up so that I can export the high poly and bake this one on top of the previous one. So this is the one that I'm using. This one as well. So for this one as well, let me make it visible, go to the geometry. And in here, I'm going to drag this one to four as well. So now I'm going to export this one's separately as well, because these are connected pieces that I'm going to export separately. So as always, I'm going to export and make this one museum. I selected this one as residential high, but of course I forgot something and I didn't create the vertex colored data for those. So after exposing this one, I will come back and create a vertex color data for these as well. So that one got exported as well. And now I'm going for this decimated ones because I do not need them. I'm going to delete. I'm going to delete this one as well. So I have these two. And I'm going to do a duplicate from these instead. Duplicate from this one. From this one. So let me hide those and go work on the duplicate ones. I'm going to go, and in the geometry, I'm going to bring this one step down. And you can see in here that is written delete higher. So if you hit that, it's going to make this the default one. And you can hit Delete lower as well to remove part of the lower ones. So let's go for this one as well. I'm going to do the same thing. I'm going to bring it one level down and freeze the subdivisions. Delete lower and delete higher so that it's the default one. Let's go for this, which is the residential one. And I'm going to now work on the vertex color data. So of course you are free if you're going to add more sculpting in these. But I'm not going to do that. So I'm going to bring in the color in here and bringing the poly paint and make sure that when you hit this fill object, this colorized becomes on. Now, we need to go in this masking. And based on the cavity mask, I'm going to generate a mask. So something like this. Let's make it a stronger and reverse it. Now we have the cavity mask. Let's see what we have actually. So let's make it a stronger like this. Or let's reverse it. Grow the mask just a bit. And this is a better cavity mask. And I'm going to set the color to the red ones to 0 as well. Fill object. Okay? This is the cavity and I'm going to bring this smoothness as well, reverse it. And now we're going to bring in green on this one. An object looks like the mask is so strong and I do not want that. So let's bring the range to something like five. Now to something like this fill object. This is too strong as well. Let's go back. And Troy by using one instead and inverted. Okay? Now we're getting a mix, blend between the cavity and a smoothness. Okay, I'm happy with it. If you're going to invest more, he can go and do whatever you want basically. So let's go for this one. And before that, I'm going to export this as the residential low bone here. I'm going to bring it here and make it residential low and only the selected one. Now for the next one, I'm working on this. Let's make the color white perfectly and fill object. Now we need to, we need to go into masking and by smoothness. Let's pick this one up and this time give this one a red color instead of green color. This is a red color. And for cavity, Let's go bring it up to something like this, an inverted and give this one green. Instead. Now we have a better mix of colors that we can use. If you want, you can add surveys masks as well. But I do not think that that is rarely necessary. So let's go and export this one as museum low and only the selected one and okay. Okay. When I imported them in Blender and separated them. And you see that this is the museum low, this is high. This one as well as the museum Excuse me, other kit. And low one high as well. So I'm going to take this, bring it back for naming a really do not care for now. But let's do the naming as well. I'm going to copy the name and paste it on this one. And make it low. And select this one as well and make it glow. So now the only thing that matters is selecting them and giving them each separate material. I'm going to call this one residential. So that substance knows what to bake on top of what? This one I'm going to call it museum. And okay, Then in here, if we test it to see that both of them have the same material, okay? Now these are ready to be exported. I'm going to take high. And to make sure we go in here, turn on the statistics and you see that they are high. You have high poly counts. So I'm going to save this one as a separate file. I'm going to call it Polly and limit to select that object and hit. Okay, It's going to take a bit of time and I'll be back when the process is done. Okay, they got exported and now I'm going to select the low poly wants. Let's go back. And these are the low poly. And you see the amount of polygon has decreased significantly. So I'm going to export this one as low poly. Here we are in Blender. I'm going to create a new one and important file, which is the low poly first. So open. And we get them in here. No problem and everything is working alright. So we need to go into textures such settings first, let's add the ambient occlusion to both of them. And I'm going to go in here, Paik mesh maps. And from here I need to bring in the high poly. Again, this is it. Let's do a test page to see if everything is working or not. So in here, deselect all normal. But it two to k and bake to see if everything is working or not done. And now he'd be cycled through the break mesh maps. Or you can go for the normal and you see more or less we have the normal map going on and everything is alright. And now we need to go in here. I need to select a mesh maps that I want. I'm going to bring in the height as well, side2 for k. And this one sampling 24 by four. And now I'm going to do a break and get back when the baking is done. Now the baking is done. Let's go in here and see the result. And the result is good. Actually. Let's bring in a test concrete material on top of this. Because I want this one to be based on the concrete. It's doing. Let's do on this one as well. Great. So now this is going to be a base for what we are going to be creating. And I'm going to pause the lesson in here and do the rest in the next lesson. See you there. 54. Texture And Export Trims: In previous lesson, we bake the trim sheets and now I'm ready to move on to texture these as well. Now, as I said, I do not want these to have really complex details. I want something generic so that we know that this one is a tiling piece. So let's come in here and start to layer. This one is a good one. And now let's go to smart masks and try to pick one to see which one works. Okay, already a good amount of detail how that here. Since these are going to be visited from so far away, I'm not really caring too much about the close-up details. And I know that there are some stretching in here, but because these are some far away pieces that nobody is going to see from close up. I'm not really actually carrying too much about those. So let's bring in the mask and I'm going to bring the level down just a bit so that we have some highlights on the edges. And from now on, I'm only adding layers and add a smart masks to see how they work. And if I needed something, I pick it up. So this one is good. Let's go for the color and bring the color intensity down to something in these ranges. You can go see, now this is the base color without any extra details, and it's good. So let's go in here and bring in this concrete. Again. It can hit M to go back to the material preview. And let's go to see which one. Actually we can use. This one is a good one as well. It highlights the dusty parts. So let's go in here, bring the color down just a bit, and go into the mask. In the masking editor. I'm going to bring in the amount down just a bit. Now, in the end, whatever we did on this, we're going to copy that on the next one as well. So let's go and bring in other ones as well. This one is a good dust as well. Let's go and this time, let's do another color to see what it is. And after making sure I'm going to go in here and choose a different color. But since you see that this is tiling so bad, I'm going to remove it and use another mask, for example, let's see this one. This one is good but too intense. Let's go for balance and bring it down. And this already adds some of that points that we can subtract. So let's go for the color. Absolutely, we need to bring this down. And let's go for height as well. And bring the highlights down just a bit. You can see we're subtracting from the surface and you do not want to go too much, just add some visible things. And let's come in here, and let's bring in from those that this one is good as well. So let's make it a warmer color instead, something from this ranges. Something like orange. This one is good as well. Let's take a look at that. It's good. Let's add another color and this time, use this one. And this one. Let's go see which color suits our needs. Like a black color is a good one. And I can go in here and bring the global balance down a bit. As I said, since these are some generic pieces, I'm not adding so much detail in these, but I need to have a bit of edge highlight as well. So let's add this and go for these edges which are in here. These ones are very powerful in highlighting edges. Let's go add a bit of contrast to that, so that we have only edges and bring it down. Let's bring the contrast down and this one up a bit. This is starting to look good. And now I'm looking at that from far away to see replace for that. And this one actually is a good one. I added one concrete and I started to add that edge to highlight the edges even more. And I want that to look good from far away. That is what I'm looking for. So let's bring in another concrete material. And this one, I'm going to add some occlusion masks to make this one go in the places where the dirt collects. So let's use this one. And it's doing a good job. Let's go and make it a darker one. Not so dark, just a bit. So you can go in here and bring it down as well. So let's bring in another concrete. This time, this concrete which is actually having a good color. So let's go and bring the sand to see how it works. It looks like we need to invert the mask to see a better one. Global invert. And balance. I need to bring it down a bit. Or let's add that and bring it down to add a bit of sand into here. Okay, It adds the sand, but let's add not a lot of that. I do not want a lot of sand. Let's make it something like this and even lesser amount. Okay. And I'm going to go here and remove some of that color information. So let's go and bring in now this concrete again. And let's use this edge just to highlight some of these edges more. Okay. Let's see them. I'm liking these. These are adding so much cool details. So let's go to the base color and the sand is a bit too strong. Let's take it and bring it down, okay, something like this. And after we made sure that we have all of the details, but I'm only copying these layers to the museum as well. Now I'm only adding these concrete colors, changing the color, for example, to something darker and trying to test the masks to see what I'm going to get from this. I do not want that to be so procedural. I only want some cool extra details. So add a mask, try it to see what it does, and then apply material on top of that. So I'm going to bring the globe ball balanced down and contrast down as well. As well as the global balance, a bit of color swatches, but in here that is too repetitive. This is going to be too repetitive in the future if we try this too much. So let's go for this one. And another. Edge highlights. I'm going to take this, bring it to a color that we can read from far away and stay neutral again. So this one, a good one as well. Let's see that. Yeah, This one is better. But let's bring the color information down that is, having too much contrast. So now how can we the shapes and information from far away as well as the close-ups. So I'm going to take all of these and bring them to the museum and remove this one, this one as well, and paste the information and let it calculate as well. So this one is done as well. We're reading information from far away, as well as the closeups. Okay. Now I'm happy with what we have here. Now the only thing that I'm going to manipulate this, the height map. So let it be the sitemap is okay. So now I'm going to go to Export textures and choose a folder. And then we need to bring in that sample that we created this old GL which we have OpenGL normal map alongside with the masking that we created as our HA mask. So I'm going to set the resolution to four K as well and the format to target. Okay, I'm going to export and see you after the results. And this is the result of that one hand. This is the result of another one. A good color information. Now, I'm in substance and I'm going to take this. Of course before that I'm going to save a new increment and remove the hyperlink informations because I do not need them. So this one and this one. And I'm going to bring in those original ones that we created from these because I'm going to separate these masks, these meshes, and give them their own pivots and export them and test them inside UE for you if I excuse me, these are the backup files that we kept. Now, I'm going to separate these from each other and borrow the period from these and do the naming, things like that and export them to Unreal Engine. So the first thing that you need to do is selecting these, go into the editing mode and hit P and separate by loose parts so that they get the individual objects. Now they all have the pivot in this area which we are going to fix. And for this one as well, I'm going to go it P separate by loose parts to get the individual pieces. Now, these pivot needs to be fixed. Now it's actually time to compare these side-by-side to see if they're matching in the proportions and things like that. So this one is actually the same with this one. I'm going to bring this one in the center. And before that actually let me go in here and put the period right in here. I'm going to select this one and put the pivot in here. And I'm going to reset the location so that it comes up right into the center of the world. And this one as well. Now we're going to compare them side-by-side. And you see there's a bit of softness in here that you can fix really easily. Because we want the proportions to stay the same. Because in Unreal Engine, some parts are really a snapping together so that we do not have any gaps. If you're going to leave that to be like this, no problem actually. But if you're going to fix that, there's an easy fix. And to fix it actually, you can take your high polygon, which is this one. And I'm going to select all of the vertices from here, all the way to here. Make sure that this one is the active vertices. I'm going, I'm going to take from this and snap it to here. And I want to make sure that you turn on the proportional editing. So now I'm going to turn on snapping again, and this time to vertex and make sure that you put it too active. So I'm gonna take this one while having the proportional editing to affect the other sites. Just go and snap it to this vertices. So now you see that proportionally they are the same objects once more and we have some displacement in here, which doesn't matter. Now let me go in here, select the name from this and give it a random name and copy the name for this one. Now, I'm bringing in the vertex again. And this time it's a bit tricky because we have two folders to export objects to. For the first one I'm going for the residential kit. So this is the folder that I have. Put the finished residential kits. I'm going to hit Accept and hit Export. Now in Unreal Engine, I'm gonna go for this one, which is the piece. And I'm going to go right to the study mash editor and he'd re-import. And now it's telling us that we have done some changes. And this is the result. Actually without any extra normal map. This looks very good and adds a lot of detail into here. This is it. And now want to think about the vertex color. If you go in here and this static mash editor, of course, let's first go in Blender. And in here we can go to this Viewport Shading and set it to a studio lighting and then this vertex option, this gives you the vertex color that we created in ZBrush and that is accurate. So if you're gonna see that in here, inside Unreal Engine and visualize it. They can go into this. You can go down to vertex color, but you see that everything is here, is white because upon the exporting, we didn't change the vertex cover. So this is a tricky piece that you need to either do upon the export or in this case, when we brought in the measures from here, we actually created some basic measures and then brought them in. It can actually go and do the vertex coloring here. So just search for vertex color. And in here we're texts color imports option that you have couple of ones. One is ignored, which is going to create a white one for you. One is replaced and one is overwrite. This overwrite is going to overwrite the color that you put in here. For example, if you want to make it red, you simply make it red. And hit Okay, and then apply the changes to get the vertex color that you want. So let's go back. And to make sure that this gets affected, we need to hit Save. And if you're going to actually see the ones that we created, you want to hit to replace this one as well. I'm going to make it white. You want to hit Replace and Hadrian port base mesh again to get the vertex colors in place for you. So this is the vertex color. And now I'm going to go back and apply that vertex color material that we created. Let's go to Materials. And I believe this one is the vertex color or material. And you see that vertex color has been applied in here. And we can do all kinds of thirds and stuff using these vertex colors. And the tiling is great as well. But we need to apply the vertex color on this one as well. Let's upload a vertex color. You see it's all blue. And it means that we need to go into the aesthetic mash editor and take it. And let's see the vertex colors. And of course this one is annihilate and we need to convert that to nine as has one. Vertex colors are none. Let's go in here from ignore, hit, Replace. And re-import base mesh. And because all of the directions and files and things like that are in the place, we have really no problem in getting those. So this is the vertex color for this one as well. Let's give it a vertex color material, okay, Perfect. From now on he want to make sure that every time we bring in a mesh, we want to convert that to navigate from these meshes and correct the vertex color as well. If you're going to import, for example, if you are going to import this one for the first time, you're going to apply the vertex color, which we are going to do in future examples. But if you have imported without vertex color, this is the way to do so for this one as well. I'm going to go find the static mesh, Right-click nano and enable night. So it hides that and goes through some calculations to make it a non eight mesh. So now it's shading is wrong because that has a world aligned material which we need to fix eventually. So let me go select them all and reset material. It's not doing, let's do one by one. For now. For this, we do not care until we import all of these and start to give them the appropriate materials, okay? Now we have this one and we need to make sure that we bring this one out of the way. And now it's time for this one actually this middle piece and corrected, which is this one. So let me go zoom on it and put the pivot right on this bottom left vertices. I'm going to bring it here. And let's see about this one here. This one is the residential ornament. I'm going to bring it right in here and compare them side-by-side. And this one, there is a bit of softness as well. If you had a bit of roughness, this is a way to do. But if your calculations were right and you didn't have any roughness, you're more than welcome to do what you want. So let me select this one. And I'm going to select this vertices all the way to the end of the row in here. And again, I'm going to use proportional editing so that it doesn't attach only this one too. But it moves the whole thing using proportional editing. So I have the vertex and active as well. Let me bring it up and snap it here. Okay, done perfectly without any problems. So now I'm going to take the original one, take the name from it, and give it a default name, and paste the name in here. Okay, now I'm going to export this one. And it did it. Now let's go in here and find this right-click and re-import. And it changed that. Now we have these pieces and now you see how really detailed this building is becoming. Using this. Very good. Now, let's go and do couple of things. One, converting this tonight, which actually is giving us an error. And it means that this material needs to be changed. Then fix the vertex color, hit to replace and reimport base mesh, the co-vector we think we imported. And now let's go for vertex color. They are in place. For nano it as well. Let's enable that. And now we have it. Let's save everything and apply that vertex color material to make sure that we're good to go. So this one, now, the vertex color material is working. Alright. So now we have these. The first one is going to be this top one. Now, from now on, we need to export these all to the museum folder. So this one, again, I'm going to drag it back. Let's put it here. Now we're going to work with this one and these ones away. So let's select this one as well. And I'm going to work with this one. Let's apply the pivot right on this bottom-left vertices. Snap it there. I'm going to bring in this one. We have a bit of softness in here as well. That's very minimum. On this one. It has done a better job to leaving the vertices in their own places. So let's select all the way to here using vertex snap and that, I'm going to connect that here. Okay? Now let's select the original one, bringing the just random name and give the name to this one. Okay, Now I'm going to change the folder because this belongs to the museum kit, which is this one in here. So I'm going to select this that we have and export. Let's go in here and find it in the static mash editor, right-click and bring imports. And now you see how much detail it added there. And even without any extra material, this is popping up very good and giving a very good amount of detail to this environment. And you see that we're using this approach going step-by-step and iteration by iteration, we are able to do a lot of cool things and start simple and make it more complex during that time. So let's right-click night and enable support for nano. Okay, this one is getting converted and next step is to correct vertex colors. So let's go. And this is already not right. Let's go in here. Converts, kid replace and bringing the base mesh. And now let's look at the vertex colors and done. One thing that I noticed is that when I bring in reimported, it removes the support for nano it, and it means that we need to check the nano it again. And I'm going to go and check for other night measures as well using the same method. Let's go go into View mode and non-white overview. We have the masks in here. There's a mask as well. And now everything that we have imported is nano. And first we'll make sure that we change the vertex color and then re-import that to convert that tonight. Another sign that the mesh is night is that when we apply that word alignment, so real that we created, it shows black because Nana it for now do not support the borderline materials in Blender. Let me take this and bring it back. Now these three pieces. So let's start with this one. I'm going to give the pivot to be here. And the first thing, we're going to pick this one up, because this is the default one. And these are some variations that we created and we're not actually reinforcing these because these are newly created by just now, we're going to import them. So let's go in here, retaining the shape. So on these ones, we do not need to do anything. I'm only taking the original one and copy the name and give it just a false name. Something like this. And copy the exact name in here, export. And done here. Let's go and find this peace that is here, this one. And find it in a static mesh editor and re-import. And we said to FBX, and it has changed. Now let's look at that you see, because the vertices have stayed in here, the connecting piece is really good. So let's go in there and try to change the vertex color in the first place. And it reimported. Go for vertex color, it's in place. And now then we need to connect it tonight, which is still makes it like this and telling us that the knight is working. Alright? So now this is what we have created so far, and now I'm going to replace those ones that we created as a variation. So let me bring this back and I'm going to bring this one. Again, select this one. Bring the pivot here. Just like always, compare that to the high poly. It's actually good and not change anything. So now I'm going to copy the name from this and give it a default name and copy the name for this one and export. It did it. And now the only thing that remains is the last piece. This one is the last one. Hopefully. There's one more thing again that we are going to fix right now. So let's compare this one. These are our right as well. Coffee the name, default name and paste the original name on this one. So exports. And it did it. Now, we do not have anything to re-import. It's time to go in here and start to import actually. And they are in this folder and these two pieces that we created, and this is the name and the size tells us that these have extra details. So I'm going to import and upon imports in here, we can decide for the nano it and vertex color. So I'm going to convert that to nanometers. And in advanced for vertex color, you need to hit Replace. And there's one more thing that you need to do is disabling the light map UVs. You wanted to check this one off because we're not going to use baked lighting and this is going to be an extra cost on the engine. So when you are going to make something nano, make sure that your disabling this if you're not using a static lighting. So important, all the important, but I need to remove this one and find the measures, bring them up. Check for the, I'm gonna check for the vertex color. It's not showing me the vertex color. I believe that it might be a bargain Unreal Engine. So I'm gonna do one thing. Hit, ignore, and save. Again, hit Replace, re-import. Not feel like this should, this should be a bug. So let's hit that to get the vertex colored going. And I'm going to bring this one again. And here, replace report, excuse me, re-import. Again, really important here. And let's check to see if we have the vertex colored data in place or not. So these are the two, I'm going to bring it, bring them up and just divide them. And I'm going to apply the vertex colored material that we had. Okay, let me bring it, and from here, let me apply. The vertex material is in place, but it's not showing in the static measure editor that is a visual block inside Unreal Engine. So now let's go on this bottom row. I'm selecting these. It looks like we have a couple of ones overriding. So I'm going to select these. And the aesthetic mash editor, I'm going to details and replace it with this second one. You see with only a single click, we were able to change that and you see that it's tiling perfectly. The tiling is great. For the second one as well. Let me select them all. And this one, I'm going to replace it with the third one, which is this one. And I feel like this one is better one for here, it adds a lot of more detail. So let's make it 50 instead of hundreds. And take these, bring them up in here. And take this, bring them down in their place. Okay? Now this is it. And we have the third one in here, the second one in here, and the first one in here. And in the top one in here as well, we have the first one. Let me select it until the end of the row and select, replace it with the third one. This one adds a cool detail and it's everything including the tiling and everything is working out, right? And if you see something like this, you can go and start to fix it there in Blender. But since this is not going to be seen, we're not actually carrying too much about it. The way in Go and instead of doing the top one, you manipulate the bottom vertices. Okay, This is enough for this lesson. And in the next one we will continue to add more details and maybe give this one the appropriate material that it needs. Okay. See you there. 55. Quick Fix to Trim Sheets: Now one thing before actually wrapping up this, found out that some pieces, when we scale them, we have a scale them too much. And that is why we are seeing some ugly seems in here which we need to cover. To cover he basically, for example, you can go to here and check them when you see, because we have brought this one using the proportional editing, we have also displays the geometry on this part as well. So you need to go and take it. Let's take it to the part that it needs to. Up until here, excuse me, make a selection and using the snapping again and proportional editing. But now I'm going to actually reduce the effect of proportional editing, not to make it so aggressive. Something like this. So that we stick this one to the place and leave the upper parts untouched as well. So let's go and compare them. And this is it. So let me take this one. And this belongs to the residential kit. I'm going to export it to the residential folder and bring it back in here. Let's go right-click and re-import. Note that upon when importing, I believe it's going to convert that into a regular, a static mesh. Now the problem has been fixed. Now we're no longer seeing those seams. Of course. There's a bit of problem in here which is not a big issue. They can invest your time into creating and making this better to look at. And let's go for this one as well. This one is doing a great job and just go and search to see if there are any problems and fix them. And now I need to select this one and convert that into a nano it as well. Convert it to nanometers. Let's bring in vertex color. It's doing alright. So if you ever saw something like this, you can go and fix it. Now the next thing that I'm going to do is actually bring in textures and test them here. These are the files that I need. Now the thing that I need to do is taking the normals and masks and convert them into mask. This one again into Mask. And this one needs to be flipped. The green channel, and this one as well needs to be flipped. I think it's going to add a great addition into the scene when we add this and textured and preview it. Okay? And the base color is doing the good thing. Here. I'm going to bring in a material. And from this, which is the main material, I'm going to create 100 score, museum and 00. And these are all for testing for now. Let's bring this up. And I'm going to create once, am I underscore residential. Okay, now let's bring this one up as well. I'm going to plot the textures into here. And with the default styling because these are baked ones. So this belongs to the museum. And this one is the museum as well. Normal. And later on, when we add those details, this will make a lot more beautiful. We add a lot of dirt and basically lots of things on the top of that. So let's take this one and bringing the normal map and the mask and everything is alright now, so now I'm gonna go select this. And I believe these two were textured with their residential kit. We're going to test that. Go in here. Am I a 100 score residential? Okay. This is doing this one is doing are right. Now that I'm looking at it, it's doing a good job. But on this one, I feel like the material is different. So let me find the first one where I should test to see which one actually works with that material. So residential. This belongs to this one. It already takes her dad pretty good. For these two. I need to bring in from the residential kit. So for this one and this top one. No, not this one. This one actually, I need to bring in the residential building. Material. Looks like how did the wrong thing? I'm going to select this one and apply the museum to it. So this is now much more clear. Okay. This one, I believe is looking good with residential. Let's test the museum on it. Now. It works with the residential. And for this one belongs to the residential kit as well. And this one, I believe belongs to the museum texture that we create it, not this one, exactly this one. So this is done as well. So now you see how much detail they added into the environment. And now let's go for these and this one. And these all belong to the residential Kit. Does me select them. And it added a lot of cool detail and you see that how much detail it added on the surfaces. Now that I'm looking at it, it's really starting to work together. And even when you look at it from Let's specific angles, it tried to give you the best detail possible. And you see that now it's not only about the flat plane, It's about all of this geometry that we added. That gives a lot of cool details in here. This is rarely done using the power of non-IT inside Unreal Engine. This is going to be even better when we add finer details and all those vertex blending and extra prompts as well. In the next one, we will continue to make this even better than See you there. 56. Shape Breakers: Now after creating these trim sheets, you see we have added lots of details in here and really removed a lot of that flood plains that you are seeing in here. And the more that you can hide from these floodplains to better. Because these sharp lines are not really natural and cannot be found in nature even for example, for this house, you see without this pillar, it looks something like this very sharp line. And as much as you can, you should avoid these sharp lines. Make your work more authentic and natural sulfur. Now, I'm going to do something about this cave in here. And after that maybe we go to some pillars and some caps as well. So for this one, I'm going to hide as much from these sharp lines as I can. And actually before that, I'm going to bring this through substance displays it there. I'm going to go blender now because these are, has a lot of sharp lines and I'm not going to create any new geometry to cover these. We're going to reuse what we have already created to remove some of these sharp lines and make it really look much natural without actually creating a new piece. So now I'm gonna go into Blender and find this. And we are here. And this is the piece under textile density and things like that. Alright. Now, in order to tessellate it, I'm going to say tessellate it before bringing into substance to make sure that we have quad topology everywhere and as much as square as possible. With something like this, the tessellation couldn't be so much useful cell phone. Now, let's bring this out. And I start to work on the topology, something like this. And I'm going to remove that ugly colors that we're seeing here. So let's go into UV toolkit and remove all checker patterns. Now it's better to look at. So let's go for here. And let's see what we can do about this. Saying by adding an extra vertices. And here we are getting quad topology and a square as well. Now that I'm thinking about this, I can see that I can say this. Let me see where the topology goals. Yeah, I can take this one, remove it and take this one as well and remove it. I just want core topology everywhere. So I'm going to add some quotes in here. Now let me do something like this. This is better now, I added four in here. Let's add four in here as well. If you have quad topology as well as a square ones later on when we subdivide this and tests related inside substance, we're going to get better results. So let's go in here. And I feel like adding. Now, let's go and add more in here. Something like this is better before doing anything because this has some bad topology and I'm going to make the topology better and make them quad as well as a square. And sometimes you need to just select this one and this one and connect them to each other. That's as easy as it can get. And when you reach to a place like this, he can take this one, for example, and join them like this and slide it here without changing the silhouette actually, for this one as well, I can take these two and these two and join them together. And bring the slide just here. For sometimes see something like this. They can go take the edge. Let me exit out of the snapping mode. And I'm going to slide it to here and then join them together. So it looks like I've done the wrong thing. And try to make as much code as possible plus a good distribution to make them all a square shape. So this is for this one, and now for this one as well, I'm going to take it on a slide, it bring it here and try to connect them to each other. It looks like these two can be welded together. Okay, from now on, the process is actually the same. You want to take vertices and edges and try to move them. So I'm going to pause the video for now and join some vertices together and make the polygon distribution a little bit better than then get back to you. And of course, the reason that I didn't create a new mesh is that we have the UVs in here and I do not want to change any of the UV layout. And if we didn't have the UV layout, I would have created a cube with enough subdivision and then curve the piece into it. The reason that I'm doing this is because the UV is there. And I do not want some extra work on the UVs. So now I did a better polygon distribution. And in here, we need to do the same thing for this one as well. If you have the same problem, you can take this one and this one, hit J, it will connect through and get the polygons for you. So the same for this one as well. Okay, I did it and now we have a cleaner topology. And for now I really do not care if the UVs are overlapping and out of the 0 to one UV space because we do not want to bake anything. I'm just going to displace this insight Substance Painter and using actually the same texture that we have. For now, I'm going to go find the holder of this one which I have exported dad. And I didn't export to make sure that we get the same result in here as well. I'm exporting on the same file. And then here we are in substance, I'm going to open a new file and everything just the same. This is the arc piece that we had there. So this is it. And now I'm gonna go and bring in the material. And the thing that is mostly that is the height map. But I'm bringing in the material to preview of what it's going to be in the engine as well. This is the actual result. I'm going to bring in the ambient occlusion, base color, height, normal, and roughness. And I'm dragging them in here. Just control a to select all of them, make them texture, and bring them to this project. So now I'm going to create a new fill layer. And in this one I do not have want to have any tiling because the tiling and everything has been said with textile density in here. We know that we don't want to get the actual UVs there. So mainly I'm going to make this one tile only wants to have the default texture. So let's go in here. And as I drag the base color, you see that we get the same information that we have in Unreal Engine, just like at the textile density. And you will get the result. And of course in here, we're getting some problems. And that is because I welded some vertices in here, which I shouldn't have. So let's apply the checker pattern to it. And you see we have the texture distortion in here as well. So to fix that, you can take it and try to relax it a bit or better. He can take this row of vertices that is causing this distortion and completely remove that hit X and it's gone. Okay, now I'm going to take this one as well, it x. And then for here as well, it removed, but we have a bit of texture distortion in here. Let me see what I can do about it. I believe that you can take these vertices and try to drag it in here. Or it's better to slide it. You see how it tries to slide to this part and then take this one as well. Now, this one, just try to slide it here to get that distortion going. And then I believe we have something extra in here that I can take and delete. Now, let's leave it the way that it is. I'm going to fix this one as well by a sliding this vertices or that may take them all and merge by distance. It merged a lot of vertices. So in here it cuts, caused a bit of issue. But since we can cover this part by a pillar or something, I'm not going to bother a lot with that. So let's go into painter and try to re-import it. You can go to settings and project settings. And in here, using the selector, you can bring in this arc and try to replace it. And now let's apply that. Now that is, distortion is gone. So let's apply the textures in the inputs. So the next one, let's bring in the normal. All of these do not matter. I just want to be able to preview the texture better. Let's go in here, texture settings and bringing the ambient occlusion as well. And that's activated. Now I'm going to plug the ambient occlusion in here. And the most important map that we have for this workflow is the height map. So I'm going to drag the height in here. And now we're going to go in the shader menu in here and make sure that you select a PBR metallic roughness, which is this one. Okay, and now scroll down until you see this displacement tab. And now I'm going to bring the scale-up. And you see that we're not having a lot of tessellation. That's why we're seeing this displacement happening. And if you're going to fix that, they can bring in the subdivision count a lot higher. Get something like this. Of course, after five, it's not doing a lot of things. And one more consideration is that actually this part, we're not seeing that because it's going to be hidden under the surface and it's not going to be seen by the player. Because in here you can create wounds and things like that. And for this part that it's hidden, we can create something to cover that part. For this one as well, we will create seem covers and use these breaks to cover the seams. And since we are going to use nano it, Let's pump up the intensity on that a bit more and bringing the scale down just a bit. We want only a bit of silhouette going on. So this is about here, and this is for this side. It's doing a good job. And mainly I'm having to work with this one. Let's go and try to export this one out of substance as a mesh. Of course, if you're going to alter the height that you have, you can go create, for example, not Create. Let's create level in here. And on this level, we can go select the height and we can manipulate the height to alter the results. For example, you can do a lot of cool things with this one, but mainly you're going to have some bugs. Okay, let's look at it and let me just disable the base color. And it's actually doing a good silhouette in here. So let's go and apply some changes to the Height channel. To get more definition between the peaks and valleys. You can bring this one to bring in the valleys in a bit more. But make sure that you do not do that too much because you're going to get some errors. So let's go in the shader and try to add a bit of more displacement. So I'm going to export this one as it is just using the file and export mesh. And in here we have couple of settings. One is without displacement and tessellation, and we do not want this. We want actually with displacement and tessellation. Now in here we have couple of options. One is we compute vertex normals. And this is good for places when you do not have normal lab. And I'm going to export just with both of them so that they can see one without recompute vertex normal and one with it without re-compute vertex normal is something that we're going to use because we do not want to bake the normal map into the vertices of this one. Because if you bake the normal map on top of this and add the normal map in the shader in Unreal Engine, it's going to make it pop out a lot and create some distortions. So now first I'm going to export it without the normal maps, excuse me, vertex normals. I'm going to bring it here and call it without vertex normals and save it as FBX. We have so much triangles. And for the next one, I'm actually going to export with the vertex normals. So just like this, I'm going to export and import them in here. So let's take them all and drag them back a bit. And these are the files that we need. Let's bring in the first step you need. And this is the first mesh. Let's bring in the second one and then explain the differences. So in here now I'm going to bring in with vertex normals. And this is it. Now, I'm going to bring this one and turn off the wireframe. And you see with calculated vertex normal, it tries to bake the vertex normals onto the mesh. Vertex normals have been changed to reflect that normal map change. But in here you see that although we have a lot of geometry, but vertex normals are untouched. And this is something that we're going to use, although this is going to be much more interesting to look at. But then because we're going to add normal map, we might have some problems. So let me bring this one in, the pivot and everything is working. Alright, so I'm going to take this one, this bottom one. I'm going to copy the name and give it just a name to be. So let's select this one, give it this name, and I'm going to overwrite it with that. The reason that I chose this one without vertex normal is that we're going to use normal map instead to compute that. So let's go in here, take this one and go re-import it. Okay, now you see we have something much more interesting to look at. And when you come closer to look, you see that it has silhouette. But we need to fix some things to make the, make it look better. So for this one, let me bring this one out. Of course, I'm going to turn off the snapping. I'm going to bring this one out and make this one bigger, just a bit bigger in this direction as well, so that we can hide this part just a bit. And now let me take this one, bring it back until we fill out this space. Now let me take this one as well. And I'm going to just do a copy, bring it here. This is for this one. Now because these are a bit smaller than what I wanted, I'm going to take these two and drag them back so that we have a pillar or something of that sort to keep this for us just to be a bit more natural. So let me take this one already and drag it back. This is good. Now for covering these parts, I might need to take this, bring it back, and let's go and bring the scale down to the default. And I'm gonna just rotate this, bring this in here, and make sure that bring it to the top and cover this part. And not only it covers that part, but it only creates a bit of good silhouette as well, so that it's not so flat. And you see how the bricks are merging together, it creates a beautiful shape. So for this one as well, Let's take seeing how natural it is starting to get going. So let's take these two and I'm going to drag them out just In this place. Now, you see how from that boring shape, we went to something that is looking more natural. And there's one more thing that we need to do is covering the same. We do not want this to happen. So what we can do is actually using the modelling tools inside Unreal Engine. Actually without creating something, we can alter a mesh and use it. And to activate the modelling tools. You can go to Plugins and just search for it. And this is the modelling tools editor, and it's in beta. And a static mesh modeling editor, you might want to enable them. And then if it really started, Just let it with start and comeback to the engine. So now let's tell that we want to use some of these breaks and alter them to create arc in here in this place. And let's just do a demo first because there's something that you want to be careful with. And let's use a mesh that we haven't used that much, for example, this one. And if you're going to change the mesh, you can go in this menu and bringing the modeling tab. And this is the Modelling tab. You can invest time. There are a lot of good documentation is out there and you can use them to learn about this. It's a great, powerful node that you can use. So I'm going to select this one. And in here we have the deform. And I'm going to bring in a lattice. And I'm taking this lattice and he can take this, bring it up. Of course, you should have a good amount of geometry to be able to use this. So let's take this one. You see that it tries to alter the geometry. And if you're going to accept the change, you hit Accept. Now it changed that one for us. But one drawback of this method is that it changes all of the instances in the scene. So you want to be careful with it. If you're going to change something, make sure that you create a backup and do the changes on that backup file. Well, let me remove this one and I'm going to use this brick to create a cover in here without actually using any extra tools. So let's take this one, go here, select the Static Mesh. And instead of bringing this one out, I'm going to right-click and duplicate so that we have another one. And I'm going to call this number six so that we have it. And now let's bring it in here. And I'm going to place it just in here. So make sure that we apply the material on it as well. So this is the material. It's the material that it needs. And try to make this one bigger just a bit. And I'm going to make it something like this. And now we have this one that is the extra piece that we are going to form an arc width. So while selecting this one, I'm going to let us, since this one has much more geometry, it's going to be a bit more heavier to work with. So in order to work with lattice, you just select the points that you're going to work with. We can rotate them, we scale them and move them. So I'm going to move it up just a bit and see that it tries to form this shape. And this is going to be more red triangle. And I do not want that. So in order to have more points to work with, Let's go see what in which direction we can add more points. To have controls and the x isn't that. Let's why isn't as well. Looks like we need to work in z. And the z is actually the actual z of this one because this has been rotated 90 degrees and Z goes in this direction. So let's add more points in here. And now you see we have more controls over here to start to work with it. So it looks like I saved it and that safely, remove that. So it doesn't matter. Go to lattice and it's going to bring this one for you. And let's optimize the debate on x. I do not want a lot of it around why as well. Let me see. Looks like why you should be in here. Let's remove from the Y as well so that we have only these two work with and to make sure that you get the points that you want. For example, if you're going to select the points, you see that it not only this starts to pick up from here, but also picks up from here as well. So to work the best, we can go into one of these Perspective mode. So let's go to left mode. And left isn't like slag, we need to go to front. Now. We're in the front view ready to start to work with. So I'm going to take this one and drag it up just a bit. And I'm going to make it rich. This top portion, okay? Something like this. And because we have lots of geometry, it might be a bit laggy to work with, just, but it's worth a try that you do. Bring this one up top until here. And now it's time to work with these. And I'm going to bring them up until here. And I'm going to keep that arc shape that we needed. So let's select these ones. Bring it up. Now, it's flowing better. So now it's time for these. It's only a matter of bringing up the vertices. Just look at them to see how it works and your work, okay? Looks like we only have some more. So this one as well, let me bring it up just a bit more. Not that much, just a bit. And the next ones are these ones. I'm going to click two rows of vertices. So let's bring this up as well. And after some trial and error, I came up with this. So let's try to preview the result in perspective mode. You see without any effort and extra resources, we were able to create something from existing shapes that we have. So just accept the results and wait until the calculations finish and it's done. We've got another variation for free. Let's just bring it back until it covers this part for us. And let me say get an, a star to re-scale it in this direction. Let me freely bring it up in here and try to cover what that looks like. This one is a better option. And you see how from that boring and ugly shaped who went to something like this that has a lot of ups and downs. And it's more natural and more beautiful to look at. And this is really the power of next-gen softwares that can allow us to do something like this. Let's bring this one in here and try to look at it from here. And you see how detailed and beautiful the environment is going to start to look at. So let me take this one to make it natural. I'm going to bring this one in here to create a row of bricks that follow each other in this direction as well. So let's do this way. I'm going to copy that until here. And let's do this one in here. Try to re-scale it just a bit, and try to re-scale this one as well. So let's look at it from here and you see how beautiful it's starting to look at. And I'm going to bring in once more. And since we are using nano eight for these weird know, having no problem with using so much geometry. This very good. I'm looking at that from different perspectives. And looks like we can rescale this one in x and y just a bit. So make the silhouette a bit more stronger to hide this seam in here and bring it in here. Now you see the power of sin workers and how we can use existing geometry to give the environment a bit cooler shape and remove a lot of that sharp pieces. So for now we have these sharp corners as well, these sharp edges that we can create geometry to hide. And in the next one, I believe that we're going to go and create some of these pillar caps and do some more ornamental work to bring this to the new level. Okay. See you in the next one. 57. Pillar Caps Blockout: Okay, everybody is C Now how things are really starting to work together to make this environment look beautiful. And previous lesson we created this alloy, a piece with only using some displacement and repeating some parents. But of course, using the modelling tools inside Unreal Engine who are able to copy one piece and alternate data to create something like this without really actually creating something. This is another way to really use your imagination and think creative too. For example, if there's a problem, do we have something that can cover up? If yes, we use what we already have. And by using existing tools, we create new things to really generate new ideas. And this is one way of them. And you see how from that ugly sharp lines we went to something like this that is more natural. And later on when we add the shaders to this one, for example, vertex blending, an extra props, maybe we'll take this one to a new level. So now what I'm thinking is actually starting to look on this pillar caps in here. Of course we have some polar caps in here. But I'm not going to do something with this kit for now, with this museum, period. I'm not actually doing something because I'm gonna do that in another session. But we have these pieces in here. And I feel like we have two of these, that these two are repetitive and this being repeated in here. And then we have this one as well. After this one we have this woof crusting or roof card as well to tackle, and we want to make this one ornamental as well. So let's go to the references to see actually what we have. So this is the reference. And for roof pattern, those roof crusting, I'm going to go for something like this. I'm not actually going to make it so complicated because that's an extra piece that for example, if I play, the player is going to be seeing from here, and you see that adding so much detail wouldn't make sense. Of course, we can try to add the best quality possible. But I think for something like this, having something that stands out is enough. And after that, we go for these pillars as well as this one is not so intricate of a building compared to this museum one. This one is a medium residential building and we're not going to make that really complicated. I want to let the complicated stuff to be for the museum kit. After that. After doing this, I can tell that the architectural pieces of this building are finished. And after that, we will create a Windows to finalize this building and leave maybe these two special pieces for the end. And the dog showing here is to create the most generic pieces, the tiling pieces, the modular pieces that get repeated all over and get them finished first and then go for special pieces. For example, these doors, they used window shop and things like that. Okay. Now what I'm going for is this pillar that belongs to the residential kit, and this one as well belongs to the residential kit. Took them from here. I'm going to Control C to copy them and open a new scene and paste them there. And I'm going to bring them right in the center so that we have the blackout to work with for this one as well. I'm going to make it ornamental but not so ornamental because as I said, this one is a medium residential building and doesn't need so much ornament. In fact, if we have something like this, it's enough for this building because if we use ornament too much on that, it wouldn't make sense. So for this one, I'm having this as well as this one in mind. So now let's see what you create. And the good news is that we have the naming convention that we had there present in here. So I can do the changes in here and reflect the changes inside Unreal Engine. So let's bring this one up. And first let's start with this smaller one. So I'm gonna go in here and I start to add some vertices. So since this one is right in the middle of the scene, I'm going to bring in the mirror modifier so that when I do changes on this side, it reflects does change on that side as well. So the in the Modifier Tab, you simply go find a mirror. And let's see in which side we want a mirror to happen. So x, Nope, NY, I want to change to happen in y. Now let's go in this side and bringing the box x-ray. And I'm going to bring this one here and try to give this one a shape. After this one. I'm going to take this to take them all and extrude them. So let's say the flip and bisect are turned on as well. And I'm going to extrude this. Or if you're seeing something like this is because we are in edit mode and if I go out, you see that the topology gets better. So now let's look and try to give this one a shape. And you can even take these and give them bevel to make it look rounded. And you can hit C to make it cap to where it actually, and something like this. And now, select every vertices and merge by distance, we have three vertices to be merged. So I'm going to just look at the silhouette in here and try to do something in here. And do not want to be so exact. So I'm not really caring about the topology because this one is going to be fixed later on. Okay, let's select this one and drag it out and Bevel that a bit. Something like this. If you're seeing these vertices, just take them and align them to right? No, I shouldn't have selected these are only need to select these. Only align them to write and then bring and close the gap. Now, I'm starting to look at that without wireframe present, right-click, Shade Smooth, and then make it too hard on the normal based on 30 degrees. And just look at the silhouette from all sides and do not worry for the geometry for now. We'll fix it later on. So hit M, nothing happened. Then let's take this one, bring it up. And I'm going to take all of these vertices and extrude them and scale them in this direction. Okay, Now we're going somewhere. Now let's go again to one in here. And I'm going to take this one now scale it in and do a bubble to create this shape. Now we have this piece and I'm not going to do just this one because I'm going to do some changes again to make it look more beautiful. So let me drag copy in case we did something wrong. And I'm going to select this one and do another mirror. But this time not in y. I'm going to mirror in x. And let's move it to see if we get something. So x is not doing anything. Z is not what I'm going to go for. So make sure that this one is really centered in the world. Then I'm going to bring in an empty, just shift a, bringing an empty and plain axis. And I'm going to do the symmetric based on this one. So that one, I'll take this one and rotate it. The symmetry rotate as well. And I'm able to do more beautiful designs. So let me take this one, take the mirror, mirror object, select this plane, this empty, excuse me, undo an x and select the empty. You can do something like this. For example. Let's do in 30 degrees. Looks like 30 degrees is a good one. Or we can go for 45 degrees instead. Okay, Now this is 45. We created this shape. And let's turn off the flip and select Empty, try to rotate it to see the new designs that you can come up with. So let's do in y instead. So let's select this one and do the mirror and again, bring another mirror this time and why? And again, I'm going to use the plane this empty. Let's take this one and hit Alt and our deactivate the rotations and do the rotation again. So now what do you need to do is actually rotating this. It looks like 60 degree gave us a good result. So after this one again, I'm going to add another one. Let's add another mirror. This time again, I'm going to go for y and pick up this empty. Or let's create a new empty and use that because if I rotate this one, it's going to ruin that part. So if this is empty or one. And in here from this drop-down list, picking up the empty O1 and try to move this in 30 degrees or 60 degrees to get the result. And it looks like it's not doing anything. Let's try that in x instead. So let's go in and try to rotate this force, also an R to deactivate the rotation. And now we can change the design to see what you come up with. And it actually, it's not doing what I'm looking for. And using this symmetry is really a great, powerful way to change a design into something completely new. And I'm flipping the x and picking up this again. And trying to rotate this. So it looks like this one is now a good result. Now that I have this one, I need to mirror this once again in x. So let me bring in the mirror. I'm going to select this one, bringing the mirror and try to do in x flip. We created something now. And also again, I'm going to create a new empty, empty O2 and go in here and make the origin of this one empty O2 and pick it from here. Now there are, select this one and rotate it. I'm able to swap the design to get something else. This one is better. But I feel like the top part actually is too wide. Now that I'm liking everything about this, I'm copying the whole thing. And I'm just going to remove every empty that I had there. So I'm gonna go in here, take the top part, take this, and try to expand the selection by hitting Control and plus. And try to scale it in all directions so that they have something more uniform. Okay, this is now much more interesting. Let's do one thing and export this and use it on one of these. The only thing we need to do is actually setting up the vertex so that we can overwrite it on the same file. So this one belongs to the residential kit, and I'm going to accept that folder and export this. And right away, Let's go and try to bring it in. Excuse me, I should have selected the geometry instead, right-click and re-import. You see now it has added a bit of silhouette and form change into here. It looks like I need to take the whole thing and scale it a bit so that it fills these areas as well. So I'm gonna go in here and only in this direction, not in hold directions. Only in this direction. I'm gonna make it up and scale and rotation as well. I'm going to export it and test it to see how it works. Okay, now this is looking good. But I feel like I can take this one and rotate it in this direction instead, because this is looking not the way that I want it. So this one to here as well. It looks like I can take this one and duplicate it all over to use that. So let me take this and using the 50 centimeters increments, I'm bringing this down and I'm deleting these two and replace this one with this, okay? This one here as well. So now we've created the base for this one. And the next option is actually going to create this one. Let me see what I can do if I bring this one up and try to scale it just a bit. It keeps the consistency, it actually worked. So in here now you have couple of choices. One is actually going in and replacing this with this one, change the name. For example, taking this one, duplicating two here, we scaling fit the size to create something like this and then detail it in ZBrush, bring it in and actually create two pieces. Or the faster way that you can use is actually using this piece because it's working with geometry in here. Since player is never going to see that from up-close, we're not wasting too much time to actually create a piece that is not going to be visited from close up. So I'm going to remove this one and take this one and bring this one up. This is another cool muscle that you can use. Instead of creating something, you can duplicate, resize, and use the existing geometry to do what you want to do. So I'm not going to actually create two pieces. I'm only going to create one. And when we imported this one, this one gets reimported and V scaled as well. Okay, now let's go for the base for the roof card. And when I'm looking at the references, I really like the shape of this one. It's simple as well as ornamental. So let's go and actually delete this one. This one as well. And now we have this one. I'm taking this, bring it back and bring this one in here. And now I'm going to bring in a cylinder. Just shift and a, and from Mesh menu just bring in a cylinder. And this is way too big. I'm going to make it just the same as these ones. So looks like this one is a good one. So I'm going to shade smooth. And a smoothie based on 30 degrees as well. So let's place it in here. And I'm going to place the pivot in here and bring it up. Of course I need to place it right in here and I'm not going to actually create eight individual pieces, or maybe create three or four from it and duplicate it across rotated. Create enough variation. Now I'm going to take this one, bring it up until the size of this one. And I'm roughly mimicking the shape of this. So in here, let me take this cap part, remove it and take this one as well and remove it. Okay, I'm going to bring in some vertices. And using the box x-ray mode, I'm selecting some vertices and using the proportional editing. I'm going to bring it back. Of course, the proportional editing is way too big. Let me re-scale the size so that we can do something like this. This is our right. And now let's go for here. Bring it down. Or instead of, instead of bringing down, I can take this and extrude them. Proportional editing off. I can bring it down, maybe act as a base for that. So let me take this and bring it back so that I can work in this one without any barriers. So select this one. And while having this one, I can bevel and do not actually be shy to add a lot of geometry because this is going to be a non-IT mesh. And we can add as much detail as we want. And it looks like it has a base of a square as well. So I'm going to bring in a cube, re-scale it way, way smaller than that, and bring it here roughly. And I start to create a base for this. So space is going to act as a base on the ground and the top level as well. So let me increase the size in here. And I'm taking this one, I'm bringing it up. It looks like this one needs to be thinner just a bit. Okay. Now this has a base that can replace this one as well. So let's look at this. It has a round shape to it. So let's go in here, take this one and bring a bit of roundness to the shape. By re-scaling these. I can take this one, take these two as well, and try to bevel them to add that roundness, which is looking alright. So I need to take these vertices and extrude them. Right-click to confirm that, but in its own place. And I'm going to bring this in here to create this part. And then I'm going to extrude once more, bring it up and re-scale it, and do another extrude, bring it up. And in here I need to add vertices, make it bigger, and add Bevel. And now this is the halfway of what we wanted to create. Let's now apply the scale and rotation and bring in the mirror modifier to do the top piece for us. So mirror, and I feel like I need to do that in Z. So it's inverted. Let's lipid. It looks like we need to bring in an empty as well. So in order to bring an empty on this, instead of the center of the world, I'm going to hit Shift and S and origin to select it so that the origin moves in here. Now I can spawn an empty on top of that one right in here. And let me bring my cylinder and use this empty as the origin. So I'm selecting that one and bring it up. Or let's disable the flip. Bring it up. Or exactly do the lip and bisect at the same time. And do something like this. Okay, now, let me hide everything else and try to look at this. And this is basically something like that. But I need to actually take this empty and bring it down just a bit so that this part isn't so pronounced. So let's go in here. And actually, this is a good base that I'm happy with. I'm going to apply the modifier and go back and compare the size to this one. And actually this one needs to be a smaller. So I'm going to take this, bring it down until something like this. And of course I need to scale this down just in here to create something like this. Okay? Now you saw that actually we created that. So I'm going to copy this and bring it up in here to be the base. And now I'm able to control that from here. And I do not want that. I'm going to go for bounding box centers so that I'm able to move and rotate anything based on its pivot. The bounding box of the object itself. So this is it. And now what I'm going to do in order to make that so grounded, I'm going to connect all of these pieces together. So that later on when I DynaMesh that it creates a cool effect. It removes any unnecessary geometry, including these, and create a nice variation and addition of pieces together. So I'm going to take this one, this one, and this one, Control and J to join them together. But I want to pivot to be in here temporarily. So I created one of it and I'm going to duplicate it twice. Excuse me. I'm going to duplicate it twice. And create enough variations so that when I duplicate this rotated create different variations as, as, as I said, this is actually not going to be seen by the player. For example, if you add a small cracks and a lot of cool details of sculpting on this. Nobody is able to see that. Why wasting time on something that nobody would ever be able to see if this was a hero piece. And for example, the player can see that from here, go on a sculpt, eight different special pieces. But now, what matters the most is the time. So I'm going to select this one, remove it. And let's compare the size exactly. Pick up from here. Because I want to create a top piece as well. I need to make this one is smaller because this is now extruding a bit out of the borders. And if you go in here, you see that this is the border of that. And on top of that we have this window piece that enters the balcony. So I need to make that a bit smaller so that I'm able to add that copying of stone as well. I mean, this stone piece. So let's take this one, re-scale it down just a bit so that we can add that cap is there. To add that copies. I'm taking geometry from this Shift D to duplicate and p by loose parts or selection instead. So I'm going to take, excuse me, I'm going to take this one, bring the pivot in here, and I'm going to take the geometry Gaillard up until roughly the site. We created the basic cube. And now I'm going to go add enough tessellation so that we can add details that you want to this and it's not going to be so detailed. Let me take this and all the way to here. And I'm going to hit Alt E, extrude along normals. So that's something like this happens. And now I don't scale mode and try to scale it down in z to create this piece. And then actually, let's do one thing. Let's do a clever thing. I'm going to remove this and actually use this one instead. So I'm bringing this, although this one is larger, that, um, that I wanted. So I'm bringing this up and instead of making this six-sided, I'm going to make that four-sided. So let's reuse geometry as much as possible to save much more time. So let's again bring the center of the world to hear and applied a scale rotation as well. So I'm going to bring in the mirror and do something to make this one four-sided instead of being six sided. So the mirror is here. And of course I'm going to bring in an empty in here so that I can change it by using this empty. So I'm going to scroll through different methods and use this empty. And then take this for example to see if we can create a new thing from it. So instead of that, let's actually do one thing. I'm going to remove the empty and remove the symmetry as well. I'm going to bring this one in here and place this one right under the piece that it needs to be. I'm going to create something that follows the boundaries of this one. So it looks like that a square in here can be larger or a bit. So I'm going to first re-scale it depending on its bounding box in this direction. Okay, Now let's see what we have in here. It's alright. And now what I'm going to do is actually take this one and cut the piece in half. So let's do from here. I'm gonna go in here and take this middle line that goes all over the piece by holding down Control. And of course, first select all of the vertices merged by distance. It's working. Alright? So I'm gonna select this, select by control, select through all of the mesh. And I'm gonna go throughout all of the geometry up until here. I'm going to Control be to do a chamfer or a bubble. Really tiny one. I'm going to look at it from this side view and using the box x-ray, I'm actually selecting this half and take it and extrude it until we get there. So let's go back until here, basically. So let's go in here and try to bring that until here. So let's take this one, bring it back. And we created basically a good thing. And if you look at that, it has enough geometry, enough detail. And if we take this one for example and duplicate it eight times, we get a fairly complex detail that is looking alright. So let's do something. I'm going to take this, take all of these vertices, bring them here. And I can do one more thing. If it doesn't destroy the geometry. I'm taking this one, bring it up to create basically a square shape. Now, this one, Let's see what it has created. It ruined some of the geometry. That was because we didn't select these. I'm going to go on top of this and select any geometry that we have in here. Bring it up, test. It's working. And basically take this one as well. To create this shape. We did this. And now let's hit Alt and S to bring, of course, I have a custom shortcut for bringing in the pivot in the center of the object. Yours might be different. So I'm going to do a mirror based on that, so that you do not have to do the same thing I'm going to do and why the changes on there as well. So I need to hit Flip and bisect. Just one more thing. No, it's good. Or we can take these vertices in here and drag them up to create a bigger portion. And this one as well, from here. Drag it in there to create one more thing. Okay? Now we created a good one. Let me take this in here. Take it all and make it smaller just a bit. And in this direction, It's looking alright. Okay, we created the piece and now I'm going to take these and remove them because I feel like doing only these pieces would do. And we add variations to these Duplicate, rotate and basically do our thing. And I'm not going to delete this because later on we're going to copy the name as well as the pivot from here. And this piece is right away that it is. So I believe is turned off for this lesson. And in the next one, we will actually try to sculpt these in ZBrush with them and those kinds of things. See you there. 58. Pillar Caps Sculpt: Okay, everybody, in previous lesson we created the base for this, and of course we can now export these into ZBrush. But I found out that adding a bit of more ornamental to this and later on Dinah machine to stick to the surface is a good idea. And instead of using the mesh separately, I'm going to bring in ornaments, place them here so that when we DynaMesh them, they get welded than the geometry work will be done for us. And I can actually select some of these ones, for example this or actually this one. This is a better one. So I'm gonna copy that from this project and use it in here, control V to paste it. And I need to align these two here. So let's bring it up in here. It looks like we need to re-scale it quite a bit, scale it, and rotate it until it matches the proportions of this. So I'm going to make it white to this and I'm going to snap it to the surface as well. So let's here. We have vertices in here so that we can snap it to here. So I'm going to turn on snapping and vertex and study too active so that we can connect this in here. Totally. Rotate this in this direction. And let's rotate it until we get the geometry lines up correctly in here. And in order to move that in the direction that we want instead of world directions, we can go in here. And instead of cursor, let's set it to local so that it follows the local rotation. And every time we rotate this to a different normal, it tries to match up to the proportion and you can hold down shift to make the work a bit more precise. So let's take it and bring it out. This is a good one and we can take this actually and duplicate it across. But before that, I need to add some more detail to make sure that it works. And before that, I want to take this geometry in here. I only want to be able to select the backside geometry. So the one way to select things that are completely aligned is actually hitting Shift G. And you can basically select similar based on what you have. And the one that we're looking for is the normal. So if you hit the phases that have the same normal gets selected, which is in this one, in this case, this one. Let me disable the snapping and I'm going to make this go into the geometry so that later on when we work that we do not get any x. You do not get any extra unwanted result. Something like this. And I'm thinking, Actually, if I can add more ornaments in here, well, I'm gonna make this one fluoride as possible. So I'm going to take this one and paste it in here, bring it, make it smaller. And activate the vertex, and bring it right in here. So the rotation is alright. I'm gonna rotate this in this direction, 90 degrees and make it a smaller. And you see how this normal direction is easy to work with. So I'm going to take this and re-scale it just so and drag it back into the surface. Of course, for this one as well, I'm going to go select this one, Shift G based on the normal. I'm gonna take this one and drag it back. And I do not care for this one because this is going to be removed when we do the DynaMesh operation. So let's go back. This is enough for that. I can rotate this just a bit more and bring it out. Let's look at the bill that it creates. And I'm going to bring this one again here. Or I can make this to this side and do another duplicate, but this time is smaller. Now let's use the same one. So I'm going to take this, this, this, and this one as the last Control J to join them. And let's hit Control three to sub-divide the geometry. And I'm going to bring it out just a bit. And this is good. Okay, and now actually let's remove the subdivision and first to the mirror. And then when we made sure that everything is alright, we do that as well. So let's bring in this one. I'm gonna make this one the object that is one is going to roll around it. So I'm going to take this and first scale and rotation needs to be fixed and I'm going to bring in a mirror. So the first thing I'm going to do in y and make this one the object. Now, you see that it applied the geometry under perfectly. So now I need to do one thing and bring into mirror again. And this time let's do in X and select this one. It looks like we need to turn off the flip. Okay, it did it. Let's do once more. I believe we're gonna do once more in x based on this one. Now, x isn't going to do. It's why it's not working for now for an unknown reason, I'm going to make this one the origin, origin to select it. And I'm going to bring in an empty again. And this time I'm going to revolve this one against the empty. So let's select the empty and I'm going to rotate it 90 degrees. Or let's do this. And we need to assign a direction for it. So let's do NY. Instead. It's not working. I don't know why. Let's take these, delete them. And because now the center of the world is in here, I'm going to go in here and select these. I'm going to do a selection. Let's do one selection only. And that's due from the above, so that we're able to select everything that is in here. So select everything and it can hit Alt and G to select the remaining elements. Though this one as well, Shift D to duplicate, and I'm going to hit P hand by selection. So I'm going to take this one and since the center of the world is in here, I can actually rotate this 45 degrees. Now, let's do some more. Looks like this is good. Now, I need to duplicate this one and rotate it 90 degrees in this direction. Excuse me, a 180 degrees, not that one. So let me see that. Now we have some detail in here. For the rest of it. I think we do something in ZBrush. So I'm going to take all of these and Control and J and scale and rotation as well. And now I'm going to take these, excuse me, take all of these and export them as the normal FBX that we do. Selden limit to select that object and export. And I'm going to import the files as always. And they are here. Let me bring them. And just with the default setting hit Okay. And drag once in the scene so that you can see them and go to Edit. And here you are. You can start sculpting, but there's a problem. And that is some normals needs to be fixed. If you go in Blender and try to see the face orientation and some normals needs to be fixed. So let's take this and apply the scale. And you see now after applying the scales, the normals have changed. It's important. Always do that, upload your scale and rotation. Ever. Do the scale and the rotation as well. So now we need to fix these two problematic ones. So let's select this one and this one. And now you need to hit Shift and N to recalculate the selected normals back to they actually should be. So I'm taking this one and bring it here. Now, I'm selecting all of them and do another Export. As always, I'm going to just delete these sub tools. Just delete one by one and do another import. And now they're okay. Now we're ready to start working on them. Now what One, One thing that I'm going to do is actually taking this mesh and hit Control D while having the smooth turned on so that it is smooth. The result for me. So like this, okay? See that we have enough geometry on this one. And after that, I'm going to go into this geometry tab and make sure that I delete every lower subdivision so that this becomes the subdivision that I'm looking for. And I'm going to take this one using this menu. I'm going to bring it up until here. And while having this one selected and this one in here, it looks like I should select this one, okay, Now this and this are neighbors, and while having this one selected, I'm hitting a smooth. Now, let's not hit a smooth. I'm going to merge these two together. First, I'll do a smooth without everything. And then after that, Let's do with that. To see, no, this is not a result that I'm looking for. I can actually do a smooth without that at the amount of subdivision that I want. And use this Polish feature, add a bit of a smooth to make the surface smooth ER bit. This looks fine. Now I'm going to go in the geometry mode and delete the lower subdivision for this one as well. Now, I'm going to select this one while having that one selected, I'm gonna go merge and merge down. Hit Okay? And these two are now part of the same geometry, but they are separate. Now, if I start to sculpt on one of them, they do not follow each other. And that is because we haven't DynaMesh these yet. So what I'm going to go for DynaMesh and set the resolution to 1024. And I do not want the blur, Let's say DynaMesh, DynaMesh term but with a bad resolution. So we need to up the resolution more so that it DynaMesh is the whole geometry while connecting them together. So you see that now these are really connected to each other. And if I go inside of the geometry, It's taking effect. Now, this is a good resolution. Now these ornaments are actually a part of this one, but they have different poly groups. For example, if you want to export them to stop stance and having these ones as an ID mask, you can use that but hit Control W to make them all the same Poly Group. Okay, now we did this one, but also we need to make it a smooth, something like that, not so strong and do our work. So let's go for this one as well. I'm going to add lots of geometry to that, but let's do that with DynaMesh. I'm going to set it to 1024 dynamics. And it added this amount of geometry. And now you see, let me bring it up. You see these are connected together and they are part of a single piece. So let's do 22048 instead. Read DynaMesh again. Now we have more geometry. And now the only thing that we need to do is use polish. So let's use a very low amount so that it publishes a bit of geometry for us. And we can use Shift to smooth out the geometry bit like this. And now on this one again, I'm going for 2048 and hit DynaMesh. And now all of these are part of the same, but you see that we have lesser amount of geometry. So we need to go back to 2048. And now DynaMesh, now we have a good amount of geometry. Let's smooth this part out. Let's before that, even before smoothing, let's add a bit of subtle polish on everything. And now the smooth it using Shift. Okay? Now this is a good base and only piece that has remained as this one. So on this one, I need to add DynaMesh right away, because if I add two, add a smooth, it's going to do bad things in here, which I do not want. So let's go DynaMesh again to 48 and hit DynaMesh so that I get a strong polygon distribution in here. Okay, perfect. Now we have the holly PolyBase that you can start to work with. And now we have 1234 pieces. And as always, I'm saving in increments, creating new files so that if I lost something, I have something as a backup. So first, let's go for this one and start to work on this. I'm hiding everyone and only start to concentrate on this. Hit F. To zoom on it. You can bring in your pen tablet to be able to do a lot of things. So first, let's make the brush smaller and use the smooth brush to smooth some of these areas. I do not want that to be so sharp. So a smooth only in one direction so that you do not make it, turn it into a triangle or a circle, excuse me. So in here as well, I'm going to smooth these parts only so that those jaggedy lines go away. And one way to prevent this is actually adding the subdivisions inside Blender whenever you try to bring this. We see that because these are now part of the same geometry, we do not have any problem to smooth things out. Okay? Now, I believe that It's this one. And then after that, I start to work with the pen tablet to have ultimate control over everything. Now, as always, I'm trying to bring in the room smooth border. And with a square alpha, square alpha that has a bit of follow up, not that sharp one. I'm going to do some edge damages to make it more interesting. So let's try to do those age damages to make it really look like a stone piece. And this really can sometimes take a bit of time and practice to get perfect results that you want. And after a bit of time, we can really get used to that and adding a lot of details. And as I said, this piece has not going to be seen very closely by the player. So why adding a lot of cool custom details into this, into something that the player isn't going to ever see from close up. So we only try to do some damages so that when we rotate this, we get cool details from every side. And this ornament as well as the parts of the geometry. Okay? So let's do some damages on this part as well. And when we wanted to UV this, I'll bring in the low poly in Blender. You'll be there because right now we do not have any UVs for this one. So let's try to wash out some of these surveys parts. And if you want, you can bring in custom alphas and try to really alpha this one out. But as I said, wasting a lot of time on a sculpting things that the player isn't ever going to be saying is a waste of our time. And you can spend this time wiser on someplace else. Now, let's go in here and try to hit this place a bit to give it a bit of a stone building. And I'm not actually doing anything with floral pieces. Let them just be the way that they are. So I'm gonna hit them so that they're not so round and soft like this. Just a bit. And later on, when we wanted to make hero pieces in ZBrush, maybe we start to add lots of details. But now really on a generic piece like this, it's not going to be a good idea to waste a lot of time on something like this. So whenever you wanted, just make the brush size bigger so that they can sculpt aggressively. So let's look at that. And I feel like it's enough for this part. Let's do the sculpting on this. But that's before that hit some of these edges. To make them look cooler. You can do one thing. You can bring in the big, bigger sculpt in ZBrush and leave the medium part and a smaller parts for for substance, excuse me. When you try to add details, you can bring in height map there and start to add details there in substance. And that makes sense if you want to use procedurals for the medium. And a small shapes, just do the biggest sculpt in ZBrush. And of course we are going to give this one the vertex color data as well, because this is going to be a non-native mesh. So we added a bit of undulation to the surface. And now you can actually use the symmetry brush as well. For example, six-sided symmetry. So that when you sculpt something on this, it becomes available on all of the parts. And to bring in the symmetry, you can press X to bring that in. And you see now we have symmetry on both sides. So let me go and bring in the clay buildup so that we're able to build some volume. So hit X so that you press something in here. It becomes available in here as well. So if you are going to have more customization over your symmetry, it can go into this transform and hit Activate symmetry. Just hit X. It deactivates and hit X again, it reactivates. So now I'm going to sculpt in x and use radial symmetry and put the radial in six for example. And now when I try to sculpt in here, now, let's hit X again. Looks like x isn't direction that we want. Let's go and try Y instead, bringing a transform and use y. And this is y. And since this one is off to the center, and if you remember from Blender, this has been offset from the surface. It might have some problems finding the symmetry. You know that the problem with the symmetry in ZBrush now is that this model is far away from the central tour. And ZBrush by default, is looking at the center of the world and do the symmetry from there. And if you try to symmetry there from, for example, try to paint some brush in here. It's going to apply to the counterpart based on the location that this one has to the center of the world. So temporarily, one way to fix this is actually taking this local cemetery. Now using the radial symmetry, if I try to sculpt, you see that this is the location, this is the center of the world, and this is based on that location. If you activate the local cemetery, It's going to look at the local object that you have. And now using this radial symmetry, if I tried to painting, you see that all of the details that are painting in here are being applied in there as well. Now let me start. I believe that the number of the radials that we have is too much. Let's bring it to 14 and try to paint some parts in here. Smooth that out. The good thing is that whenever you do that, it's going to apply to all of the parts. So just try to smooth that out. Let's see what we have created. Let's go and try to paint negatively in these parts. So that we have some parts that go out and some parts that are coming in. And it's going to affect your geometry fully without any problem. So now that we have done this, let's smooth that out and bringing the trim smooth border and the subdivision, Excuse me, the symmetry is still in place now. And try to sculpt these parts a bit to give it that really rocky shape that we are expected from this. And of course, I'm not going to make it really prominent because I want this to stay relatively flat after this one. How can take them, make them better, smoother? And try to add some more details by using the trim smooth border. Just to add some bits and pieces. As I said, these parts are not going to be seen by the player. So this is a believed the underweight for adding some details on this. And if you want, you can go and start to ship a lot of the areas from this model. But let's not do that. And let's use the bigger portions for Substance Painter excuse me, into smaller portions for Substance Painter to add. And let's try to bring in some of that dam standard brush to give this one more detail as well. Okay, Now that I'm looking at this, I can go and start to hit this area as well. So it make it a bit more chaotic than then. Trim smooth border just to fill out some of these areas. Okay, now, smooth that out. And I believe that this piece is enough, looking good from far away, looking good from close up as well. And for this top part, since we're not adding, the player isn't going to be seeing that on this bottom part as well. It's going to be covered by break and this one pointing towards the sky. This is enough. And if you want it, you can actually go and start to hit some of these parts to give that rocky look to it so that it's not so uniform everywhere. I believe this is enough for this piece. And now I'm free actually to read DynaMesh it again to make the polygon distribution a bit better because we have changed the polygon a lot. So let's bring the blur down. And just now it DynaMesh that. And it's a good piece. I'm happy with it with all of the details that you have. So now it's time to move on on these parts as well. This is not going to be so complex either. So now let me bring in the local cemetery and in here activates symmetry as well. And on x. Okay? It's alright, and let's increase the amount to eight. Now, I believe we should set it to be in y instead. So why is better? So let's try to DynaMesh this. Now, we have DynaMesh that already. And let's try to give this some details. I just want this shape to get going. You say how much detail we added only by some simple strokes. Just try to add a stroke to wherever you want. And let's do on this one as well a bit. When you made sure that it's good, he can go and try to add some custom details. And this one really turned out to be very good. So let's try this stroke some more time. You see that it starts to do that. So let's do some more here. Although it's trying to be chaotic, but it's trying to add in goods some good details. A bit. On this top part. This is enough for it. And I believe that since the player is not seeing that I'm not adding too much detail. So let's break this off just a bit in here. And now it has a very good shape when I'm happy with it. Let's go for this one as well. And for this one, let's do something else. For example, we can bring in the transform, activates symmetry, radial head NY. Let's do another detail. Wow, it looks like we had a lot of them. So in x and y, just turn off the X and try to paint directionally, for example, on this piece so that it's different from other piece that we have. So it can make it directional. Make this a smaller a bit, for example, move it, just add detail. And you can go diagonal as well. So let's go reverse on this one. And just like this, we added some detail on this one as well. Then you know, the rule. As I said, I have said this 1 million times. I believe that this one is not a hero piece. So adding a lot of custom details would be insane to add something to this that the player never sees. Waste your time on something else and do not waste on this time. Okay, Now, this is enough for this piece as well. Let's do some edge damage to make it different from that. Okay, now, it's time for this one. And this one, I really do not want to add a lot of details because this as well is the one of the hardest pieces from the player and the player isn't going to be C. So I'm only adding some general strokes to make that look good. And after that, I'll make sure to hit the DynaMesh to redistribute the polygons better to make sure that we have enough detail on this. As I said, not detailing this one too much. Just trying to something. And in the next lesson, we'll actually start to create the lower leaf version from these, because this has a lot of polygons and you'll being, this would be two times, too much time consuming. So I'm not actually trying to sculpt lots of details. Only want to have some general shapes. Something that reads from the far away. It looks like we have some problems in here that the DynaMesh is going to take care of. Okay, now, let's try to add some damages on these parts. And this is, I believe, the end of this session after detailing this. And in the next lesson, we will create the low poly from these and UV that starts to bake and texture inside Substance Painter. Now, I believe that this is enough for this piece, for this whole piece. And congratulations on finishing this part. If you want, you can go on to start to add custom details. But I feel like that this is enough for this. The next one who will start to create the low poly from these as well. Okay, See you there. 59. Unwrapping Caps And Guards: Okay, We did sculpting part in the previous lesson. And as I said, we can go on and start to add as much detail as you want it. But because these are some distant pieces that the player is never going to see from close up. This is actually enough for it. And what we're going to do now is creating the low poly version from these. And I mean the Nano, it's low poly that is still relevant, still high poly. But locally in terms that it has lesser amount of polygons that this, so I'm going to create a duplicate for all of them so that we can create a low poly from them. What I think for this one, because this one also is a distant piece, I might cut this piece in half and use symmetry to save some texture space. And we're gonna explain that later on. Now, let's go for the low poly ones. I'm going to hide all of them. But low poly of this one. And we're going to go to decimation master and we do not have any UVs to keep. The only thing that matters is actually decimating this to a reasonable number so that we can use easily inside Blender. And the more polygon you have, the longer the UV creation process gets actually. So, of course, before actually creating the low poly, he can go and start creating the vertex colors first. So let's do that as well. I'm going to bring in the color menu and bring in this poly paint to make sure that this colorize gets activated. It fill object. Now, you're good to go. So now we're going to masking. And by smoothness, I'm going to create a mask. It's pretty good. Then I'm going to revert it using control and I put red mask in here. So he hit Fill Object and go away. Actually now this is too much. Let's go and try five. Now, inverted. Now it's better. Now the next mask that we're going to use this day cavity actually inverted. And in here I'm going to put the green mask. So it looks like we need to add more. Let's try instead and invert the mask and fill object. And now you get more. And you see that it changed the tone of the object to a greenish piece of thing. And I do not want that. I'm going to go back. And while creating the masking, I'm going to press sharpened mask couple of times and now inverted, give you the color. And now you see it has retained that white shape that we had previously. That this is for vertex color. And now I'm going to go Use the decimation master. But in order to keep this in place, you need to hit this option, use and keep poly paint and then preprocess and decimate so that you do not lose the poly paint or vertex color that we created in here. So it completely just in a short amount of time. And now if we decimate, you see now the amount of polygon has reduced to something like a 1100. And let's try to look at the polygon. And it could. And we have the poly painting the place as well. So let's go for other ones as well. Let's see about this one. And I'm going to hide this to be able to focus on this one hit F, so that you're able to focus on this. For something like a four-piece are as good details. So again, let's go to color and bring in white color or the default one. And you see the color changing because this is going to be a preview of the base color that we're going to give it a fill object. And then the masking. I'm going to go in the smoothness and invert it. And I'm only going to use the red color fill object and then mask by cavity to something like 20. Let's test it. And sharpened mask wants and make it green. Make sure that you use green completely and 0 out the red and blue. So this is, it looks like we need to strengthen the mask just a bit. So let's go higher. And now inverted fill object. Now this is better. We're getting a good mix between the red and green. So now we're gonna go for decimation master while keeping this quality paints, I'm going to preprocess and then decimate. And now we have lesser amount of polygon. That's what we're going to do for the next piece as well. Let's leave this one to be, I'm going to go for this one, which is relatively similar to what we had there. So let's go in here. And again, I'm going to set it to be white as the default space. And now reduce the G and B, the only separator red mask. And in the masking tab. Again, I'm going to do by smoothness, invert and give this color. So let's look. Now, it looks like that this amount of mask is too much actually. So let's try why. It's better. Okay, this is going to be our red mask. And in cavity, of course, we can bring it up to something like this. Invert. Excuse me, I should have done the green mask, not the red one. Now fill object on this one. Okay, it's good. Then of course you can go for ambient occlusion as well, but this one takes a bit of time to calculate and I'm not going to waste my time waiting for those calculations. Just put your time on something that you're going to get a good result back. So let's go for this one now. Of course we need to decimate this one as well. So make sure that always have this poly paint when you have vertex color on so that you do not lose that. So now the amount of polygons have been reduced dramatically. Let's see what the problem is actually. Now, it's good. Now it's time for this one. And I'm going to cut this piece in half in Blender. Because if I am going to texture this and UV this, it's going to take a lot of space. And as I said, this is a distant piece. I can actually remove the half of it and texture this one. And later on, after the texturing process, I can symmetry that and use it that way to use some texture space and have better resolution. This one fill object as well. As always remove the green and blue to work on the red mask first. And for the objects that are not non-native, later on, create the mask inside substance painter in the second movie channel, just wait and see. So the masking, I'm going to go for smoothness. Looks like this is too much. Let me see. Yeah, this is too much completely overriding the default material. So phi y think it's going to be a good value. Five is too much as well. Let's go for something like 33 is better. Let's go for cavity, this cavity. Let's strengthen that up to something like this. Controller and i2 inverted and use the green mask on it. Okay, Now it's a good mixture. Now I'm going to go and decimate this one as well. Decimated. And now we have a good amount of polygons. And of course, if you want, you can actually try to reduce the amount of polygons even more. So that's what I'm going to do now. Pre-process the estimate again. And of course, the more you decimate, the more the vertex color is going to be manipulated because this vertex color is dependent on the amount of vertices and the more amount of vertices you have, the sharper vertex color you have. So this is what I'm going to keep a now I'm going to activate all of the low poly ones that have the decimation and vertex coloring in place. And I'm going to export these on blender and start to work on the UVs. So as always, I'm going to export as FBX and just call it LP. Caps and guards. Okay. Now I'm going to mask by visible and with these settings I'm going to hit Okay? And it did it. And the rest of the process is going to be done in Blender. I'm going to take all of these and drag them back. And important if we X4, which is in here, How we do not have a lot of polygons to deal with. So now this is it. And let's go for this one and actually cut this in half. And the pivot is off for now and we do not care. So let's go in and try to add the symmetry modifier. Now, let's add mirror. And I'm going to actually mirror and y instead of that, looks like the rotation and things like that are messed up. And I want to activate rotation and scale. And now let's use y. Yeah, Now why is working? And hit Flip and bisect? Or instead of this, Let's go because it needs a bit of extra setup. I'm going in and right in the middle, use the knife to cut and make sure that you hit C to make it cut through the mesh. So that when you cut, it's going to cut the other piece, other half as well, that is not visible to the camera. So execute hit Enter. And now we have something that is cut in half through all of the mesh. So let's go on top and start to select vertices. We do not need right in here. After some trying, are able to select this mask and I'm going to delete the other half, and I'm going to use this one instead because it's easier. And it's going to save lots of time for me as well as texture space. So let's take this one and let's see if it has a UV map. Now, I'm going to create a default to you before it. Let's go into the UV creation process. So first things first, based on the angle, I'm going to create the UV for it. Let's select this and hit Control and plus to select to see how much we are able to actually select. Okay, now because these are narrow it meshes and have lots of details we can, we can actually try to be a bit relaxed on the borders. For example, on a piece like this one, which actually doesn't have a lot of new vertices. We need to be exact on the placement of the UV borders. For example, the UV borders should exactly be on this place because it's a sharp corner. But in Nana it because we have a lot of geometry, we have a bit more freedom. We can use a lot of these lines to cut the UV in. And it would actually make no problem because we have a lot of choices to select. Now instead of using actually that I'm going to select one and using the Control select, I'm going to go and create the UV just this way. So it gets a bit of trial and error, but you will be able to create a good uv using this method. If your UV becomes something like this, just doesn't matter because you have enough detail to cover the mistakes. So I'm going to separate this part by cutting it. And I'm not going to be exact about the placement. Just hit Control and shortest path. Select. If the path didn't work exactly, you can go step back and try something else to see if it works or not. So I'm going to go around. And the only thing that is important is actually going into the same place that you created the first line to close up that gap. So I'm going to mark this as a C. So if I select this and hit Alt and g, I'm able to separate based on the seams. So right-click and unwrap. And you see it created a good on-ramp for me. Let's go for this bottom piece as well. And I'm not going to actually make this one a big one because this is mainly going to be hidden under the bricks. I'm not going to give that much detail to it. Because you know, why giving detailed to something that nobody is going to see. This is a rule and make sure that you follow when you're creating content, especially for games. Okay? Now let's try to bring it in here. Make seam and separate it and hit on rap. And now I'm going to cut each of these pieces into its own separate piece. So I'm going to start from here. And using the first selection, I can go in the middle and cut from these flowers all the way down to here. So let's try one click. Okay. It has done a good job. I'm going to mark it as seam. I'm going to go around and do the same process for all of them. So let's come in here and go down until you see this one. This one is good as well. Let's do the same for all of the remaining pieces. And you see how low poly that we created is highly detailed. We're going to do a perfect baking side substance. Mark this one as a seam, and I believe that we have three more remaining. So let's do the same thing in here as well. And the reduction of the poly count is just useful in this way. We reduce the polygons so that we're able to work with lesser amounts of polygons. And it's pastors to work with because blender older, it has progressed a lot in terms of working with high-quality content, but it's lacking a bit when it comes to UV creation and things like that. So this is not actually what I'm going for. Let's go back and do the selection to here and then all the way to here. And make sure that you mark the seam and make sure that you close the gaps as well. Because if you don't close it, you're gonna get all sorts of problems. So let's take from here all the way to here to close it. Okay, mark scheme, and now this one, we did it, this one on rap. And that's true for all of the separate islands. And it looks like it's giving some problem. Let's go back and see about the sizes and things like that. Let's apply the scale and rotation as well. And let's try to check our pattern material on that to see about textile density. Looks like it has done a good job in here. And I'm going to select this one again and do another unwrap. And it's given us more resolution in here, unless a resolution in here. Now you know what? Let's go. And before doing any unwrapped, Let's first remove the mask and start to use some themes in these parts as well in these middle parts. So that we get a better separation in there. So I'm gonna go all around and use this place. And just skip a couple of them. Because by using Control and select, you're able to actually select your way through. So let's go in here and one more to close the gap and mark seam in this place now you are able to get a better UV this way. So for this area as well, I'm going to cut from here so that you include all of the floral details on same sheet. So let's bring all the way to here. And I start to cut the UV down in these parts to make sure that all of the floral details are in the same place. We do not want to keep them and cut them and separate them. Okay. This is good. Hannah believed this way. It's going to give us more accurate results in terms of pixel density and all of the details. So let's go and bring it here to close it up and mark scheme and make sure that you save frequently so that you do not lose any problem, any progress, I mean, excuse me. And in here, I'm going to cut and make a UVC or lacrosse to separate this part as well. But the general rule is that the lesser amount of UV islands you have on a piece of paper. But in here, we really have to separate these because there are a lot of planar changes happening in here that we have to take them into consideration. So let's cut this all the way to here. And right-click and mark scheme. And now there's this piece that needs to be separated. You see this is a plane that we see a planar change in here, total 90 degrees angle with some variations. But we need to take this one into consideration as well. So let's turn around and do our work. If you skip a couple of points, it actually doesn't matter because it's no, it did matter. Let's go back and start to pick from here. So sometimes it works, sometimes it doesn't. And if it did something like this, just make sure that you go couple of steps back and start to select from there. Okay? Now we have a lot of seams on this place, on this one mark scheme. Now, we have this one to be dealt with her as well. Again, you know the rules all across to create the UVs. Okay. And I believe that we have couple of more seems to place. You see, we have a lot of these crossings seems they're gonna create their own individual islands. But I feel like that in the end, we're gonna get a better pixel density. And I believe that the latest seam is going to be placed on here because we see a huge planar change happening in here as well. I believe that in these things that we created, this one is the most difficult one to UV because it has a lot of ups and downs and a lot of planar changes and things like that. So it's the most difficult, but I believe that the other ones are easier to dealt with to be dealt with. And let's put one more same in here. Because it's a huge planar change as well. So you see the decimation Master inside of ZBrush has done a great job in separating the details to the places that we have a sculpting scene. Here you see that we have a sculpt, we have lots of details, but in a place like this, you see it's relatively low polygon compared to other parts of the mesh that we have higher amount of polygons. So this didn't work. Let's go a step back and do another selection all the way through the mesh. Uv creation process is not. Most favorite part of the process, but it's an important one. This is actually going to make the difference, the textile density and all of that is going to be so prominent when texturing. So I'm gonna go to polygon mode, select everything, Right-click and unwrap. And depending on the complexity of the scene and whatever polygon and UV seams on islands and all of that, it's going to take a bit of time to calculate. So I'm gonna pause and get back to you when it's done. Now, it did it. Let's go check the pixel density on it. And now you see textile density is now more relevant all across. And we do not have those pinched ones where we had a lot of details in here and lesser amount of details up top. So this is actually what I'm happy with. Let's go see it bringing the UV packer. Then I'm going to bring the padding to one so that they have lesser amount of space in-between them. And put the type to high-quality. And of course the UV Packer as well as a free one. And you can grab it, just search for UV Packer blunder, and you're gonna get the link and all of that to do your thing. So I'm going to pack with this one to see how many percent of the UV shade you have occupied. So I'm gonna go pack. It looks like this is the best that it can do because we have a lot of islands and there's a bit of a space in-between them. But the good thing is that we have the textual density all across and we can make sure that we get consistency throughout the mesh. Okay, now I'm going to start working on this one. And this one I believe is relatively easier to create. I'm going to create a theme that goes all across. And I'm going to control select all the way to here and see the results. I'm not actually carrying too much. Now, let's actually care. Let's separate this part from the rest of the body. I'm going to select this outer circle. That is the result of a Dynavox. You see, this was, these were two separate measures that we blend it together. And using DynaMesh, it created a nice transition. And looking like that, these were similar pieces cutting from a regular piece. Okay, now let's bring it up until here, mark seam. Then I'm going to separate this top part from that as well. So let's go and try to pick from here all the way around. And as I said, because we have lots of geometry and a lot of complexity in the mesh, placing the same is no longer that painful. Of course. The UV creation is still painful. It takes a lot of time, but there's no way around that. So now I'm going to create a seam that goes all the way to here. And it's a good one. Right-click and mark seam. Now I'm selecting all of that and we do not have a UV for now. Let's create a pi QV that it created a UV for us. Instead of going in here and trying to create a UV. And I'm going to right-click and unwrap. And it did a good job in creating this UV for us. And for now, I'm not caring about the textual density. Just want to place my UV seams. So here I'm going to separate this from the rest of it. So let's go and try to pick all the way to here. And I'm going to separate this plane from the rest of the piece that we have in here. So in here we need to be careful about UV placements because we have lesser amount of polygon and we need to be more exact, something like this. But it's going to be easier all across in places that we have a lot of detail. And the UV creation process is one of the most painful ones, but there's no way around it, especially in pieces like this. And it looks like we did a bad selection in here. Let me go on top and try to remove all of that detail. And I'm removing this one and this one as well. And try to have a better way around that. Looks like this is better. Now, let's try to be a bit more exact and select all the way to here. So I'm going to mark scheme and make these corners mark scheme as well. This one as well mark scheme. And I can do something to prevent some problems. And you're going to understand just in a minute. I'm going to mark scheme. This one. It looks like this is the latest one. Let's go and convert this one to a siem as well. So before actually doing anything and creating the same on this bottom part, because this is always going to be hidden. And I mean that it's going to be placed on top of the building and this part is not going to be seen. So I'm gonna go and select right-click, just hit Shift G and do a normal. I'm going to remove that because this place is never going to be seen. So I'm going to get just the remaining ones and delete them. So this is another way, optimize a bit of more to get the best texture resolution. Let's select all of these remaining ones. Looks like you need to do couple of ones from here so that we're able to separate the pieces from each other. And after that, again, this has a connection still. So let's do something more clever. I'm gonna go in here and using the box x-ray, I'm going to select this bottom piece. Let's see the selection. Delete everything. Now let's go hide it. Now let's go in here and try to raise things just like this. I'm going to delete them and just go into polygon mode so that whenever you delete something, it gets deleted completely. So now this piece has came to an end as well. So let's go for this one Shift G, Select By normals. And it's selected everything that has the same normal. And I'm going to delete all of that. And let's remove anything from there. Actually, let's go and try to pick up this top part completely. I can take this part and delete it as well, because this part is connected to here and nobody has is still going to be seeing that. So let's go in here and try to remove these ugly extra pieces. Just break the connections so that they are separate pieces. And whenever they became an island, just delete them. I'm going to do the same for all of these. 60. Baking Caps And Guards: So in previous lesson, we arrived right in here and delete this part. And now it's time to actually place the seems to separate this as well. So I'm going to mark seen this one and let's first go around and place the same everywhere, and then do the vertical seams as well. So let's try to place the seams because we have a lot of detail. It's easier to pick up the same in these parts. Okay? This one mark seam. I'm going to select this one mark scheme. And I believe that we are already done with this piece. I'm going to do a test on rap and make sure that you close all of these gaps as well. I'm going to do a test on route to see what happens. And I believe that we're gonna get some bad results in here. Then if we did, I'm going to cut that in half as well. So let's select all of them going polygon mode, select everything on, unwrap. It, did it. Let's apply the checkered pattern. Now. We're getting good results. And let's go in and see what we have in here. I'm gonna go into UVs sync mode. And it looks like we haven't closed the gap in here. This one. This is making some problems. Always make sure that you close the gaps. So let's do another unwrap. This time we should get better results. You see these parts have been separated from each other perfectly. And actually there is no problem If you ever tried to break the pixel density by putting the most resolution on the piece that is going to be visited the most dynamin that this is the most visible part of this element. And it actually, it doesn't matter if I take this and do a hand pack, place it in here, and increase the resolution. And decrease the resolution of other elements as well. So I'm going to select them all. And I'm trying to manually pack them in order to maintain a bit of textile density. So this is enough for these. And let's unselect them. And I'm going to bring these on top here. Let's just do something like this. And this one can come up in here. Let's resize it, make it bigger as much as possible as we can. So let's take this one and bring it until this part meets the borders. Okay. Now, let's take this one and bring it down a bit. It looks like I can take this bring it up and take these bring them closer to the border. Okay. Now I have more piece for this one. Actually live in. You see that it has a lot of cool spacing from the neighboring pieces. And let's see about this one. This one is important as well. Let's take this one, Bring it out and bring this one in here instead. So this is about it. And about this one. I can take this and rotate it to make room for that. So sometimes this handpicking is a good option. If you want to give custom detail to a piece that is more important to see. So let's rotate these and place them like this, and take this one and place it in here. Let's see if you do not have any ugly pieces. Okay, It's good. Let's take this one. Looks like it's overlapping in this part and you want to avoid overlapping as much as possible. Using this hand manual method, we were able to put more resolution in here because compositionally this is the place that the player is going to be seeing. Displaces already pointing towards the sky. And by putting the most detail in here, the player is going to read a lot of details in here better. So let's go for this one and already, Let's select everything on the top and bottom. Just select everything and using the bugs x-ray mode, I'm going to exclude a lot of them from the selection. So let's go in here, remove. And there are some ugly pieces that need to be dealt with, including these ones just hit Alt G to select everything similar. This one and only this one. And this one at last. Looks like we have. Tiny little piece in here and removed. Now, let's select these control plus two in Greece the selection and go back on one of these orthographic views and exclude from the selection. Now, this one is done as well. Let's see if we have any of those islands which we do not have. So now, again, I'm going to put the scene and these places and make sure that you close them so that the latest vertices converts to a siem as well. So that we do not get one of those ugly results that we got from the previous case. So this one mark scheme as well. This one mark seam again. First things first, I'm going to separate this from the rest of the stone pieces. And you see DynaMesh created a good transition between the blood place in here and a detailed places that we have put there. You see that unwrapping, although it's still painful, but using these techniques is a lot more enjoyable than before. Not enjoyable, but less painful. Because I didn't see a lot of people who like unwrapping at all. So take this one, remove it and mark it as same. And I'm going to separate this top piece as well. I'm going to go around this bigger circle. And it didn't do a good job. And if it didn't just go back and try to re-select this one. And just hold control and select to get a faster selection. Okay? This one, again, mark seam. And I'm going to create the same in these areas as well. So mark scheme looks like it's a bit tricky in here. Let's find something and mark seam. This is the last vertices in that row. This one all the way to top mark scheme. Now we need to do one more in here. And now it's time to separate this bottom plate. That's easy. You know how to do. We only need to place the seams so that we have connecting pieces in here to create islands. Okay, let's go in here. And I believe that we should be a deeper sense of this piece. So Marc see it in good. Two, a good one. Let's select from here and mark C. And I'm going to cut through from here. Let's pick up this one all the way here. Mark scheme. Now I need to separate this part as well. Okay? And make sure that you have connection points in here. To create separate islands. Will select this one, did a good job. One last one did a good job as well. And this one all the way to here, right-click mark scheme. And now I'm gonna go into polygon mode, select everything, Right-click and we do not have UV. Let's create a UV. Right-click and unwrap. This one also did a good job for us. So let's select all of them. Bring them out. And I'm going to select this one, bring it in. And try to give it as much detail as we could. It shouldn't go outside of the 0 to one UV space. I'm keeping that in-between and let's bring it, lock it in y and bring it up. Okay. Now, let's take these and try to manually place them and find places for them. And if you could, you can increase the size just a bit. And although it's not recommended, so let's see what we have done in here. We have this parts. Yeah, This is good. Let's bring it to here. And make sure that you leave a bit of padding in the places for meat mapping to happen. So I'm gonna bring this one in here. Now let's go bring these two more important ones. Looks like this one leaves burning here. Just bring it down and decrease a bit of resolution. And as I said, this one is never going to be seen by the player. So I'm going to bring this one up. And try to manually bring this in and make sure that you do not have any overlapping UV's, UV's that go outside of the 0 to one UV space and hold Shift to be more precise. And let's bring it in. Again. This one is completely n, and let's select this one and move it just a bit. Okay? Now I'm going to take these and bring them in just like this. Let's take this. And I'm going to bring it in again. And this one is a good place for it. Okay, We have done a great job using this one as well. Let's apply the checkered pattern. It's great. Now we're left with this last piece in here, which actually I'm not going to put a lot of time on. So let's select this and I'm going to only create the corner vertices. So we can do a better job by doing something like this. I'm going to select the corner pieces. And I'm going to see the highlights in here that is guiding me to put the seams in these places. First, I'm going to try as low amount of seems as possible and do an on-ramp. If we got textile density errors, I might go and try to separate it even more. So first I'm going to try a simple one. Another scene needs to go from here all the way to here. And make sure that you exactly connect them. Just like this. Okay? Now, since this one is closed in here, and I mean, I mean closed for UVs. And I mean that if you select all the way through here, we do not need to go any further. It will separate that for us. So let's pick up exactly from here that has a connection points all the way. Here. It looks like you need to do a couple of more seams and we're good to go. So let's separate it first and start to work on this area. I'm going to select exactly this one all the way to the end in here. And we need only one more scene to try to see what we have created. And if we had some textual density problems, which I'm guessing we're having, I'm going to place more seams and test again. Okay. Let's go from here. No, they don't do a good job. Plus one is better. Let's see, we have siem, siem. And one more thing. I forgot about this place. Once I know this isn't good. Let's go from this route and make sure that it's closed. Mark scheme. And now I'm gonna go polygon mode, select everything and create a UV. Unwrap. It didn't unwrap. Let's apply the checkout pattern. It looks like we're getting a good one. Not a lot of texture distortion. And I'm actually happy with the details that were getting in here. But one more thing that we can manipulate is, let's select this one. Now. It's good. It has done a great job in separating the UVs for us. I'm not actually needing to cut a lot of more seems when we made sure that we texture this symmetry, this, so that we get the other side as well, so that I can put a lot of texture resolution on this one. And we had a bigger mesh, we would have had a lesser amount of texture resolution. So, you know the rules. Now, I'm gonna go remove all of the jaguar patterns. And now I'm going to bring in ZBrush hyperlink voids and export them to substance and try to texture them. Okay, Now we are in ZBrush. Let's do one thing to make sure that the vertex colored data is in place. I'm going to go into solid mode and from here, choose vertex color. Here, it's in place. We've done the good thing. So I'm not going to move these because if I move these, the hyperbola is going to respond and we have a bit of upset. I'm going to offset, excuse me. I'm going to now select the high poly wants and I don't care about the vertex color that is reviewing in here. That is not actually weird. So now I have these as the high polygons. And if you're wanting to corroborate that, just select a preview in here. It's a preview and not actual thing. So I'm going to export as HP caps and guards. And just like with these settings, I'm going to export it. To exporting is done. And now I'm going to import them again from here, this high-quality file. Now they're in place and very detailed and high-quality. So let's go back. And for now I'm not actually carrying about the naming convention on all of that. I'm just going to add these, the material that they need. For example, I'm going to name this one caps. Just give them a material. Substance, knows what to bake on top of what. Actually I'm gonna make this one a single UV, and I'm going to take these two and make them a single UV as well. So let me first pick up the low poly wants, not this one. These are the two low polygons I'm going to go in. And while having the UVs, I'm going to pack them using PACU v's. And let's set the rotation and three rotate, deactivate them. That to high-quality and rescale turned off. This is the result that we are getting. Perfect. And let's apply the checkered pattern on them. Yeah, trigger pattern is doing a great job. In order to save textual space, I'm going to make these to use the same texture. So let's remove all of the maps and go back. And select all of these four, including the low poly and high poly. And I'm going to give them a material and call them just so that they bake with each other. I'm going to select this one as well. Give this one a separate material as well. So name this one guard caps. And this makes a complicated situation where this piece that is going to be exported as once as to material IDs. And if you are going to export that, you need to disable this one material ID upon the export. Because if you export using that, because these two have to match a real IDs, they're going to be mixed together and give you some ugly results in Unreal Engine. So you can leave all of that for the later parts. I'm going to select the low polygons that are these ones. And I'm going to create a new folder for him. Hit em and make it LP or low poly so that they're easier to select. So this is the low poly folder. I can toggle them on and off that I'm going to select these. Of course, let's de-select this and hide them. And make a folder for these called HP. This is optional and for having a faster selection. So I'm gonna take these and export them as a single FBX file, call it caps HB, and limit the selected objects and export. Now I'm going to deselect this and hide the folder handwriting in the low poly. I'm going to export this one as well. Just name this one LP. Again, limit to select the objects. And now we are in painter and I'm going to select the file as always. So this is it. I'm going to import the LP and we're getting no problems, which is great. And we have pretty much a real IDs as well. When is recap, when is for guards and one is for the guard cup. I'm gonna go to texture sets, setting, and activate ambient occlusion for all of them. And as I said, this ambient occlusion doesn't matter for now, right? Excuse me. It doesn't matter for lumen, the Unreal Engine default lighting system because it calculates the ambient occlusion on the fly and it doesn't rely on ambient occlusion maps. But if you're going to create a baked lighting situation, for example, for a mobile game or for a PC game, that you want to have just one lighting condition without changing and using the calculated lighting, prebaked lighting, then the ambient occlusion map is going to be important, but we are going to include that anyway. So let me go into texture such settings. And in here I'm going to bring in the high poly piece, de-select all of them, and do a test based on normal to see if we have any problems or not. Okay, now, let's go to B and go to the normal. Of course this is the normal. Let's go to the actual normal. And you see bake details taking in here, which is great, but not with high-quality detailed. So let me go in here, increase the resolution and bringing the other maps as well. And I'm going to bake the height as well. So with these default settings, I'm going to hit bake and see you when the baking process is done. Okay, Now the baking is done and we're getting good results. But in the meantime, before texturing these, I'm going to export these measures to unreal and try to test them. And I have this one in place. Let me see that. And because we have imported these from ZBrush, the pivot is actually not that correct. So I have the default ones in here that I can borrow the periods from. So let me select this and bring the world origin to the selected. And I'm going to take this and bring the pivot to cursor so that now the period is still here. This is the place of the pivot. It's alright. And this actually belongs to the residential kit, and I have that in here as well. So let me go select this one and export, and it's going to overwrite that file for me. So this is a tricky situation. Let me bring this one back and I'm going to take this one, bring it back as well. This is the piece that is holding the pivot. And this piece is in completed as well. So let me take this one and bring in the mirror modifier. And I need to mirror that in y. Now let's do something first. Let's go in here and select this piece, which is the centerpiece in here. And I can shift and bring the origin to this edge. Or let's select this one because this is more centered. So I'm selecting this one and bring the origin to this edge. Now, we have this in here. Let's bring in an empty right on top of this shift on a, bring empty in here. So now I'm going to do y and put the pivot in here so that we're able to create this piece completely. Now, let me go isolated and view. And we might have some problems in here. That doesn't matter actually, I can go back, take this empty and try to bring it back. Just a bit. Too close these parts again. And now, let's go select this one. Bisect and flip. Let me see if I can bring this back to something like this. It's great. Now I'm going to take this one, delete it. And we need to duplicate these pieces across as well to create, complete this piece. So I'm going to bring the pivot right in here. And I'm going to duplicate just couple of times. And put this to global. Okay? Now I'm going to actually, let's take these, bring them back. And I have to default pieces that I need to bring back as well, so that we're left with these two pieces. So let me take them and bring them. I'm going to rotate this 90 degrees. And rotate this one negative 90 degrees. Okay? Now that we have these, let me take them, bring them here. I'm going to rotate negative 180 degrees. Now let's do a better placement in here. I'm going to place this one in here and looks like we can do one more in here. We have six pieces. Now. Looks like I can duplicate some more extra pieces as well. So seven is enough, I believe. So now that we created this piece, let me select all of them. Just select them all. And Control and J to join the mesh. Now it's again one piece and I'm going to bring it here. And now these pieces are exactly the same size that we expected, but much more complex and you can compare the blackout with the actual mesh that we created. Okay, let me bring this back. Then. I'm selecting this main one that has the pivot. And I'm going to bring the center to the selected and select this one pivot tool cursor so that the pivot gets in this place. So I'm going to take this one, copy the name from it because this is the actual name and rename it just in case. So I'm going to rename this one to here because this is already belonging to the residential kit. I'm exporting that exactly to the same folder. And again, the mistake that we did, I didn't activate one material already. And I mean, I didn't deactivate it because this has to materialize if you go in here, we have one guard, we have one guard caps material. So if we activate one material LED, it's going to collapse them both into one and creating lots of issues. So for this one, exceptionally, I'm going to hit Export again without one material ID. This is the 100 projects. Let's go in here, find this encountering browser, right-click and re-import. It didn't. It looks like we have done something wrong. So here we are in here and looks like the name of this one is coroner two, which is in here corner too as well. So we need to go in here, take the name from this and change it, go back and select this one that we need and put the name in here, okay, now, what material ID again and I'm going to export. And I believe that it should now start working. Yeah, it's working. Now. It has imported and we were getting all of these cool details. Of course, we need to bring in the texture so that this one really shines. And if you're not seeing a lot of that shapes that we have created, that is because they have been placed in shadows. So later on in the lighting session, we might create a lighting condition to insist on some of these forms. For example, if we bring in the shadow in here, you see that a lot of those cool details that we have created are now showing themselves. So let's go back for now. I'm not really caring too much about the lighting. And now the placement of this is great. Working on rights in anywhere. And now it's time for this one. Let's go find it. Right-click and re-import. This one is done as well. And you see how great details it's adding to the mix. Pretty good. Let's go to the Details panel. And in here you see, let me select this one. And you see we have two material IDs. Now let's go bring in the vertex color material. Let me go and find that an uploaded here. We do not have the vertex color activated for these for now. So let me apply one in here and one in here. So first things first, let's go and find these aesthetic measures in a static mash editor. And do another really important, we need to set this one to replace. And we import base mesh. Now that should be taken into account. Yes, the material has been imported. And now let's go for this one and go in here. And again, I'm going to replace and we import the base mesh. Again. This one is working as well. So let's go and the next thing that we need to do is actually converting them tonight. And make sure that whenever you convert, convert tonight and re-import the mesh, make sure that you check to see if the nanotube connection is broken or not. Sometimes when you re-import, the mesh is no longer going to be a 981. And I'm going to convert this one to navigate as well. Okay? Now, it has converted to this black one, which is telling us that it's working. Alright? So I can take all of these materials. And while having this one selected, I can go select everything and select everything from this as well. Bringing the materials and apply that material in here. So those two materials as well. And now we have this setup. And you see that now we're getting a lot of more cool details as well, okay, In the next one, we will take that and bring you take serum iron will enter state. See you there. 61. Texturing Caps And Guards: So in previous lesson, we bake these unimportant, untested and Unreal Engine and all of them works fine. Now it's actually time to start working on the material itself in substance and then export it in Unreal Engine. Now we have three materials. And I'm going to do couple of things because these are not primary measures and some important measures. I'm going to go a bit easy on them and not adding so much custom details pizza, because these are going to be repeated. And adding lots of custom detail will too obvious tiling repetition as well. But what I'm going to do is actually creating a base material and apply some general dirt and then copy that dirt on top of all of them so that creating the illusion that these belong to the same location. So I think I might use marble material for this one. Let's hide these two. Let's go for here. If we have a marble material, no, we do not. Let's go in here. There are multiple materials in here. Now, this is a great base, and let's use other ones as well. And these are smart materials and they already have some level of dirt applied to them. So not actually this one. Let's use this one. But the color is too saturated. I'm going to go in here, right-click on the folder. Or instead of that, I'm going to go in here and create a painting layer and make this paint layer pass through so that whatever we do on this is going to be applied on the bottom layers. So I'm going to bring in a filter. And this filter, Let's find the hue saturation. So let's change the heel to something else. Bring the saturation down so that this is a good base to start to work with. In order to make these shapes pop up, We're need to bring in a lot of custom details. So let's go back and bringing this concrete material. And we can tie that to, instead of wants to give it more detail than I'm bringing in these smart masks. And let's bring in this edge. Now. It's actually not doing anything. Let's go for a strong, this is better. But we need to change the color of this one because it's really just like the layer beneath it. So let's change the heel to something else. So that we get some more definition in the luminosity down just a bit. Let's not use marble for this. Let's actually use one of these same concrete materials beneath sad so that we can have the details that we want. So I'm going to place another one. And from these, let's bring in this concrete edge. You see that it's adding a beautiful detail and go in here. And instead of using a single color, I'm picking up the material. And let's bring up something on the bottom to highlight the occlusion parts. So I'm going to bring in material, make it darker and use one of these occlusion masks, for example, the sand. And it's actually doing a good selection on these occluded, occluded parts. Let's go in here and bring in one of these concrete materials. Again. This one is darker and doing a better job. So let's go on top and bring in another material, change the color to something visible and use. Some of these are smart masks. For example, this surface. It's adding lots of cool details and highlighting that ports for us. Let's go select the material and use this one instead. You see, it tries to separate a lot of shapes for us. So I'm gonna go and bring in the colors down so that we can visit more of the color. Or we can go and try a more saturated color. Insist more on the forums. And let's do that again. I'm going to bring in another material to a huge color and try to bring in some of these surface properties to make that really pop up in a lot of the places. So let's use different concrete materials on it. For example, this one is good. But let's go and bring in the concrete color down just a bit. Another thing that you can add on top of that, it's actually adding a darker color and bringing a bitmap mask. And from this bitmap mask. I'm going to use the ambient occlusion that belongs to this mesh, which is actually the caps mesh. And let's hold down Alt. Left-click on here so that you see this is the ambient occlusion mask and this is actually where it has created. So let's go in here and I'm going to bring in level and try to invert that. So you see, it tries to separate the shapes from each other even more. So I'm going to increase this soda. We have more separation from the shapes and this is a good addition. We'll add more depth into the material. So let's go and apply another material on it. Let's select this one. No, This one has more details, but definitely I need to make this one darker. So let's go for luminosity and make that darker so that the shapes are more pronounced and can be visited from far away. And if you want, you can go and try to apply more levels. Increase the contrast, or decrease it to create the shape that you want. So something like this, It's better. One more thing that you can do is using another big mesh map, that is curvature map. So right-click instead of black mask or anything, I'm going to bring in a bitmap. And let's search for curvature and use the map from this. And let's visit the mask. And this is the mask that it has created and we can isolate a lot of the data from it. So I'm bringing in another level, invert or not. Let's separate some of that. And you see it has separated a lot of these curvature parts. And I'm going to go and select this and make it lighter bit so that we have more concentration on these parts that are experts. You can see that the shapes are more readable. Now, we have the separation for the occlusion parts and we have the highlights on the edges as well. So let's go to see if we can choose another material. And let's bring the saturation up or something like this. Now you see we have a lot of cool details. And on top of everything, I'm going to bring in this layer and set it to pass through another filter and sharpen. Make it sharper. But just a bit, not so much. Okay, this is the result. And another thing that you can do on top of this is actually right-click and bring in a filter and you can bring in contrast luminosity, for example, at a bit of contrast to that. For example, change the luminosity to something else to give this more definition. And let's check that before and after. And I definitely like this one more. So we created this piece and I'm going to select all of the layers, copy them, and bring them to other parts as well. So let's go for this card and guard cap as well. And you can hit F to focus on that and paste the materials in here to see the results. So this is what we get. And actually I'm liking this one. Let's compare them. And you see that it creates the illusion that they are belonging to the same area, to the same location. And they have been affected by the same weather conditions and things like that. You can see how beautiful piece that you have created. So let's go in here and paste the material again. And it looks like we created a good one. But if you want, you can add more custom details to these. If you like it, you can right-click on all of these and group layers. And I'm going to change the name to something that I remember, for example, dusty concrete. And while having this one on, just right-click on the folder and choose create a smart material so that it creates a smart material. And every time you create a new thing, for example, we have this one as a new piece. If you drag it in here, all of those materials get applied to the surface pretty fast and pretty good. And you can save a lot of time using this technique. I'm happy with the details that you're getting in here. And now I'm gonna go in here and export the textures as always. And I'm going to use the GL format that we created, target and use for k. And everything is set up and we can export them. Okay, it's going to be done. And this is the result that we are getting there. Okay? Now I'm going to bring in the textures and start to import them in here. And since they belong to debate folder, I'm going to import them in there. These are the files. I'm going to select all of them. And as always, I'm selecting the masks and the normal to correct the compression for the masks. I'm going to set them all to mask. And this is pretty important so that the color doesn't change. For the normal. You have to do all advanced detail and do a flip green channel to make sure that all of them are converted to direct x2 format that Unreal Engine supports red-green channel on this one and this one as well. And you do not always have to flip the green channel. You only live the green channel the moment that you bring into OpenGL. But if you bring in a dark x, you really do not need to convert a normal map. So let's go in the materials. And I'm going to take from this and call it caps and open. And again, one from this roof garden. Taps and open again. And once more. Just roof court. When I'm going to plug in the textures into their folders. So I'm going to activate all of this, and this belongs to caps. And this belongs to the roof guard caps, which is this one. And this one. The wolf court without anything. Okay. This is it. And do not worry. Later on, we're going to create the actual materials themselves. Let's go select this one. Shift a to select everything. And I'm going to search for caps material. Okay, this one is in place perfectly. And just select this one Shift E, and it has repeated all over the kids. And for this one, let's try roof guard and see. Yeah, this is working for this one. Roof guard caps, which is this one. You see that? Now it's getting more detailed and detailed. And you see that because we are getting far away from that. You see it doesn't matter if you have added a lot of cool custom details because player isn't going to be saying at all. So you need to invest your time in places that the player is going to be seeing. So it's great. And we did another iteration. And I believe that the structural pieces of this building are finished, of course, besides the windows and the doors on this tour shop, window shop. And I believe that in the next one, maybe we'll start to work on this building to make it more intricate. Because the pillar that we're going to create on here is one of the most complex parts that we're going to create. And of course, we're going to create three players for this 11 is no, actually, we create one. This is six meters, this is four meters, and this one is two meters. We might create three fillers for this building and maybe one extra pillar that goes in-between these two hide this ugly seem that is a result of the variation that we did. So he said, but in this, we have added a lot of custom details. If you want, you can bring in this one, bring it to the top. Place it here, and here as well, and take this to bring them up. Now, it didn't do. Instead of that, I can make this smaller and place it right in this area. To give the illusion that this is a custom piece. We can add it in here and one in here. And look from far away these little things at a lot of things into the environment. Did the same thing for all of the buildings. So police, these are small, wants to add a bit of more detail. Okay, This was about this lesson. The next one, we will continue adding details to this building. See you there. 62. Blockout The Museum Pillars: Okay, everybody, congratulations for coming so far. And now I believe that it's time to go and do a pass on this building as well. We have some kids to create. We have first pillar that has six meter height. And after that, this one, the four meter piece, and then it gets repeated couple of times. And then we have another piece in here, which is a corner that has are believed to meters height. But all of them belong to the residential Kit, excuse me, Museum kid. And this one is different from the ones that are above that because this one, I'm going to create a stand for it as well so that it can stand on the ground. And maybe I create another variation and copy that on these sites as well so that every of these pillars, we have window excuse me, on every of these windows we have a pillar. Maybe we do the stairs and this total standard as well. So these are easy to create. I mean, these are stairs, understand. And what I'm going to create is actually these pillars. And maybe I'll create two variations from this. One for the corners and some for the middle part. In between that is a bit different to that, maybe are resize it or maybe I create a new one. I'm totally in this lesson, we have maybe five or six pieces to be done to wrap up the general construction of this building. And then we are left with these panels and windows and these custom shapes to create. Now, we are in the museum kit in here, and I'm going to copy these. Let me bring them back, bring these two back. Because later on we're going to do some things to these. Okay, we have these three pillars and let me take this mannequin and remove it. Now we have these three pillars and stare, let me bring it. And this standard as well. We have. 63. Circular Pillar Caps: Okay, everybody, in previous lesson, we started this blackouts. And again, since these are a bit closer to the player, we're adding much more time and effort into these and making, making them a bit more complicated than what I have already created. And let's look at the reference. And you see a pair of extrusion happening in here. And I'm going to do that. So let's go in here and try to add these vertices. And I'm going to select them and separate them from each other. And I'm going to place one in here, place one in here as well, so that we only use on these portions. And I can take this one, handles it as well, this symmetry line that it created. So I'm gonna hit I to activate the insert and just confirm it. And I can take this one and drag it out. And to give it a bit of form, I'm going to bevel that just a bit. Just a tiny bit. Now let's look at that. And it's okay. And now what I'm going to do is actually creating a line around this and pushing this line back to create a bit of form and shape so that when you look at this from here, guess some of the shapes out. So let's add a bit of purple in here as well. If you're going to make your bubbles more beautiful, they can apply the scale. After that, do the bubbles to get beautiful shapes. But we have done the thing and we do not know, we do not need to do any more of that. So we have created the details that we want it for this piece. And in order to make this asymmetrical from the top to bottom, Let's add one in here, drag it out. And I'm going to add another bevel and hit C so that it clumps completely. And I can drag it out so that the bottom and the top are not perfectly symmetrical. So let's shade smooth. And by 30 degrees, again, I can go in here, select them all, merge by distance. Everything is okay. So in order to be faster a bit without having to create all of these sites, I'm going to go select every side and delete them until we have this. And let me do one more undo. And instead of that I can use symmetry as well. So let's go and use symmetry. And I believe that I'm going to use the symmetry in x axis. I don't know. Let's apply the scale and rotation as well. And do the mirror. It's not an x. So let's do that in x and in y. And of course I can bring in another empty in this area to make that a bit more clear to work with. So I'm going to bring in an empty set, this one as the symmetry object. Well, it looks like in x we have good results. And let's, before applying, actually, let's go in here and take this ring. And I'm going to take this and bring them back a bit, the bit, a bit of more silhouette. So let's select these instead. Something like this so that this has more shape, pronounced shape. And in here it's the same thing as well. So now I'm gonna do another mirror on this one. Mirror this time let's do NY. Of course, let's activate y. And I'm going to select this one as the symmetrical object. And let's take this one and rotate it 90 degrees. Now this is exactly what I want. I want these two parts to be in that place. And when we're sculpted these, we're able to symmetry that on that place. Well, so I'm going to use this one and take the empty and delete it. So in here now, looks like we have ugly geometry in here. It doesn't matter. It's going to be fixed inside of ZBrush. So rhythms connecting this to here to here. Okay? Now I'm going to go to the top one and select these vertices, all of these vertices, and remove them. And actually before that, I can take these symmetry lines and delete them as well. It gives me a better result. So now let's go and test it. Okay, this is perfectly in place, and I'm going to take this one and delete it. Now later on in ZBrush when we DynaMesh this, it's going to fill this space as well for us, not symmetric, but it's going to create a face in here with a good amount of geometry, but you are going to remove that as well if you want it to. So now it's about time we add some ornaments to this one as well. So again, I'm referring to this ornaments and I'm taking this one or this one instead. And copying that here, bring it in the center and rotate it around and bring it in here. And I'm going to resize that, fill this space. Okay, this is how you add details into models. Pretty easy and warmly DynaMesh, this, this is going to be a part of the geometry. This is pretty good. And now let me add the detail that we want from this. And let's add much more geometry for this side as well. Let's do something else. So that when we rotate this, we get, instead of having only one variation, we have two variations. Now, let's take this one and this one, I believe, create a good combination. So Control C and Control V in here. Now, this is it. We created this one. And now I'm going to apply geometry to them, upload a modifier hymen and go back. And later on inside ZBrush, we will take these, merge them together and apply the DynaMesh to really stick them together to beat a part of the same geometry. Now one thing about these, when I'm looking at the references, do you see that they're not perfectly the same size all around. They have a bit of variation in size as well. So let's add some. I'm taking this one and just adding a slight variations in the size of the circles all around and make this one smaller so that it's not really that boring to look at. Ok, now in here as well, Let's resize it just a bit. And there's actually one thing about these, that you can create them inside ZBrush or you can create them inside Blender. You can sculpt them, or you can use Polygon Modeling to get going. So instead, I'm going to use Blender because I believe it's going to be easier. One in there and when in here as well. And I'm going to select every other edge all the way around. Just like this. And I'm going to exclude these top parts from the geometry though, this one as well. And now I'm doing a bevel. So let's do a bubble. And I'm going to make it rounder. Or let's make it just like this. And you can also hit P to be able to change the profile a bit. So I'm gonna go scale. And while having dad, I'm going to bring them in just a bit. So let's go see, looks like we have done that too much. So let's go back and let's not make the bubble so much. So let's add just a bit of bubble, not so much, something like this. And now I'm going to drag it in. We could drag it in just so. Let's add the subdivision modifier and increase the iterations. And of course, to make this part but better, you can go in here and start to insert, just wants to create some faces in here to prevent that problems. Let's go in here as well. To an insert again. Now this is more or less like that. But if you want to take an, add more details in that, and actually let me go in here and take these vertices. I'm going to drag them up and isolate this without turbo smooth, excuse me, without subdivision surface. So I'm going to extrude it down so that I have some vertices to work with. I'm going to select all of these vertices, extrude along normals. And let's drag them down to something like this. And again, do another extrude from this one. And take these as well. Do another extrude and scale it to create some profile for it. For the bottom part, let me take this and bring it back. So you see the profile is actually there. And if you want, you can actually, I feel like there's not good amount of contrast in here. I'm selecting all of these outer rings, excluding exactly. These. Include everything from here, and exclude this top part as well. So I'm going to go in a scale mode and drag these out just a bit. No, not in this direction. Let's drag them out in x and y only k. Now, this is too sharp. And just like a military or something, Let's say Good, Bring it back. And I can add a bubble to make that sharp or a bit as well. So let's see what we have created. And smooth. Okay, This one looks better and more detailed. So now let's do something clever. Instead of modelling this part out, I'm going to take this one, delete it. And let's isolated, select this bottom part. It's like everything until here. And let's see what we have selected. Let's go once more and once more again, and now exclude these from the selection so that we have only these parts. So I'm now hitting Shift D. Let's bring it to the top and invert that in this direction and make them closer to this part. Looks like actually I can take this bottom portion and delete it. So let's go for selection. Now I'm taking this not that. Let me take this one, only bring it up. And I'm going to delete this bottom one. So let's select everything. And this comes after this one. Okay, Now we have this one. Let's take all of these, bring it down until we get to the place that you want. And now I'm going to take this one. And in here we have some faces. I believe that we could delete. So again, let's take them out, bring it up. Let's put an exactly, I can take all of these vertices and activate vertex and active. Bring this down. And after some trial and error, I was able to bring these n. It looks like I need to make this smaller to something like this. And of course, I need to rotate it in a direction to match these vertices. So let me go rotate and I need to make sure these vertices a line on top of each other. So again, I'm going to take it, bring it down. Now. I'm going to select only this row of vertices and hit N by distance and bring the distance up until they connect to each other. Okay? Ruined the shape a bit, but doesn't matter. We have something like this now. This is something that you're going to see in the game. And actually it's a good one for this one as well. Instead of doing all of this trouble, I'm going to bring it and resize it. So let me bring this into place. And I'm bringing this in and make sure that I duplicate this isolated, put the pivot in here, bring it to the ground. And I need to take this one and bring it back. And it looks like this is larger than the height of this one. So I'm taking this and we scale it in this direction, just like this one. And now I'm taking the name from this and delete it and paste the name for this one. This one has done as well. And I can take this and make it smaller a bit in this direction because I do not want this one to be as large as this may be half the size of that is enough. Okay. This is better now. And let me bring it here. And let's make it larger a bit just like this. This one is enough and apply the modifiers for this one as well. I'm going to go and we scale the size in this direction because I do not want that to be as big as this one. I want to be similar but not so much. So just control and apply the scale and rotation and all of that things. Because this is going to be in the middle covering some pieces. And now one thing that we need to care about is the actual kappa of these. And I'm in something like this. And for that one, for this one we're going to create a round piece that is going to be used for a couple of these. We're going to use create one and use it twice on this round cap that we have here. And we're going to use and create one a square piece and use it on these two. So for the square one, I have this one in mind and something like this. And for the round one as well, we'll have something like this. And when I'm looking at this here, I can see that although this is a six meter piece, we subtracted a bit of a space to add that platform. And in this one as well, we need to subtract a bit from the top and make it a smaller so that we can placing that ornament, something like this, but maybe extend that a bit. So now let's go in here and we're going to do couple of things. One is taking this one and resizing it just a bit, or it's better to go in here. Take this. And select everything. Or instead I can come in here, select this one and make it the center, and select everything and try to rescale it from here so that we scale this based on this word is in here. So let's try to re-scale it in z just a bit. Actually what? Let's keep this one and do a copy so that we have this original one in case we lost something so that we know where to place the geometry. So this is going to be it for this one as well. Let me copy that. I'm going to take this spring, the center to this vertices so that I can scale this one and bring it down to something like this so that we can actually add that top piece there. So now I need to do about this one as well. So this one has the same ground. Let's go in here and place the pivot in here. And try to re-scale this down to something like this. And I'm taking this one actually again and bring this down as well. Now when we created those campuses, we re-scale them and place them on these parts as well. So for this top gap, let me take this one and actually let me take this and copy the name from it and change the name to something else. And take this one as well and give that the actual name. And this is what I'm going to do for this one as well. This one that we re-scale is going to be the main one. So I'm going to take the name from this and paste the name on this one. And I'm taking these two backup ones and create a folder and call that backup. I'm going to keep them for one hour. I tried to put the caps on there so that we know where the size is actually going to be. So I hide them. And for the base geometry, for the cap, I'm going to borrow them from here. So let's go in here. And actually, let's bring the center to this virtuous vertices and bring in a plane in here. So this is the plane. I'm going to re-size it to the scale and rotation. And I'm going to subdivide this and exactly use this mode instead of the simple mode, because I want to have a circle. It looks like this is not giving me the circle that I want. Let's make this one better. Now let's try to bubble the vertices. And if it doesn't, just do something like this, clamp it and try to round it using middle mouse click. Okay, now we did it. We have the base for it. And now I can actually give this shape. So I'm going to extrude it to have the shape. Let's go back. And this is the cap is that we have. But we need to make this one bigger just a bit. And I'm going to make it smooth and based on 30 degrees. So now let's look at the references to see what we have seen that in here we have some leaves that are bent on, some extra leaves on top of them. And they are all surrounding this. So let me make this one a smaller so that I can place everything around this. And I'm going to choose the ornament from the ornament library that we have. And before that, let's apply the scale and rotation. I'm going to choose from these leaves and use them in the process. So I paste, I'm going to do the vertex blend. And actually let's take this one and do an insert. And we scale it down until here, and select all of the vertices in this portion only. I'm going to select this and convert it to vertices, hit em, merge by distance and bring the threshold up. Now it didn't do. Let's right-click on this and hit collapse. Or he can hit M and collapse. Now we have a center vertices to use. So now I'm going to select these and use this one. Bring it here, and I'm going to activate the vertex snap, snap it right on top of here. So I need to bring this so that it's centered in here. So I'm going to rotate it in here and bring it right into place. So we need to make it a smaller, just a bit. And I can do one thing and that is scaling this up in Z just a bit and do scale and rotation as well. So let's go on top and bring it in. It looks like we need to do a blend on this. So go bringing the simple deform. And I'm going to use band, not in this direction, but in Z. And make it more just a bit. Something like this. I'm going to shift the on this to duplicate it. And this time I'm going to bend on. To have something like this, Let's go for negative 90. Let me take it and bring it up. Let's use another degree. It looks like this one is a good one, so let's apply all of them. Now I'm going to place it right in here. And let's bring it up. The next thing that I'm going today is actually duplicating this around. So I'm going to duplicate, bring it. Or instead I can use this in here. Let's go and set this one to 3D cursor so that the pivot is in here. I'm going to duplicate and duplicate it around just once more. Now it's completed. So let's look at that. We have a good in here, and now we need to add some more pieces in here. It looks like this would be a great addition to that. I let them select it and Control V to bring it here. But since the pivot is now in here, if you do not know how to bring the period, it can go bringing the vertices down in here, Shift and S to bring the origin two vertices so that the pivot comes in here, the sensor I'm in the center of the world. And now having this one selected, I'm going to hit Shift and S again, this one to cursor. So it brings it this in here. So let's do something like this. And try to rotate this one based on itself, not based on that. So do something like this. And 45 is a great one. Let's bring it here and make it smaller. And I'm going to bring it here, blended with it. So let's set this one to global, or let's set it to local. So let me bring it out. Looks like we need to do another one in here. So let me see what we got here. I'm going to bring this up. Just like this. It looks like I need to do another rotation as well. Exactly like this. Okay? Now that we have this, let me bring it out. And I'm going to scale it just a bit. Now. I'm going to apply the scale and rotation and give you the simple deform. And I'm going to burn this one as well this time and z to make it sync with the other pieces. So let's look at it from far away. And it's a great addition. So now I'm going to bring the pivot, bring their transform pivot to the 3D cursor. While having this one selected, I'm going to activate modifier. And I'm going to copy this 13 times again. Okay, I believe I should do 120. Okay. This is it. And once more, 120. Now, it's looking a lot better. And one good thing about this pack is that they already have the UVs in place. And if I select it, you see that the UV is in place. And I do not need to care about the UV and seams and things like that. But you know, if you have ornaments that you do not have UV, you know how to create UVs for them. Just follow the borders, plays the same, and separate them from each other. So now let's bring this backup file. This is exactly as tall as I want the piece to be. Exactly what I'm looking for. Great. This is the top of it. And I believe that I'm going to finish this lesson now. And in the next one, we will continue refining the blackout and then finally we import them into ZBrush. Okay, See you there. 64. Finalizing Caps Blockout: Okay, Actually, after creating this, I'm going to maybe finalize this with creating a queue. Because when I look at this reference, you see that there is a cube coming up in here and then taking shape the created. Let's go and create a cube. Shift a and bring the cube. And it brings it right in here that we want. Let's bring it in here. And I'm going to bring it out, extrude. And I'm going to bring it up and do vertices in here. All of these and extrude in their normals. Something like this. And now this acts as a cap for that. So I'm going to select all of these and bring them up. Now I can do one thing. I can actually go. First, let's set all of these to their defaults that I'm able to work on this. Now actually, I can take these in here. And I'm going to do a bevel on them. A bubble, but not that much. I'm only going to add a bit. And I'm going to make it like this. And I'm going to add vertices in here that I can connect them just by using j. I can connect these pieces together. There's a bit hidden in there that I can isolate this and start to work on that as well. So let's add this one in here as well. Select these, join them. And this one as well, it'd be joined. Now I'm going to top view and select this, and select this one as well, put the scale and bring it in. Let's see about this one. This already has the vertices that we expected. So this one and this one. I'm going to bring domain. Now, let's go and see what we have created. Okay, not too bad. Thing in here is that I can take this, all of these vertices and all of these as well. And I can bevel them to give them a bit of circular shape, something like this. And now that's my kid. By having this one selected, I'm going to make it as smooth and 30 degrees. While having this selected, I'm going to bring in a vertices here, the vertices in here, and one vertices in here. So I'm going to scale this one out at a bubble. Not so much just to make it circular. And I'm going to take this one, take all of these, and I'm going to bring it down and make it beveled as well. I'll leave that one to be. This just looks like a cap that we created and this one is already not looking too good. This part, I mean, I can bring in some ornaments to cover these parts as well. But this cap is doing a great job. And I can go in here and take that cylinder that we created for blackout. And I'm going to drag it out and delete it. Maybe later when we added ornaments in here, I delete this one as well. This cube, not this cap. And let's compare it before that, it looks like I need to take it and drag it down just a bit. So no problem. We will do that later. I can go copy this one because this one has lots of details or this one, this one is very busy to look at and it makes it really have the illusion that we have a lot of details there. So I'm going to come in here again Shift and S to bring this one in here just on the pivot. And I'm going to bring it in, re-scale it, bring it out so that it looks like it has a lot of details to create that illusion. So now I'm going to apply the scale and rotation. And again, I'm going to bring in the simple form and I'm going to bend it in z. And let's go negative. Okay, Now this can cover a lot of those on detailed parts for us. Now what I can do is actually taking this and removing this ugly cubic CG shape. So let's go back. And now I'm taking this one. Let me see if I can go to negative 90. Okay, now I'm applying that. And again, I'm going to bring in the pivots right in the 3D cursor temporarily. And I'm going to copy this one. This one. I'm going to copy that 90 degrees. So it means that we need to copy that four times to cover all of the ports. And you really do not need to care about the geometric count and things like that. The non-IT is going to take care of all of them and maybe even do not import this in ZBrush because I like it the way that it is. I mean, this cap, it's actually the way that we want it so that I can take it and bring it down a bit. Let me re-scale them and bring them up and take a look at them. It's doing a fantastic job. And again, to make this even more beautiful, I can take this. Again. I'm going to bring in the vertices of the boundaries and do simple the form again. But I'm going to this time make it an x to make it come out just a bit, to give it a bit of shape and formation. Like something like this. This is better blending this one greatly with that. So I'm going to take these delete term. And it looks like I'm happy with this. This is the latest edition on that I'm making to this one. And of course let me see if I can do more. No, this is great. So let's apply this and again, bring the pivot temporarily to the cursor. And I'm going to copy this one. It's fully times by holding and rotating it 90 degrees each time. Okay. Now you see that we created it and it is fairly detailed as well. Now I'm gonna go take them all and make them one single piece. The only thing that I'm going to do is actually using this one out because this doesn't have a UV. So now I'm going to bring in the UVs, UV editor. And before that let's actually apply bevel. And using this pebble, I'm adding a bit of offset to the vertices. Let me see if I can make it more. And after this purple, I'm adding a subdivision surface to make it a smooth. Now, let's look at that. Without all of these shading issues, It's good. It's doing a good job. So let me select them all. Merge by distance. Now, it did a horrible thing under, and there's a shading issue in here. Let me see what is causing the problem. Deactivating these. It looks like this is because of the shading issue that we have. So doesn't matter. Let me add the bevel and smoothing. This one actually doesn't need turbo smooth or subdivision surface. This will do the way that it is. So now, after applying this, I'm going to go in and select one of these shift G based on normal so that it selects what it can. And I'm going to do all of the selection by hand. So we have a bit of UV work to do. And since this one doesn't have a lot of details, it's a bit harder to UV. So I'm going to right-click and unwrap to separate this part. Then I'm going to go for these points, make this one mark seam. Then I'm going to select this one. Mark, this one as well. We have some more to do. This one. Then. This one. Okay. Just a couple of more to do. So this one and I'm having all of them selected at the same time. Now that I have these legs like this is the end of it. So this one and this one. Now I'm selecting the mark scheme. And of course let me select all of them and select this one. And let's go into UV active mode, UV sync. Select this, select all of them, and you can go to select and bounds so that you can select this go to Edge mode mark scheme so that it separates that as well. So I need to select this bottom piece as well to separate it. This one is easier to create and now I'm not going to detail that too much. We have these vertical ones and now I'm doing some horizontal seems to make it really happening. Now, this is it, mark scheme. And now right-click, go to polygon mode and unwrap. Did a good job in creating all of these UVs. Let's go and apply our pattern to see the textile density if everything is working, great, okay, it's alright. I'm going back. Let's look at the UVs. And all of these, again have the UVs as well. So let me take all of them. I'm taking them without this one, actually, just like this. And I'm going in and let's actually give them turbo smooth by hitting Control. And three, you are able to add subdivision to these. And now you can go and apply them modifier on all of them. So I applied modifiers on all of them. I'm going to select them all, including this one because I want these to have a single material set so narrow, we have them all. Let's go to UV Parker and I start to pack them. Okay, The packaging is done and you see how complex a UV it has created cell. Now this has done. And now I can go back and join the, all of these pieces together. Now, I'm going to bring in the pivot right in the center of the object. When we made sure that we create those two pillars. I do couple of variations from this. One for this 11, a smaller one for this one, but since now, it has a lot of extra polygons. Let me go bringing the statistics to take a look at. And you see this only has 4 million polygons. And it's a heavy piece. And it's very detailed. And of course, I'm going to export that to unveil as well. First we texture this and then imported to unreal. Okay, now this is just like a piece that is done and I'm going to duplicate it across four there. And now it's time to create one for this one as well. That is the same process. We're going to bring in some ornaments and create one UV for this. See that, although for other kids, we didn't do a lot of times just like these because these are going to be visited by the player. We're adding a lot of details so that the player can see them from close-up. So let's go back and start to work on this one. And I'm going to save increments so that I have extra file. So that'll do not lose anything. So now I'm gonna go in here, select these vertices and bring the world origin to this one so that I can bring everything in here. So again, I'm going to bring in a plane and I start to work on this plane. So I'm going to take it, bring it up. Not this way. Let's extruded only in z, just like this one. And this is the cap. And as large as we can go about creating the height. So I'm going to go now bringing vertices, Then this down. And let's go to the global bounding box center. Okay? Now, I'm gonna take these as well and make them the same size. Now I'm going to do one in here and a slight top. Select these vertices, extrude and re-scale them in this direction. Okay, Now, let me see. I'm going to bring them out and I start to slight bevel. So let's go and select all of these. I'm going to select the vertices in the row as well. So level, not so much. Let's do something like this. And I'm going to add a cut right in the middle. Or I can do something like this and something like this and join them together. Let's see what we have here. This is alright, now, let's go up top. And I'm going to select these vertices and these vertices as well and bring them in to create something like that. And let's hold smooth and 30 degrees. Okay? I'm not going to actually make this on circular. I'm going to make it cubic and a squared. And instead of rotating them around, I do actual 90 degrees rotations. So let's leave this one V and start to work on the ornaments. So let me go select this one. I'm going to bring it here and right away, bring it up top in here. And I'm going to re-scale is rotated in this direction and make sure that I bring it out to something like this. Now I do not want it to face in this direction. I wanted to face here. So it looks like 45 is a good degree. Looks like you can do more even. Let's do one more. This one is a good angle, but this one is going to be hidden under loads of ornaments as well. So let's select it and make it a smaller, a bit. Okay, now I'm adding the scale reset and things like that. And make sure that duplicate this around in all directions. Okay, I'm going to bring in an empty writing this sensor part. So let's go bring in an empty so that I can base my mirror on that. So let's go bring in the mirror. And I'm going to make it based on that empty. Now we have this part here. Let's do another one, and this time let's go in Y. This is it. And I can take this, let me again do the duplicate and see if I can do another one using another empty. So I'm duplicating this empty again, applying scale and rotation. And on this third one, I'm going to go for this empty one and set it to be used in y. I'm going to go for the empty and rotate it 90 degrees. Okay. Looks like we need to go and inverted the end results. So let's do an x. And this one looks like better. This one is great. And now I'm going to apply all of them. And again, to mirror so that I can mirror this around. This time again, I'm going to go for that empty. And I'm going to hit bisect. Lets do flip. Now we have these two in place. Now, mirror. And this time I should go in Y, I believe, to get the thing going. And let's go for this empty again. And bisect. Now in all of the ways I have that geometry happening, and I believe that it has messed with UVs. Let's come in here and try to look at the UVs to a pack. And let's select to see if the UVs are in place or not. It looks like this needs to get unwrapped. It has some overlapping geometry. Let's bring it back. But we will see if an error happened or anything in the bake. Now I have this one in place. It looks like we can do some more ornaments to make this more complicated as well. So let's go back and try to pick some of these floral ones. This one, be great. So I'm copying that and bring in here and right away someone that on this part. So let's do something like this. And I feel like I can rotate it in this direction, 90 degrees or 45 degrees instead. So let's select it and bring it here. It's doing a great addition to this part. Actually. So I'm going to take this, bring the pivot temporarily to 3D cursor. After that. Before that actually I'm going to apply the rotation and scale. I'm going to rotate it 90 degrees. And again, I'm going to select these two and duplicate them, rotate them a 180 degrees. Okay, now, let's look at the silhouette to see what we have created. It looks like we can do some more to give it more detail. Because this is not right. It can optimize loads of geometry very easily. And in fact, maybe instead of creating this guy, go and resize this one, who knows, maybe who create something like this to save a bit of time. So again, I'm going for this one or this one instead, control C. And I'm bringing that in this scene. And you're not creating. Each of these ornaments alone would take hours to create, and this is why I decided to use ready-made ornaments instead of creating them. Because otherwise this tutorial would have taken more than our, more than a 100 hours to create. And by recording, I mean, okay, Let's bring it here. And I need to re-scale it and bring it in, make it a smaller. But let's see what we have here. Though. It's adding a good detail, but instead of having this, Let's duplicate it first. Ninety degrees. And again, 90 degrees. Again 90 degrees. Okay. Now, let's take them all. Because they are in, they're not being shown. So I'm going to bring this one to the actual object. And I'm going to bring this one in so that it gets shown something like this. Okay, Let's go in and try to remove those ones. And it gets a bit of collecting and things. But we're going to find them and delete them. Okay. I did it. Now, let me see what I can do with this one. Looks like I can take it at a simple deform and again use bend in y or z. And let's apply the scale and rotation to make that work. Okay, rotation is pretty important for the form and Ben to work. Something like this is okay. And now I'm going to activate. And again, having this one on the 3D cursor, I'm going to rotate that 90 degrees and select both of them. Duplicate 180 degrees. Okay, now, this one is done. And now I can take this and rotate them so that they fill this space in. So it looks like, let me do Shift D again. Looks like negative 45 degrees is okay to fill this gap in. Okay? Now, this is good and I'm happy with it. And I'm not going to actually do another thing. So let's go in here and remove this ugly piece. And before that, that's actually give that some WPS. Let's do that all based on the bounding box. Bring it in and bring this one out. Bevel. Bring this one in again. Bevel, bring this n, create something like this. We don't want that to be so complex. And now go in here and apply a slight bevel to the results. So this is great. Now, let's apply that. And there's a UV to be created. And that's pretty easy. I'm going and selecting the horizontal lines first. Now, I'm going to mark this seam in here as well. I need to select this this one in the middle. And maybe I select all of these in the no, not this one. And this one in the middle should be selected as well. There's one more to be selected, I believe. This one and mark scheme. And this bottom part isn't going to be seen by the player at all. So let me take them and I can go up once and remove that. So I'm taking all that, unwrap. This is a decent on rap. And now I'm going to go select all of these, except for this one. Isolate them. And I'm going to give these a subdivision surface. I'm going to give this to control and to, okay, this is white. And now I'm going to go to the object, convert them. Looks like it doesn't. It looks like we need to take them all and apply the modifier on them. We did it. Now I'm joining them. First, let's select them and join them. And I'm going to place the pivot right in the center. And let's go back to see the results. Okay, it's good. And I'm going to do the UV again though. Let's go in here, or the UVs. And we already have the UV, but you need to pack them. First, select them all and hit pack. Packing on this one is great as well. And I'm going to copy that. And then these pieces are finished. I'm going to drag this out, drag this one out as well. And I'm not going to create this part because it takes too long and we're already too long into this. So now what we have to create is actually taking this one, delete and taking this one as well delete. And we have these pieces that need to go into ZBrush and get a sculpted. And of course I'm not adding too much detail, but this one needs to get a bit of detailing as well. And I might just bring in a custom height map maybe to detail this one out. Who knows? I don't know, and maybe not. So I'm going to select these all, bring them right in the middle. And I'm going to take them all and export them as a single FBX and abroad them all in the center so that when we try to work with the symmetry, radial symmetry inside of ZBrush, we have no worries so that all of them are centered. Okay, I'm going to export regularly as FBX and allow me to select the objects and export. And it did it. And for some of them, we DynaMesh them because they do not have UV. For example, this one is going to be DynaMesh buffers. But for some ones that have already have UVs, we do not do them. But one more consideration. And that is I'm going to find these two ornaments. And while having them selected. First, I'm going to bring this in. And I'm going to bring it up and make sure that I place this one right in here and up. Do not want this to make this one's centered. So let's take this one. And this one also can come over here so that we place it right in here. So let's bring it in. And these are two pieces that are offset from the center and because they need to really stitch to this part. Okay, let me see if there are n enough or the DynaMesh to make them one piece. So this is enough as well. Again, I'm going to select them all and we export as FBX. And I'll see you in ZBrush when we start to detail these. 65. Sculpting Museum Pieces: This lesson we started in ZBrush and as always, we're going to import them. This is it. And I'm going to open. And we need to drag them and hit edit so that we can bring these. Okay, Now let's see what we have in here. I'm going to hide all of them. Just hit Shift and select one of them so that you select only once. We have this one. This pillar, this piece, that of course needs a bit of attention to create. This one. This one also needs some attention. This one. And this pillar, it's okay. That is it. We have only few pieces in objects that you see something like this happening. It's because of the problems in the geometry. So we can go open that and start to look at this. And first, we can take all of them, apply the scale and rotation as well. Now let's go see about the face orientation to see if we have any problems or not. So let's select this one. Now. It's alright. If you see some problems in these ones, you can go and hit the triangulate button. Of course, triangulate modified so that it triangulate stem. And then important to ZBrush to work on that. Of course, when you DynaMesh it, it's going to do that as well. So let's see this one. Triangulate as well. It looks like I can go take this one. Take these steps, select them all. And p by selection so that they are a single piece that's going. So now this one is the same piece. Now let's apply to triangulate modifier and this one, and this one as well. Now let's go back a step and I'm going to take this one as well and apply. Now I'm going to do another export to make sure that we have as least amount of poly problem as well. I'm just going to select these and overwrite the exported file exactly on top of this one and select that object. Now, it's time to delete all of these to say if you have any problem or not, ZBrush crashed and I'm going to re-import them. Let's do bring domain. Let's try and hit Control and drag again. Now I'm going to see if you have any problems or not. I'm going to hold Shift, click on one of them, and then go through to see if we have any problem. And this one was the problematic one. And now you see by triangulating, it has fixed all of the problems. And if you go into the smell, do you see that we have the triangulated mesh. Okay. Now let's go for this one as well. This doesn't have problems as well. And this part may be problematic. We're going to DynaMesh that and maybe we deleted because the player isn't going to be seeing that. So let's go for this one and for this measures and attach them to each other. So I'm gonna take this and using this one, bring it up until these are neighboring pieces. So let's find the other one, which is this one. And I'm going to bring this one up. Now. I'm going to merge down until these become part of the same sub tool. Now, this is the same sub tool. I can use it the way that I want. And now what I'm going to do is actually bringing in the DynaMesh. So the DynaMesh is going to be starting with high resolution in this case. Although in a lot of cases we wanted to start with a lower resolution and slowly go up. But in this one, because we have already a lot of detail and we want to preserve these details. We want to start with a big value. So something like 2048. And I can bring the blur down and hit DynaMesh. So now this has been done emerged. And let's go see. This is the amount of detail that we are getting. This is exactly the transition that it has created between the pieces and on this part as well. It has kept at we need to remove this cap art as well because we do not want it and we want to symmetry this one. So if this is something you're happy with, we can go and keep this one. But if it's not, you can go and try, for example, 3,500 instead. Or you can bring it as much as you want, select a value and DynaMesh. So now we have much more nicer transition. The amount of polygon has been increased to two millions. And this is better to work with. Okay, now let's go for this one. And this is the other piece that is a bit problematic. So let's see if the DynaMesh could fix it or not. Let's go for 28. Dynamesh. Dynamesh fixed it, but it still has some problems. Let's go back one step and do another. 2048. And now it's better. You can make the draw size, smaller bit, and try to smooth this area out to make it a smoother. Now, this doesn't have problems at all. Let's look at that. It's okay. Let's try this one. I'm going to do the 2k a resolution for all of them. Dynamesh. And we have 2 million polygons on this piece as well. This has been already DynaMesh. And let's see about this one. I'm going to set to k for all of them. And one good thing about DynaMesh is that when you put two k on a smaller piece, it's going to give it a lesser amount of polygons. You see, now we have a two k DynaMesh resolution, but we're getting less than a million polygons on this one. Although on this part, for example, this one that has the similar shapes but it has a bigger size. It's giving the more amount of resolution, but in the same two k that we are using, this is good. One, It's just like the textile density depending on the amount of the mesh, on the complexity and all of that things. It's going to give that details. So let's go for this one and see what we got here. And I'm going to do two k for this one as well. Okay, Now we got 3 million on this one. And on these areas also, we can go and try to smooth them out, something that we will do later on. So let's see about this one, these hero pillars. Let's go to k for this one as well. Now we're getting more than a million polygons on this. And the good thing about DynaMesh is that it's going to solve a lot of the geometry issues for you and give you perfect topology to sculpt with, for example, on this, on this one where we had a problematic geometry. It's fixed it and placed some extra polygons in here. And you see this is the polygon that ZBrush created itself and it has a different polypeptides. And if you are going to unite that, you can hold down control and W to make it the same thing. So now this is it. You see we have ugly geometry, even topology, and a lot of problems on here as well. You see that we have a backflow. So let's hit DynaMesh and see the result of that. It's going to be a very good for distributing the polygons. So now you see we have even co-opt topology everywhere. It's perfect. Dynamesh is a game changer. Let's go for this one, which is the last one in here because we have some uncapped geometry in here, it's going to cap it, I believe. Let's study to k and do that. Yeah, It kept it in these areas, but looks like we need to remove these as well. So let's go and try to see what we are going to do. We have some of these parts to be sculpted. Especially this one is to C, G and has a lot of sharp lines which we're going to take care of. Okay? We have DynaMesh, this one. This one already has the details, but some edge damages and things like that might be necessary for this. And for this one as well. We're not going to do a lot of things, just some vertical horizontal page damages to make it better. And the same goes for this one as well. And you remember that we had these cap pieces that we're not going to do actually anything with because these are going to be exported in Unreal Engine. Of course, before that, exported to substance and then textured and important in Unreal Engine directly. Okay, now we have a bit of a sculpting to do. For this one. I have the references and I'm going to make it something like concrete. Basically. This is going to act as a panel that everything is going to stay on top of. And I have something like this one in mind for it. Nothing too special. It's going to act only has a standard platform. And I was just thinking about carving this window in it. But I feel like that we already have a lot of windows on that museum kit. So I'm not going to carve a lot of windows in it. This one as well. It's going to be a generic piece because this is only one piece that is tiling horizontally and only in horizontal direction. Since we have only one of it and it's going to be so tired. I'm not going to add lots of special details, only some wear and tear. To solve some of these sharp lines in here you see this doesn't have a silhouette in here when you're looking at that. You say it's only a rectangle, but we are going to give a bit of silhouetted add. Just like always, I'm bringing in the trim smooth border and start to solve some of these edges so that they're not so sharp. So if you want to make it as smooth as it can use without alpha. But since I'm going to be a bit more aggressive sculpting some of these details. I might use this Alpha. Just try to be vertical and direction. And try to hit some of these edges to give a bit of feeling of concrete on this one. Okay. Let's make this one bigger a bit so that we are harsher when sculpting this. And as I said, I'm not going to add too much special detail on this one because it's only a single piece. And it's going to be repeated across. And it's going to give us some problems and unnatural things happening. Let's do some shape breakup in here as well. And do not try to be so special about the sculpting these modular pieces. The more generic they are, the better. It will be. For example, if you have something like this, bringing a dam standard brush. If you have something like this and it's going to be tiled over, it's going to really break the immersion. And everybody is going to notice that this is a single piece and being repeated all over again. Okay, let's try to make this bigger and try to give this one a bit of more shape as well. And for the backside, I'm not going to actually do anything because that is going to be hidden and nobody's going to see that. So I'm not going to do anything. And maybe to save a bit of texture space, we delete that backside as well. I'm talking about here. We may delete this one because this is occluded by the building staircases. I believe this is enough for this piece. And notices getting specialty bit. Let's go and try to make these areas refined a bit more. Let's trim smooth border is really a special brush. It can do a lot of cool things with it and get amazing results every time. Then you really do not need to always be subtracted using the soap. You can hold down Alt to add a bit of volume and then knock that out using the same method to make it really look like concrete. And using this trim smooth border, you can do a lot of things from woot, from concrete and from a lot of things that you can imagine of how you can create them using this trimmed smooth border. And I'm giving some shape breakup in here so that in normal map they appear as strong as possible. So you see that now we have some breakup in here that makes it look more good, unnatural. The previous one just was like plastic or really fresh iron piece. So let's make this part a bit more like this. If you want, you can try to add some of these edges, okay? I feel like it's already enough for this one and the rest of it we're going to deal with in substance. And we might add a lot of special details there. But if you want to add some details, you can bring in this term standard and do some general things like this. Make them as directional as possible so that this one flows in this direction. Just something like this. And a real thing happens when you bring in the trim smooth border and start to sharpen these. You're going to see just in a minute why we're adding these lines. It doesn't matter if you add some stronger lines and some weaker lines. So just go and try to be directional with this trim smooth border. It can make it a stronger Andrew additive and subtractive. All over. Ready to add some details so that the normal map, we'll bake better. So although it's not adding so much detail, it's going to be prominence where you're going to take the normal map inside substance. And of course, they can be additive in some places and subtractive in some places else. Okay? Now, this is a good amount of noise that we added in here. And if you are going to visit the details that you have added, you can bring in other math caps and try to use them. For example, this one, you see that it preserves a bit of more details. It's not going to do anything to the details. It's only going to sharpen them for the viewer. And it's not actually doing anything. It's only showing you the details a stronger or weaker. So you see this one shows more of what we have done. So I always make sure to check them to say if you have added enough detail or not. Now let's bring this one. Let's see what it is. I'm not going to do anything with this one. Let's leave them for later. Let's go for this one. And this one already doesn't add lots of details. Because if we had add detail, again, it's going to be hidden under this piece. And if we bring this, you see that a lot of these parts have been hidden under this one. So actually, we're not going to do a lot of things, but only some small shape breakups in these areas. So I'm going to bring this one up and having this one on as well. Okay, let's go and try to hit some of these edges. And I'm going to turn this off so that I'm able to select these edges better and do some shape changes on them. Okay? I'm gonna go slightly. Move these edges so that they are not so uniform and plastic created. You see all of them are so sharp lines that are really not so natural. So instead of using trim smooth border, you can go use the Move brush, which you can find by hitting B and V. Okay? Now it can displace these a bit more so that they are not so sharp. Just a slight bit. You don't want something like this. Just try to be slight with them. A bit easy and add a bit of shape breakup so that they are not. So CGI created and plastic looking. Okay. And let's go for this one as well. If you're going to add some procedural noise, ZBrush allows you to do so. You can go in here in this tab and you can bring in the surface tab. And in here we have the noise. So you can go and start to preview the noise that you're going to create. So this is it. You can bring in the noise scale up, you can bring it down. You can do to fall off, you can title it, offset and all kinds of things that you can do. And of course in here you can add a curve to specify which details you want to add. For example, this is good, but let's make the noise go in instead of paying out. So let's Control Z once. And let's do their strengths. Something like this. This is a scale. This is the strength. Let's bring that to a negative way. Okay? This is it. Now, hit, Okay. And now you are previewing the noise in here, but this is not the actual noise. In order to get that apply to the mesh, you can go and hit Apply to mesh. So you see the amount of noise. Let's go once more applied to measure. So now we have some noise in here as well today Condon normal map. But in here I feel like on some of areas, I have moved them too much. The rock isn't going to displays so much. So let me bring them back on their own places. This is good. I'm leaving. Those are special pieces for later on. So let me hide this. This is it. I'm not going to do anything. And last piece to be wrapped up in this lesson is this one. So this one, let's go and apply the noise as well, the surface noise. Let's do this one. Would the default noise. And let's zoom on it to see what we are getting. And apply. Once again, apply. Now we have a bit of noise. We can use to add the turbo smooth, excuse me, the trim smooth border and try to hit some of these edges. It can make it smaller. And try to beat up these edges. Just try to be so random about it. And for some areas you don't want to hit them. For example, if all of your edges are hit, nobody is going to enjoy that. And you gotta just leave some resting points for the player so that it's not pure noise all over. And you see some of them are bigger, some of them smaller. Some of them actually who have done nothing on them. And basically things like this. Now, let's go and do some edge breakup on these. And this edge breakup is one of the most compositionally powerful tool steady can use to make your composition better and make it more natural. Let's go for this one. And in here, for example, we can add some more detail. A bit more beat up. Okay, now let's look and try to beat up some places and leave some places on beaten. So some of these edges, again, it looks like we're about to get done with this piece and with this lesson as well. So you can go on to start, add more details. But I feel like that this is enough for what we're going to do. We have those special pieces that need a bit more attention. And we're going to do that in the next lesson. These pillars and these are standard as well. See you in the next one. 66. Sculpting Museum Pillars: In previous lesson, we did these parts, these more generic parts, and now it's time to go for these special ones. Because this backside was empty and we did DynaMesh to fill this. This now has a separate poly paints. And if you hit Shift and F, You see that this has a separate color to all of the mesh, as well as these ornament parts that have been connected here. And this gives us an advantage. If we want to actually delete this part, you can select a poly paint, whatever actually is on this poly paint and deleted. For example, you can hold down Control and Shift and selecting this poly paint. This already isolates the piece that it has created. And given that new PolyBase, if you want to invert mask, you just shift Control, left-click in there to erase the mask. But if we want to actually invert it and show other ones, you can hold down control and shift and drag so that it inverts the mask. And now you are seeing this one. And now we have a shortcut in here that is delete hidden. And now that we have hidden that part, it's going to delete that. And if you're going to bring that, he can go in the geometry tab. And under this Modify Topology who have this delete hidden. And I have taken that and brought that in here. And just mind the active points on this one when I press delete hidden, and you see that the total number of drops down. So now if I again hold down control and shift and click, nothing is going to happen because that part has been removed. And this is basically what I'm going to do and I'll Control Z couple of times to bring this back. When we made sure that we finalize this, I'm going to come back and remove this part with only a single click so that we do not need to put extra geometry and texture space for this part. This is why actually, I'm not going to go there and hit Control W to unite everything. So for this one, I actually want these to be separated. Now again, shift and F to hide everything. And I'm going to do some general sculpting on this one to make the shapes a bit more interesting. So again, I'm going to grab this fall off and let's make the fall of EBITDA stronger. You can hit a space and hold down the space. Actually bring this focus shift all the way to the hundreds so that they get the sharpest scopes in there. So let's try that and see now the Skulpt is a lot more aggressive. This is basically what I'm going for. Hitting some of these edges to really knock that CG fill out. Okay, let's go and see the results from all sides. And you see, it's now becoming a lot more interesting to look at then what is actually was before. Generally one of the weaknesses of these modular kits is that I'm not able to put a lot of custom details in them. For example, if these were some hero pieces that get used only once or twice throughout the whole game. You can actually put a lot of more details in them. But since these are actually pieces that are going to be repeated a lot of times, if you put so much custom details in them, it would be really bad for the immersion of the game. People are gonna notice that you have put a lot of special detail in them. And they're also going to repeat over and over again throughout the game. And everybody is going to notice that you have used the one-piece to create a game. And it's actually going to kill the authenticity. So you want to only build up some general shapes to make it more interesting to look at actually. Let's go, hey, these parts as well. Right now, I'm only going four edges. And this has just sculpting as well is one of the most important ways to really kill that CG look that we know from all of the things that we have created, these sharp lines actually are not so common in real life. Even if you're going to create some sci-fi things that have a lot of panels and a lot of things like that. Sharp edges will kill the authenticity. And you want to avoid them as much as possible when you're going to create a game. Okay? Now you see, you can compare this part too. Upper part and see how, how realistic this one is as a real life object compared to this one. Let's go to the top. And actually I'm going to smooth this part. Alphabet. This looks actually nothing like a concrete. Just hold down Shift and try to paint the smooth in a lot of these areas. And let's smooth this part out as well. Just drag a line and it will smooth it out. Now, let's do for this one and do not make it so chocolatey in terms of a smoothing. So let's go. Again, I'm going to bring the turbo smooth, excuse me, trim smooth border and starts to hit these edges. And this alpha really makes it aggressive. The way that iron, Excuse me, concrete has been a sculpted. They will actually look great when we later on bake them onto the low poly. And we'll add a lot of details on the normal map. And as well as when we're going to build masks inside substance, that is going to be very good. And make sure that whenever you have some of these CG lines, just go. And a sculptor and soda, you do not have a lot of these sharp lines. These sharp lines belong to the previous generations when artists were limited to using only some limited amount of geometry. But now, nowadays in nano, we can actually sculpt lots of details and bring the film quality prompts into Unreal Engine. So really, actually there's no point in bringing lots of CG lines in there. By CG lines, I mean the lines that are so pixels sharp, just like this one. So try to add the sculpt as much as you can to make it really more lifelike object. And you see that it's all starting to look better when you sculpt details on it. And actually sculpt small details. And if you are going to be better, uh, sculpting in a single direction, he can hold down Alt while dragging in the viewport, excuse me, shift to snap it to a certain view so that you're able to sculpt better. Or if you're going to do something like this, you can do in orthographic views as well and start to sculpt on your project. I believe that and all of these parts, this is going to be the most, the most difficult to UV. When we bring this into Blender. It has a lot of paneling and a lot of planar changes that need to be taken care of. So let's try to get all of these areas so fast. And something like This isn't good for that. So I'm going to, we'll make it look like concrete. And it can actually bring Ziad with the term smooth border as well. Okay? Now, it's time for this one. Just try to hit the edges and you're good to go. You can, in some places at some details and in some places subtract some details. And it's subtracting and adding work together, pretty good. And that's as easy as holding down Alt to make it additive or subtractive. Contrasting to the main motorists in if it's Ziad, a new hold Alt, It's going to make it this up temporarily. And if it's this up just like the trim smooth border, it's going to make it Ziade. Okay? Now you see how much realistic this is starting to look at. Okay? Now, I'm going to sculpt this top panel. And for zooming out, you can hold down Alt and drag and left, leave the Alt and then drag again to zoom in and out. Let's bring it here. And I start to sculpt. And since this one is a directional piece, I'm going to sculpt directionally only on horizontal ways. And do not be so short on them as well. Only break some lines. Okay. We could do some sculpting in here to make that line better as well. Okay, Now, I believe that this is going to be it for this phase. And the next May 1 be in this center piece that we have here. Okay, Let's not be so radical and sculpting these details in here as well. I can come in and start to paint some details, smooth it, and paint some more. This panel lines as well need a bit of a sculpting. And let's do this way and try to hit these lines. I'm a lot happier a sculpting horizontally always. When I find something that is vertical but actually rotated the other way around to be able to sculpt better. And always I'm going to sculpt horizontally. That's really a matter of personal preference. And really what you prefer. Something like this. I'm always, you see that from always a sculpting horizontally and when. Facing an awkward direction, I simply rotate it to sculpt in another direction and sometimes vertically as well, for example. Just like this one. Let's add details so that it doesn't like CG. And this is good. Only. I need to sculpt on some of these outer panelists as well to kill that CG lines that are really bad for composition. So let's make it additive in here, smooth. Then sculptor bit more. So you see that this is now becoming a better special. I'm going back. I do not want a lot of really noticeable patterns in my sculpting for modular kids. Okay. The reason and I'm not going to insist that I've already told that a lot of times. So let's go and finish this one. And for this part, now that I'm looking at this, it's alright. And then after that, I come in here and do a bit of publishing on these ornaments as well. But for now, let's go for this paneling as well. And hit that a bit. Make it more realistic. This trim smooth border is one of the greatest brushes that I have ever worked with. It works in a lot of situation. Hard surface, natural, organic, concrete, wood, everything. You're gonna do, this trim smooth border is the way to go. And even combining the true smooth border with **** Standard brush will give you a lot of cool results in everything. And you can sculpt, hold kids only using these two. Okay. Not that one. Let's look at this and this is good as well. So now in order to make these ones authentic a bit, I'm going to go and start to really sculpt some general details on these so that these are not so sharp as well. Just some general sculpt things to make things look like they have been living in centuries or things like that. So a bit in here as well. A bit of a sculpting these parts as well. Okay, let's go see it. This is a very good and I'm happy with it. And now let's go for this 1. First, I'm doing the outer shape. Later on, I believe that this is going to be a single part for the UV. Uv, this one only to us, simple Ireland. So let's go back and try to paint some general damage details. And just smooth stem cell that is not so visible and smooth these areas. Now, I believe that we're happy with this one. Now I'm going to go Control Shift. Select on this one, Control Shift and left-click on this. And on the outer part where you have no geometry, you can hold down Control Shift, drag to invert the mask and delete hidden. It's going to delete that part. And then whatever you do, it's only going to maintain this piece. Okay, this is done her now I'm going to save this. If you want some general dirt and grime on this one, you can go to surface tab, bring the noise. And let's visualize the noise that we are adding. This is too intense. I'm going to make it a smaller so that it looks just like the concrete with a lot of these noises spots, something like this. And let's do some profile changes to make that more prominent. Now you see we have some bigger spots and some smaller spots. So all of this is good. I'm adding that. And let's see. And apply to mesh. Bring one small apply until we're happy with the amount of noise that it has. Okay? Now, this is pretty good and it's starting to look like really concrete piece. So let's go back and see what we have here. A lot of geometry. And now we have these pillars ready to be sculpted. So let's just start with this one. You see that it already is looking like just a sci-fi object with a lot of CG lines that we're going to sculpt. Okay, Let's go contrary to give this a bit more shape. And I'm going to be. Fast on this one because this is only going to get the edge treatment. Not a lot of specialists, cops on the surface. It's going to be all about the details that we add on the edges. So hit some edges, leave some of them untouched. And do something like this. And really sculpting, get some time, get boring. Especially if you have a lot of pieces to be sculpted out once. It might get borrowing a bit, but this is unnecessary parts of it. And now you see we have a bit of silhouette change in there. And now let's go for this and try to hit this parts as well. So let's make the brush bigger and try to hit some of these edges. If you want. Again, he can bring in the dam standard brush. And I start to sculpt using that. Now. I'm only adding these exterior edges that contain the shape to really alter them and create a normal feeling for those cylindrical pieces that we had there. I'm not actually going to do a lot of details on them. I'm going to rely heavily on radial symmetry to do a lot of a sculpt and maybe doing some specialist scopes on them to make them feel unique. So on this one as well, you can go and bringing the radial symmetry to help you, although this is another radial piece, but you can get some sculpts in a lot of places pretty fast. And if you love them, you can keep them and if you hated them, you can delete them. Pretty easy. Let's go. Let some of these edges as well. I'm going to do this row by each other. So only some more remaining. I'm going to try to be a bit faster on this so that we sculpt. Maybe in this lesson and in the future one, and finish it. Again. We have some pieces to be sculpted again, maybe we create a door pieces and bring them and try to sculpt them. Let's try to be a bit faster on this. And just take a look at the silhouette. It's great. You see that now we have a lot of gray curve in here, which is great. So for this top part as well, Let's go and try to hit this as well. Only some general strokes. Now, I believe that this is enough for this part. You can go ahead and start to bring in that surface noise to make it more refined as well. So you go to surface and bring the noise scale down and try to make it a bit more specialized. Something like this. And applied couple of times to get more details on the surface that will show up in the normal map and substance bake as well. This is good. Now the next pillar is ready to be sculpted. Let's go for this one. Then this is it. And now we're on this one as well. We're gonna do some general edges sculpting to break their shapes as well. So you have seen me do this. I'm going to pause this one and a sculpt some edges and get back to you. Okay? Just like this one and not so special. So let's go to surface again and start to add some details to bake in normal map surface. Then you can start to invest more on this to add lots of details. So the noises can definitely bring it down and try to add some subtractive and some additive details. And let's make the noise a bit smaller. I mean, in terms of toiling and added a couple of times to get some more surface breakup as well until you are happy with it. Okay? Now I believe that we are left with only these pillars. And since this one is a cylindrical piece, we can really rely on the radial symmetry to add some details. So I'm gonna go and transform, activate symmetry. And since this one is really in the center, I believe that it's going to be a sculptor without any problem, but if it had problems, we can simply go to local cemetery and do the sculpting. So let's do NY. Now. Let's try z. I'm going to make it radial. Node z isn't working. Let's, I believe that it should work in why? It's working, why? But actually it's not working. The way that we wanted. So we have to go again and bringing the local cemetery so that we're able to sculpt lots of details. So I'm gonna go make it something like this. And I start to paint some details, only some general details. And I'm going to bring the number of radial count down. Do some sculpting on some places. And then after some time, I go back and refine these better. If you want to actually, if you do not want it, just leave it the way that it is. Okay. Some really general details. Now let's go. I hit this more. In some places. It's some of the edges so that it's not looking. So plastic. I believe that this is good for this piece. Let's go in here and start to hit some of these edges and break up the shape on this top part as well. I can take this and smooth it out and try to sculpt it just a bit to make that surface that we liked about it. So let's go and try to hit this one as well. And you say How fast? With this symmetrical detail, you can add some more details in there. So let's go back and try to paint some more to make it more like the piece that we need. Okay? This is enough for this piece and the rest of it is going to be handled by the normal map and the substance detail as well. So let's go. This is the latest one. Let's take it. And local symmetry turned on. Let's go activate symmetry, radial symmetry, and bring the number 27 or six. And tries to paint. You see, this one gets good. Sometimes you're able to add some custom details in random places. When you were happy, you can actually go and try to bring it in here. And maybe later on, I will add this radial symmetry shortcut to the viewport. Who knows to use that better. So this is the latest piece that we're going to sculpt. And again, he can be additive on some places and subtractive on a lot of places to make it really look cooler. If you want it, he can go and start to paint some extra details By hat, but I'm not actually going to do that. So this lesson is already done. And now I'm going to duplicate this so that we can create locally by decimating them. So let's do the duplicate now and do the low poly in the next lesson. And then alongside with the low poly, we're going to create a vertex color data for these as well. I'm putting extra chapter only for shaders. Shaders are pretty important parts of any modular environment. Any environment. And modular, especially because modular has a lot of repetitive shapes in there, you need to really take care of, okay, now we duplicate it anything and have something like a 30 million total polygons in here. So now I'm going to stop this. And then the next one who will actually create a vertex color and decimated as well. Okay, See you there. 67. LowPoly Pillars: Okay, we sculpted all of these details in the previous lesson. And now actually, it's time to go and decimate these. And of course, as I'm always telling, nano it could handle this. But to make the UV process a bit faster, I'm going to decimate this. So as always, we go to the decimation master and we do not have any UV and poly paint and things like that for now to be kept on this preprocessing decimate, to get so much polygons, really the 1 fifth of the actual project. Now I'm going to bring in color and drag it in here. So for this one, I'm going to hit Fill object. And now I'm going to go for masking, masking tab. I'm going to bring in the smoothness. And it's not doing a good thing on these parts because it has decimated them and we're not getting good results in here. So actually, I'm going back to get the full resolution. And then from here I'm going to separate this so that we have this back part masked. Just hold down control and drag the mask to separate the parts that you want. For example, this, because this is not going to be seen. So now I'm going to go delete it so that we do not get those problems in the decimation process basically. Okay, now I'm going to invert the mask by control clicking on the viewport. And then I'm going to hold down this height unmasked so that it removes the part that isn't mask that we created. So now I'm going to hit Delete Hidden as well so that we have this. And now let's go fill the object with white and now try to bring in the smoothness. Go reverse the mask. Now we're going to paint red in just like this one. Now I'm going to bring in the cavity mask to see what we get actually. So let's bring this, reverse it again. And this time I'm going to bring in green all over. Looks like a black. So let's go back once and bring in green fill object. This is a good mixture. Now one thing that we can do is actually go here. Keep poly paint so that it keeps poly paint on these areas. So now I'm going to preprocess and having the poly paint activated, you can really prevent some of the problems from happening. So you see that we fix the problems and now have all of those problems solved. So this is another way. If you encounter some problems, so you can try to poly paint vertex colors in there. And then based on that, you can pre-process and get the result that you want. But of course, I think we can do more. So let's do one preprocess more, decimate again. Now we're not losing anything. And basically everything is okay. And the amounts of polygon has dropped dramatically. And it's a great optimization. So let's go for the next piece, which is this one. So before actually preprocessing and decimating, I'm adding the colors first, looks like it gives us better results. So I'm keeping this one. And the masking tab. I'm bringing in the cavity. And first while in this mode, just grow mask and now do the reverse. And now I'm going to bring all of them down and paint with green. Now we have lots of green in there. Now let's go for smoothness. And for this one, I'm going to paint a red mask. Just by smoothness, reverse it and bringing the red. We get this pretty good. Now I can go. And while having the use and keep poly paint, it's going to preserve a lot of details. And do the summation. We get this amount, but this is too much. When we try to UV that. Of course, I'm telling you that you can use this. But in order to save some bit of time when you, when I'm going to decimate it once more. So that we get something like this. Now if you go hit Shift and F, You see that the number of polygons has dropped dramatically. Okay? This one is good. Let's go for the next one, which is this piece. So now it's all previewing the red color. Let's bring it to white. Fill object. And now again, we're gonna go masking. Let's first start by smoothness, reverse it and give it a white color, excuse me, a red color. Fill object. It's great. And you see a lot of the red on the surface as well. And that is because the noises that we added using that surface noise, if this is something that you want, you can keep it or if you do not want it, you can prevent adding those surfaces. So let's go for cavity and reverse it. And this time I'm going to set this one to green. This is good as well. Now, based on this one, I'm going to go and decimated maybe twice. Okay, now I have this. Now let's decimate it once more. Okay? But now we lost a lot of the progress. So now instead of decimating on 20% is for the second time, maybe I do more a bit. So let's go increase it to 50. For example. Now we get better results and not losing all of that detail. And of course, where it's getting some jaggedy lines in here. And because I'm going to bake that high polish on top of this. I'm not actually caring too much because this is going to be handled by the normal map. Normal map is going to solve it. But if this was the high poly piece and I want it to bake this one on top of it. I wouldn't have decimated that too much. So let's go for other pieces as well. We have this pillar now. This pillar could be the low poly. So again, for the preview color, I'm putting white everywhere. And I'm going to try the masking. First, do the cavity, reverse it and concavity. I'm going to give it green. Bring everything down until we see the green and go for smoothness and reverse it. And this time I'm going to give it red. Fill object. Now it's black. Let's make it red. Okay. Now this is good. And later on using these masks, we can drive in the dirt on these places, for example, on everywhere that it's red, we can bring in a exposed concrete material or color if you want to be more optimized. And we'll talk about that in future lessons in the shader chapter. Now, it's this one. And this already has lots of details that we can dramatically change. So first, let's make it white fill object, and let's go masking. And for this one is a bit tricky because it's all flat and we might get a lot of edge breakups in a lot of places. So to prevent that, we first do this one with red and remove the mask and bring the cavity. Let's make it a strong and Control I to reverse it. Now, I'm going to give it green. But in order to all using this slide, I'm gonna go in here. And for this one, let's pick up the actual green and bring this down and make this green. So that every time I do not have to change this slide to change the color. Basically, you choose couple of colors and you can go hit V to switch the colors every time and only fill object when necessary. And this is a good shortcut again. So now that we have green, Let's fill object. Now it looks like we have red. Let's make it green fill object. So let's make it that fill object. It's painting green. Okay, this is it. And it makes it a bit faster. Now, let's go for the next ones, which are these pillars. So let's make it green. Bill object. That's it. V will object to make it that one. Then I'm going to go masking and try to mask these parts out again. And of course, this is the ambient occlusion. You can use it but using ambient, so collusion is going to take a bit of time. So let's invert this switch colors and try to paint green. And for smoothness, let's mask it out. Reverse it. And I'm going to select this one and bring in red. Remove every other data, and hit V Fill object. Now the red on this one is too much. Actually, I can go back and try to weaken the mask a bit in the range. Let's use that one, reverse it and fill object. Now, it's a bit better. So now I'm going to decimate it. I'm bringing the number to 20%. Again. This is a good result. Let's go back another step to see if you get something. This one is good and acceptable. I can use this actually. So let's go and do the next one. And I believe for this one, we didn't decimated actually. So I'm gonna go pre-process while having the use and keep poly paint. And let's do decimate, decimated. And one thing about this mesh, it has a lot of complexity and a lot of the parts are hidden as well. You see these parts are all hidden behind that piece that we put on top of this one. And it has a lot of complexity for the UV as well. So I might really rely on the auto unwrap for this one. Who knows, I might do that. So in order to prevent some problems, I'm going to do the decimation once more. And again, instead of bringing the number to have, I'm going to do on that one as well. So this is good. Now let's try to zoom on it. You see, although we're getting a lot of chunky things in here, I'm not carrying too much about them because a lot of these details are going to be hidden. And the low poly is going to hopefully is going to be baked on top of it. But to make the moving process a bit easier, because we have a lot of these edges and these edges are need to be selected, converted to seem and so on. And you can see that I might really to test automatically unwrap on this to see how it works and if it did a good job, we keep it. Or if it didn't, we have to do the UV and manually, which is a pain for this one because it has a lot of seems to be cut and normally all of these red lines need to be selected and convert it to seem. Okay. Now, let's go for these two. And hopefully these are the latest parts that we can use. Okay, let's go on top and make the color white. Fill object. And let's bring them all down. The masking. Again. I'm going to go for cavity, bring it up, reverse it and give this one a green color. The red to be 0 and green to the full value. Now by smoothness. And smoothness is too much, little bit ragged and make it smaller. And now I'm going to paint red. This is about it. And now let's go preprocess. It did it. Let's go for this number. And this is too much again, I'm going to preprocess again and this time put the decimation to have just like the previous column. This is a good amount. Now we arrive to the latest piece that we need to take. So let's go in here and again, bringing the white for the default paint. And try to mask it out by going into this masking tap. So smoothness and make it red. Now a by cavity, I'm going to bring in the cavity up, reverse the mask, or let's make it more. Reverse the mask. And I'm going to paint green 0, everything out except for green. Okay? Now, this is good for green as well. And I'm going to decimate this again, not again for the first time. Now let's put the percentage to 20 and decimated to get this number. This is actually too much. So I'm going to do once more. And since this one is the top piece, I'm not going to do that on Tuesday again. Instead, I'm going to take this number and decimate. Okay, this is good. And we have some general dirt on this one as well. So now what I'm going to do is actually taking all of these low poly wants and make them active. You can visit them just like they have the poly paint and vertex color. And it can really bring them easily. Just turn off the visibility icon so that you can see them. Now I'm going to go and exports all of these to Blender and a star to UV done. Okay, now I'm gonna go to export and as always sculpted. And I'm going to name this one HB simply. I'm going to export by visible with all of these settings. Okay? Now we are in Blender and I'm going to do one thing. I'm going to import them right on top of this so that I can borrow the names and the pivot points from these points that are here. But before that, they need some things. And I want to save a new version of this scene, just a new increment file. And now I'm going to take this one and this one, delete it because these were attached to this. And when we picked up. The period and everything from this, I'm going to remove it. The next thing is about this and okay. This one is separated as well. These were attached. I didn't know that. So now I'm going to import them right on top of this. And again, as always, just import. And I'm going to bring this up. And now they are in place. And we have total eight pieces of a sculptured objects that we can use. Okay, now I'm gonna go back and select the pieces. And I start to rename to the period and things like that. So now these two should be the same piece. This one and this one. Basically, these are the same pieces. So I'm gonna go take this, which is the high polygon. I'm going to borrow the name and add lots of zeros after that so that we can give the name to the previous one on this one. So the naming is very important. And after giving that name, I can actually create a pivot for them, but the pivot DC for this one, since it's in the center, it's going to be alright, so I'm going to take this one and remove it so that we have this piece. Now I'm going to take this one, drag it out so that it's not in the way. So let's actually not drag it out. But take it and added to the low polyphonic LP. And this is the low poly. And later on we will bring in actual how you Polly as well to give them the same materials and basically things like that. So this one, and now I'm going to hide the low poly. Now let's go see these two. And you can basically select them by going in here and picking up these two corners. And this one also has the same pivot as this one. And since these are centered, again, it's not having any problems. So let's select the original piece, copy the name, add lots of zeros after that, and I'm going to remove it and give the name to this one and simply add this one. The low poly collection to hide it. Now it's time for this one. So I'm taking this plus this has sculpted one. So let's see what we have selected. This and this both. Alright, so again, bring the name from this and delete it and give the original name to this one. And this naming is very important. Make sure that you give them there so that we do not have any problems. So these two are the same pieces as well. We have two objects. And if you're not seeing this, it's very helpful. We can go in here and turn on these statistics so that you can see something. For example, if we have selected wrong objects and things like that, this is going to be a good indicator. So copy the name, remove and paste the name in here and add it to the low poly. Let's go see what we have in the low poly. We have this one, this one, this, and this is okay. So let's hide it again. And on this one, Let's pick up the high poly and first see the pivot. The pivot is alright. And actually it looks like keeping them in the center will help keeping the pivots as well. It's a good idea to keep them centered and export them to ZBrush and then important back on the center as well. So that all of the pivots or stay in the same place as for example, this one had to pivot in here as well. So it's always good to center the pieces and then export them to ZBrush soda do not have those pivot problems. So I taking the name from this, delete it, and paste the name in here. And low poly collection. Now we have these two that need to be sorted out as well. We have this that is not relevant. So let's go back and only select these two. Okay? Now the selection is alright. Take the name and actually the name on this one isn't as important. But anyway, let's take this and give the name to this one. Because later on this is going to be merged with the piece beneath it. And let's select it low poly. And now this staircase is remaining only that we need to take care of. That the name, delete and paste the name in here and give it to the low poly. And this is the last piece. I'm taking the name from this, remove it and paste the name in here and load value. Okay, now we have the low poly wants perfectly in place. And then you need to make sure that we bring these in here as well to the low poly folder. But we need to add a descriptive name for them as well. So let's pick one of these. I'm going to copy the name and to this one. Let's see what it is. I'm only going to cap this name, this kappa squared and name the previous one. This one. Cap circle, so that the name is descriptive. So for these two, the UV is already done. And when we export these in substance, we make sure that we bake these on top of themselves, contradictory to these ones. When we have to bake the low poly baked a high value on top of low poly. This is going to be the high-value Antelope Valley at the same time. And then when made sure that you take these, we might export this into unreal and to use it on a smaller pieces, we simply take it and we scale it and use it there. And maybe using the prefab system in Unreal Engine to be more efficient. So now to test what we have created, I'm actually going to import these into unreal. It's only a matter of personal preference. It gives me motivation to watch my pieces, go in and try to make things together. Now, these all belong to the museum kit. So on the buttocks as well, I'm going to make sure that I select the museum folder, unexplored them there. Some of them will get exported on top of each other. Some of them need to get exported and then re-import it. So first things first, let's start with this one. And of course for now, I'm not going to add this to this one because this is going to be a separate piece. I bake it later on on top of it. So I'm going to take this 1 first and export it than that, find it, and try to hit re-import. Now, discard, reimported. And since this material is applying on top of that, we're not seeing anything from that. When we texture these and made the UVs again, we will go only right-click and reinforce again. But for now, I'm going to see how the scene is going to look like. So the next piece, let's take these pillars. And this is the cylindrical piece, and let them take it and export it. And I believe that this is going to spawn on this one. So let's take it, this has the same name. So I'm going to take it, reimport. And now we have this one ready to be executed. But instead of placing it in here, I'm going to use this one in here instead. Because on these corner pieces we wanted to use those square ones on these corners. So instead of reinforcing again, I'm gonna go select the smaller square, which is this one, and export it. And since this one is a new file and not included in Unreal Engine, I'm going to go and hit Import. And this is the piece in here. By the way, upon imports, let's bring in the vertex colors as well. So this is it. Now, I'm going to take this one, bring it here, and use this one, and replace it with that mesh. So it's not doing anything. Let me bring it manually. It looks like I've selected the wrong thing, excuse me. And this is it. Okay. Now this is better. I can take it in and bring it in as well. Now let's take this one and this one is alright. So let's take this one and replace it with these as well. Okay? Just this one here. And I'm going to take these, of course, take these, take these three and re-import my mesh in here. Okay, good. I'm thinking about this, getting and deleting it because we didn't create a piece for this one. Now, I need to bring in this bottom pieces as well. So let's go back and bringing this. We need to export this one as the bottom piece. So it needs to come up in here to be like this, but I'm exporting it just the way that it is because it's a new piece and the period doesn't matter that much. So exports, and in here, I'm going to import it again. This is another square with the default settings important and are broadening. Let's bring it here. Now this is the small one. This is the bigger one that we wanted to use. So I'm going to bring it up until here. And I'm going to replace it with this. And it looks like this is too big of a mesh. I can take it and bring it back just a bit. Let me see how it is. It's actually looking good, but for now I need to bring this ground piece, ground panel as well. So let's go and export this one as well. And import it back in here. And this is the ground platform and import. And since the snapping is on, it's going to be perfectly get placed in the place that it should be. So let's use this portion for now and bring it here. Let's see. I can take this one and bring it down just a bit more. Looks like it needs a bit of manual work to do. And it's doing good. This one above is going to hold that ornaments as well. So this is now starting to look good. And when we add the textures and all of that details, it will really look good and detailed as much. Now it's time for this one. And I believe that we have a piece for this in here. Right-click re-import. The piece has been replaced. It looks like we have some problems in here and maybe you fix this later on, maybe deleting some parts of the mesh so that it doesn't get in the way of this one. When you say how much detail, even without adding a single texture to that is working. So I'm going to take this, take these two. And let's bring in the snapping turned on and place these two. This is working, right? I need to take these two and bring them once more. I believe it should be just like the same as this one. Now let's bring in the ornaments. So this one, let's export. This one again, needs to get exported as well. So they got imported and now let's bring them in. And these two are the foils. And depending on your machine, it might crash when you try to bring them in as night. So if you encountered a problem, just bring them in as regular measures and convert to narrow it as well later on. But if the problem persists, again, he can go and decimate the measures, bring the polygon lower and bring them in. So let's import these two. Quite important as well. And now instead of placing single instances in here, I'm gonna go and use the prefab system to create them and you see how details these are. And maybe later on, I import these into ZBrush to create a vertex color data for these as well. So in the next lesson, we'll actually start to talk about the prefab system and how to use it to get a bit more faster workflow. Okay, See you there. 68. The Prefab System: This is right where we left off in the previous lesson. Now, we can bring in these two, for example, when to start to dress the scene with them. Example, we can take this, bring it up and do all kinds of things, but let me take it and bring it back so that we have something like this. You see that we can do pretty easily with that and it's going to work. And if I take this one for example and do a snapping again, I can bring this one and exactly placed this on top of here without any problem. But there's one problem with this approach. And that is really you have to select multiple measures and do the work. But you can use the prefab system in Unreal Engine using blueprints to create prefab blueprints, for example, combine multiple measures. For example, this particular mesh have been composed of three parts. One ground piece, one pillar, and one copies. Instead of bringing them and selecting them all one by one, we can convert those into one mesh while having the references to the original measures that when we change something to that, they all are going to be reflected in the prefab. And what are important? I noticed that we have some materials in here. If we want to delete them, you can simply choose this filter and use material for example. And now these are the materials I'm going to take them all except for this one which has The texture to it here. This belongs to the first chapter. So I'm going to take them all and delete them. And this is going to force delete, no problem, just forced the liter. Now we do not have any material on these. And it's great. So let's go back. And we can use the prefab system in multiple ways. One is actually creating blueprint classes. The other is converting actors into blueprint classes. For example, let's go in here, right-click. You can bring in the blueprint class and bringing an actor. And you can use spawn measures in here. Or the other way round is actually selecting an object that you like. For example, this ground piece. You can bring it in and in here. You can convert that into a class. You can go in here and convert selection to Blueprint class, basically whatever you do. But one way is actually taking this and importing. And if you see something like this, you want to open full blueprint editor. And actually we're not going to do any Blueprints. We only with this viewport system to actually drag things in it. You can go into this component tap and bring in a static mesh. And you're not only bound to a static measures, you can bring in anything that you want. From this menu. You can choose a static mesh that you like. For example, let's go in here, select this one. In here. I can bring in this Static Mesh. And the period you see is in place as I wanted. And if you want to make this the route, you can take this, bring it here so that this one is the root. And when I compile that, if I bring this in the scene, I'm always getting this one. And the pivot is belonging to this one as well. And now let's do one thing. And that is actually building on this prefab. I'm going to open and again, a static mesh components as well. For example, this time, I'm gonna go select this pillar. Let me select this one and find it in content browser. This is it. I'm going to bring it here. And right now you see that this has been changed as well. So I'm going to take this bring it up. Looks like we need to do a bit of fixing, manual fixing. I'm dragging it down, compile and you see that the changes have been affected there. So now I'm gonna go and drag this pillar, for example, into here. And you see that it has added to here as well without actually needing to go on selecting one. So I can take this, bring it up. Okay, Let's place it the way it should be. A bit of manual fixing on bringing this up. Now it looks like this is done. It can compile, save. And now every time you drag this end, you have these three elements working with each other perfectly. And also, you can take this, delete them and only use this one. Of course, we need to bring in the snapped one cell. This is the power of prefab system. You can bring in multiple measures, combine them, and create things like that. And I can take this one for example. And I can delete them, bring them. Here. And you can actually combine multiple measures together to create the results that you want. And it's actually a pretty good system to use. You can create and combine multiple prefabs. You can basically do a lot of things with these prefab systems. But since we're now not concerned a lot about this prefab system, we're not actually using it that much, but it's good to learn that it exists. And you can combine multiple measures to make your work a lot faster. If you're going to create a huge level from these measures, it makes sense to actually go and create these prefabs bit. But because now we're working on this small scene, It's not that much needed. So let's go and start to do the same for these ones as well. This is a square. I'm going to bring this square and let's bring it up. And as always, not as always as for this one. A bit of manual fixing. And I'm going to scale that and just scale it a bit in this direction in x and y so that the Z stays in place. Now, this is it. And I can take this one. Let me bring it down until we see something like this. Or I can bring it up. And I scale it in x and y to make sure that it's lining perfectly with the edges. Now you see how detailed these get. Now I'm going to turn on snapping and bringing this up. And since this one is a snapped, it's working perfectly. So for this top piece, I can take this one. And actually let me see if I can rescale this quiet much to see what we get. Now, it's not a great results particularly. So instead of that, I can take this, bring it in and try to place it there, make it bigger just a bit. And the bit of manual fixing can really take this one and resize it to fill this part. And I felt like this is better. Of course, that's personal preference. You can go and create a single match for that, but you see that? Let me look from the eyes of the player. You see that it's not so obvious. The only thing that we're seeing there is the general shapes and something that looks ornament. This is good now for this part. And now let me take these. Then I'm going to bring them right to the side. So this one's right in here. Now, I'm gonna take this one as well and bring it on top of this. Since this is symmetrical, it's going to work on both sides of the buildings. So now it's actually time to start working on these. That means take them. And it looks like I need to re-import this piece to bring in that larger pillar. This is it, did it. And now let's go right-click. We import and reset so that we get this one. So I'm going to bring this right in here and drag that down. Bring it here. Just like this. So let's bring it up. It looks like we need to take this one. Now take this and bring it here. But looks like we're getting some problem because these pieces are going to create some ugly transitions, which something like this is never going to happen in real life. But anyway, I can take this and make it a smaller bit, bring it up and make something like this. This is actually looking good. Let's do a manual change and bringing it down so that it covers this bottom part of this one. This is our rate. And now I want to bring that cap part that belongs to the circular piece as well. Let's bring in the snapping and now drag it here. Now I need to take this one, bring it up, just wants to something like this. And you see how detailed it gets. And it's good. So let's go and I feel like this pillar is a bit thicker than what we expected. So I'm gonna go and make it thinner. This part. Let's see the scale, and I'm going to copy this and paste it for this one as well, so that it follows the same thing. And this one can expound on top of that one as well. So let's make this one a bit more compact. And we can rotate this to something like this or like this, doesn't matter. Now, I'm going to take these three and I start to bring them all over. But Turn on the snapping as well. Now you see these areas we are creating what we wanted. So this is going to cover those seams as well. Now let me take this and bring it up. But this one needs to be a bit smaller as well. So let's go in here, paste the same scale. I'm going to take this, bring it on top of this one, but this one needs to be scaled just a bit to match that one better. So just like this, it looks like these are turning in a bad direction. So let me go. Looking from the top. Do something like this. This is better. You see how detailed this environment is going to get an even without any textures at all. Okay, let's take it and we scale it just a bit, but I need to re-scale it in z as well. To make it reached to this part. This is it. Now, I'm going to take this, both of them not in this direction. Let me bring only this one. While having this I'm bringing only this one. And then we have some copy and pasting to be done. On the corners. We have this square pieces which make it look really grounded. And a strong on this sensor parts, we have these rounded shapes that are compositionally little more appealing and it creates a great building. So let's take these, I'm going to bring this up. It's okay. Now we can take this or bring it down a bit more and then copy and paste them. Just takes a bit of copy and pasting. And you're good to go. And I got these. Let me bring them up and done. Okay, now, we created this building as well. Let's go and try to look at that. That's looking great and very contradictory to this simple buildings. Okay, Now we're getting somewhere actually, in terms of architectural details. I believe that we are done. And now some windows, doors, More doors and window shop will conclude the geometry part. And then after making that, we will make sure to go at shaders as well. Okay, This lesson is done. And in the next one we will actually start unwrapping of these and then texture them and bring them in to test them. See you there. 69. Unwrapping Museum Pillars: Okay, now it's actually time to start on wrapping these. Let's start with the most difficult one, I believe. And that is this one. And if you're going to do that the old way, creating a lot of themes and things like that. I believe that it's going to take a lot and you might not really get the result that you want as well. But before that, let's snap this to this view. And since this part isn't going to be seen, I'm going to go and simply delete it. Okay, we need to go in edit mode before that. So let's select. This part has been selected and I'm going to delete it simply. We deleted that. And now we do not have that back port anymore. So let's go create an automatic on-ramp for this because I believe wasting too much time on a lot of details that are not going to be seeing isn't necessarily so default UV map. And I'm going to go in here, select everything in the edit mode, just hit a to select everything and hit right-click in here. And then you can go up buying the smart TV project. And let's hit okay. Didn't do a great job in using data. And I'm going to decimate this even more. So. Again, decimation master and it should use the poly paint as well. And it did it. And now let's do once more. You can use one of these default ones in here as well. Let's put, and it looks like I need to do this manually. I started to play seems in here. And of course this parse, this part in here as well. This portion isn't going to be seen as well, so I'm going to take it and hit P by selected. Now that's a separate piece. I can go and easily take it and remove it. Okay. Are these areas which we have these inserts, you can go on these edges. And I start to control select until here. And it does a good job at selecting those. Just make sure that you go a small portion by small portion to get the best results possible. So let's do one big portion to see what we get. No. Now, this one is not good. You need to go and start to click in one-by-one to create a UVC. Just so that you do not have to do a lot of manual work. Just easy. Mark scheme. I'm going to just create horizontal seams after this one to see if I can create anything. If we could, we will unwrap all of these unknowns. We didn't, we create a vertical seams as well. So now it's only a matter of trying and see what works. So I'm only selecting the horizontal line and make sure that it's closed in here, which it is. So in here, it didn't do a great job selecting those. So first, let's go in here. Select this bottom portions that do a better selection. This is better now. This one. And select this one all the way to here. I did these horizontal lines. Now let's go into UV creation to say if you can, a good thing from this or not. So we simply go to the UV editor, select everything, and we need to create the UV first. And then while having this seems right-click and unwrap, didn't do a good job. We had a lot of distortion there. So I need to go and placing these ones as well. Another row of horizontal ones. I finally did it and you see the UV placement of them. And I did a bit of time placing these UV seams. And now this is giving us much more interesting results. And let's go for UV packer. Again. I'm going to set it to high-quality and bring the padding to one. And practice that now we get a better results, much more refined results. So that didn't want to actually put a lot of time in this. But there we go. One more thing that you can do is actually let me go back and bring this one and this one together. And now you see that a lot of these parts are hidden under these are stones. And exactly, you can go and start to remove these parts. Not because this is a lot of geometry, but because we can save a lot more texture space and make this one much more high-quality. But if you are going to keep this the way that it is, you can go and do that. You are free to actually do whatever you want to do. So now I'm going to do the work on this one. And this one as well. We have some seems to place on the edges. This one as well is as easy as going and placing the edges around the seams just is select them and place the edge in here. Just hold down Control so that you're able to do the shortest path up until here. And it will give you the best results because these edges are not manipulated so much. So we can easily start to select the edges that you want. So let's select them. And of course, after selecting these, you can start to remove a lot of the geometry from it because lot of the parts of this one as well who are going to be hidden and not being seen by anyone. Including these bottom parts in here, which you can actually use. So let me go do a demo on how I'm going to use with this. And then I do the rest of them off the camera. So whenever you see a planar change like this, you want to have a UVC. This one in here. Let me select it. And I'm going to go all the way to other side. And select this one. Now up until here. And just hold down Control so that you're able to see what you're going to create. Noticed, not this one. Let's go back and bring from here. Okay, Now, just Control and select this edge. And now this one, this has become a separate part. And just any other square piece. We need to make these corner ones UV seams as well. Up until here. It's great. And now let's go all the way. The rights of the piece until here. So this is it, mark seam. I'm going to make this one seem as well. And this one, because this piece has a lot of planar changes, it might be a bit more time-consuming, not difficult, but time-consuming. It's not actually that hard to create that, but it takes a bit of time up until here and then this one. And you want to make sure that every time you see a planar change, you put a seem to separate that. So the more planar changes you have, the more UB creation process is going to take one from here. Let's go back. And I feel like we can place one in here and here. And you need to separate these as well. No, not this one. Let's go from here instead. This is better. Now. From here. Here, I feel like I have put the seams on all of the unnecessary places. And everyone, we have a plane. Everywhere, we have a planar change, we have one of these seems. So I'm going to select this right-click in here, of course, first, create a UV map for it. So right-click here and wrap, and you will get the result perfectly without any problem. Now he can do one thing. If you want to preserve more of the texture UVs. I did the same thing and created the UVs for this one as well. So let's go back. I'm hiding pieces one by one. Are you with them? And doesn't this time for this one? And this is a relatively simpler than what you have already done. So let's first create a UV for it, and then start to bring in the UV seams has always uncontrolled selecting until I find my way through all of that, through all of these parts. So this one, let me make it a same. And I'm going to do one more thing. And that is actually removing this part in here as well to save some texture memory that when we later on texture these insights substance, it's a lot better in terms of textile density and quality and things like that. So let's bring the seams. I'm going to select all the way through here. And because this one doesn't have lots of planar changes, it's a lot easier to UV that it's not so complex and not having lots of complex details. And maybe some extra UV seams will fix that. And since we do not have the bottom part as well, we do not need to UV that as well. So let's go place the seams in here, and it closed. Some UV seams in here, some in here. And I'm only checking the planar change in here to see if I want to keep this piece as a separate piece or as its own island. So I'm going to pick up from here all the way to here so that we separate this from the rest of it. Okay. Let's bring it until here. No problem for this one. We can get away with that. Then from here all the way to the center. And then to the end, I'm going to put the same and make this 11 island as well. So now I believe we're done with this piece. I'm looking at it at ducts, completed pieces, so I'm taking them. All right-click and unwrap it, did it. Now let's go back UVs. And this is the result and we are happy with it. It looks like we have some bad topology in here. So when you zoom it, you see a lot of lines that are here. So I'm going to bring in the knife tool. And while having that selected, I'm going to hit C so that it becomes cut through. And I'm going to go all the way to here and place a cut line activated. And you see that we have done that. Now what I'm going to do is actually selecting all of these and remove these polygons, these extra polygons. So let's go and do one like this. I'm going to remove them and take this one has to unwrap. This piece is perfect now, So packing and now everything is okay. So this is about this piece and let's take it and hide it. And this ornament piece and this one as well. They are already here without. Now we're left with these pillars. Let's go and deal with them. And of course, let's first go for the difficult parts which are, which is this one exactly has a lot of planar changes. So he might have to put a bit of extra time in this trying to select the UVs. But only you need to go in one direction. It's very easy to do in this way, but you have to put some more time in it. It's not actually difficult. It needs, it requires a bit of more time because of the amount of the planar changes that it has. So I'm first going to separate this bottom part. Okay. And it's just like that. I'm only going to bring in the bottom parts and separate them now. And since they are so close to each other, we have no problems controlling and clicking to bring in the scene. So in here, I'm gonna go right in here because we have some sculpting. It looks like we have some bad topology in here as well. It doesn't matter as long as we can bake them and see the results. It doesn't matter at all. Okay. Place the UVC mean here. Now, I'm going to go for this one. From here all the way to this top part. Plays a UV seam and separate. It looks like the planar change on this one isn't so huge. So we can deal with something like this. So let me separate this top part as well. This hasn't been sculpted a lot and it's easier to select them. So I only pick these top parts. And you're good to go. If you pick the wrong ones, you can take them. Just control Z to go a step back and start to click to find your way in. Okay? Now, some more clicks remaining under the most difficult part for this piece is actually this one because it has a lot of ups and downs and cavities and things like that, but the rest of the piece is relatively easier to create. So this is it. And now we need to go from here, from this one all the way here and put the same right in here. And since there's a lot of geometry, we actually do not need to put a lot of efforts in selecting the greatest seems just something that goes through is okay. So this one that looks like you need to place a seam in here as well. All the way to here and make sure that you check them to see if they are closed or not. Those open seems will cause some problems. So no, Let's go for this one. Excuse me for that. So this is the last one. But we have, looks like we have some more to create. I'm going to select from these. This is just like a refrigerator. This view, it's very narrow and tall. So once more, I believe that we are done with this after placing these. So this is not a huge planar change, but this one is from here to here. And one more. And we're good to go because we have the seams all around. Well now, the easiest pieces are those circular pieces because there's not much complexity in those pieces. So this one to here. And now we have seams all around. So I'm selecting them all in polygon mode. Of course, let's go back, create a UV channel and go in an add-on wrap. And now you see that we have a bit of problem in here. And let me select it and go in here. And there should be an open gap in the seams. Let's go and see if you see any open gap. Yes. It's in here. You can see a gap in here. Let me go take it and mark scheme. And this is why I'm telling you to look closely to see if you have any open gaps or not. So I'm going to take this and while having that in polygon mode, I'm going to hit on rap and they send out these two pieces are separated from each other perfectly. So now let's go apply a checker material on this to see if we have any distortion or things like that. Then you can go to object mode and turn everything off. And you see there's a bit of distortion in here. And that is because of the long triangles that decimation has created. So to solve this actually you can bring in the mesh with more resolutions so that decimation wouldn't be so radical to create so much lines. So this is good and I'm going in for the last time and try to pack them because now we have ugly UV on top of each other. So packing with the default settings. And these two turned off high-quality. And this is it and particularly not a great thing. And it looks like that I can bring that a smaller one and maybe make them part of the same material. I mean, that may take this one and hide it. And let's find this one as well. And UV this one because this takes a smaller space. And I'm gonna unwrap this one just the way that we have that unwrapped. I'm going to separate the top part and then puts him and areas where we have very radical planar changes. And you see all of these long triangles that create distortion in the texture are because we created the vertex color first and estimated based on our vertex color. And in these areas, you see that the areas where the vertex color actually exist, let me go into this mode and see the vertex color you see. And that is because we told ZBrush to keep these parts, did its best to keep these parts but has created long triangles that make it a bit distorted. So if you want to prevent that, you can actually go and do the poly paint after the decimation. Because we have done that and we didn't get results like this in previous iterations where we decimated, excuse me, in where we created the vertex color after destination. There are two ways. You can use both of them if you want. And here's the result. So I'm going to go and just because this one is a similar piece, completely similar piece to previous one. But I'm going to unwrap this and get back to you because this has nothing new to teach you. Okay, now I've created the seams and I'm again going to polygon mode, select everything and hit, Okay. Again, it looks like there's a bit of problem with these. So I'm selecting that and go invest a bit of time. Inspect to see if we have problem in here or not. So this is a problem in here. You see there's not a gap in here. So I'm going to mark the same. And let's go for the other one as well. And I can hit F to focus on that. Let's go see if we have an open gap. Yeah, that is here. So now with all of them selected again, I'm going to hit on rap. So this one got unwrapped as well. Now one thing that we can do to save a bit of texture space is actually selecting these two square ones. And let me hide them. And maybe we can unwrap them together so well, having them selected. And you see this happening in here, I'm going to hit pack again. And I want all of the UV islands to be in this direction. So I'm going to take this and rotate it 90 degrees in this direction so that all of them are flowing here. So I'm disabling the risk scale rotate and the rotation value in here so that all of them are flowing. Its direction, okay, Now I'm going to set pack. This is going to reduce a bit of textile density on this, but it's going to save us 14k a pack of textures, I mean, 34 K textures from the texture memory. So this is something you want to think about. What is your preference? Then basically things like that, okay, pack. And this is the unwrap that it has done. And because all of them are flowing in this direction, we have some empty space in here. If you want to fix it and use some more of that, you can actually turn on this 90 degrees so that it places some of the vertices in here as well. But I want to flow this all in the same direction. So I'm going to keep that the way that it is. So now I'm going to take this and this square one again. And now we have three remaining pieces. First, let me go and select this. And I'm going to start on wrapping this one. And it's relatively easier to unwrap because it's a cylindrical piece. We need to have only some steam that goes around this circle and a seam that goes from top to bottom. Now I'm selecting just if you happen to have something like this, for example, that the seams go to a undesired way. He can go back and click from the middle of the way to choose your desired point. So let's pick up again. And I'm going to do a circle round and round this to find the point desired for the UVC until here. Looks like it did the wrong thing. So we need to go back and do select from here. Okay? Now this is a UV seam. Let's do one UV seam from top all the way to bottom. And you know the rule, you need to make sure that this gets closed. So I'm going to select something like this and try to rotate all around this or not. Let's, let's not do this one because this isn't so huge of a planar change. I'm going to take this and bring it down and I'm selecting that to make sure that the gap is closed. So let's take all of these. And when we were done creating this cylindrical unwrap, it's done, I mean this piece. And we can unwrap it and go to the next piece. And because the next piece again is something similar to this one, in order to save a bit of time, I'm going to skip that and do that off the camera and go back to you with unwrapping the latest piece. Now, let's try to move slowly. Looks like you've done something wrong. Let's select from here. This control method is very good to pick the shortest path to the point that you select. So that it selects the vertices in the middle and you do not have to manually select a lot of lines that one has seem as well. Select them all and wrap. It didn't unwrap. And now let's try checker on this one to see if there's any inconsistency in the sizes. Looks like there is a bit. We have more resolution in here, but lesser resolution in here. So let's try actually cutting this one in half. I'm finding the point in here. Let me see. We have a point in here and I'm going to pick up counterpoint in this area. And that's pretty easy. I'm going to select this one and go all the way to here, make it connected to this mark scheme. And I'm going to do another unwrap. Okay, now it did it. And now the resolution is more consistent. Let's take this one-handed remove all checkered pattern. And I'm going back again. Having this one selected, I'm hiding it. So now we have only two pieces. One is this one that I'm doing on the off the camera and one This one. Okay. I'm doing this one and get back to you. Okay. This one unwrapped as well. I divided the cylindrical piece into two pieces by putting the UVC, one in here and one in the other side and separating these cylindrical caps as well. So now, in order to take some of that texture space optimized, I'm going to select these two pieces that are similar and pack them together. So let's go to UV Packer using these settings that we have been using. And this is a, this is the result that we are getting and it's good, so I'm hiding them. And then there's this latest piece that we can do. Okay? This is easy as well. I'm not sure if this one takes too long or not because there are some planar changes, huge planar changes. And I'm doing my best to select from here all the way to here. This is it. Now, we need to select from here. When we made sure that the texture, this, we bring it to the symmetry on that part as well to create that port. Now, this one I've selected, and it's pretty easy. You need to go and select the line in between these. And make sure that you come all the way to here so that we may make sure that the gap is closed. So, so far so good. We have been creating these pieces and we made a bit of more focus on these parts. Because these were a bit closer to the player. The player can see them from close up. Unlike those pieces that belong to farther areas, we put so much detail in this, but since this is again a modular piece, we actually cannot put a lot of repetition into these, and we have to make them as generic as possible. This is a rule. Me myself, I love to put a lot of details and contrast when I'm creating things. But since this one is a modular, our hands are really tied. And we cannot put so much especially detail and sculpting into these because it's going to really be repetitious and the player is going to really notice what is going on. Okay? Now, because we have removed that part, we are getting a better texture, texture quality. When we texture that, we want it to re-import these UV doubt meshes into Unreal. We do other pieces as well, okay, Now, this one is done as well. We've done the top piece. And now let me select 1 from here. Actually, let's pick this one. So now I'm picking a point from here and gradually select until we have a good path on here. So I'm going to pick this one. When we made sure that we create this horizontal line, we call this lesson done and finished this one in the next lesson. And then bake them and texture them. So this is it. Let me bring it down. Great. And I'm doing this horizontal, excuse me, this vertical seem to make sure that in the next lesson we only have this small horizontal kids to create. Okay, Let's come down, make this a seam, and it's done. Okay, see you in the next one. 70. Bake And Texture Museum Kit: Okay, right, We left off, right where we left off in the previous lesson. Now we have this seems, now we have only these horizontal wants to be created. This is pretty easy. You only come to this part because we have not a sculpted a lot of details in here. It's easier to select them, those sculpted parts because it's narrower than what those are sculpted parts are in here and the leg all the way to here. Maybe we create some UVs separating them for these parts as well. Because if you do not separate these as their own UVs, they're going to have a lot of distortion in the UVs. So let's see what we can do about it. We first, we tested without actually creating the UV islands for it. And if we had a stretching and texture distortion, we can take and create separate islands for them to avoid the distortion. So that really depends. I think we have couple of more ones to create. And by the way, before actually creating the UVs scene for this one, because this is going to be hidden under the ground, under those allocate that you have created. I'm going to remove this, check this and completely remove it. Nobody's going to see that. It has already created a scene for us as well. This is closed and we can use it, okay, now, I feel like we can put another theme in here, but this is optional. You can use this one or you can bring in another seem so it looks like we need to bring in one. No, not this one. Uh, a very bad way. Okay. This is better. Up until here. Now, I'm selecting gradually and done. Okay? Now it's actually time to take this, go to polygon mode and unwrap. But before that, let's go create a UV map for it. Okay, now, I'm going to hit on Wrap panel, we see that this is unwrapped. Let's go select it. And right now, you see because of the UV seams, this looks a bit distorted because this is only one island. And it's not able to put a lot of the details the right way. So you see bending that it happening in here. So right now I'm going to go and start to put some UV seams in here to make it look better. So I'm starting with this inner ring all the way to here. And it doesn't have a lot of detail. I only want to put that in here and select this one mark seam. And there's already makes it better, but I'm going to add more details as well. So let's go in here. And this one looks like huge seem that we can create. Okay? But instead of that, let's place it in here before that. So I'm gonna go and create one around this. And since this one is a four-sided piece, it's easier to create the seams. And this detail here is beautiful. So let's go. And it looks like we're done with this. So now this already should give us a better result. And to make sure that these are connected and separate it, I'm going to create some diagonal ones. Separate. This seems better. Okay? Just select a point from here, doesn't matter. And connect it to here and mark seam. Right now as to test it, I'm going to do and unwrap to see which results we're getting from this work that we have done. So not from here. Let's choose one that goes in here. So let's select it mark scheme. And now we have one more to deal with. That is actually from here. So let me select from here to here. Okay? Now I'm going to hit, hey again to select them all going to polygon mode and hit unwrap. You see now in here we have a better UV layout. And it's not so bend like this. But looks like in here. Let me see. In here, there should be a siem, which is not actually. So I'm gonna go put a seem right in here and separate it as well. But now you see that it has created the better UV. And let's see if we have a problem in here, which is this one. Let's look. If you go to the connection point and select a point that is problematic, you can see that. It doesn't have a seam in here, so we need to select all the way through. So this problem has been fixed as well. Let's see what more problematic areas we have. Which is this one. Let's see. Let's go to the connection point which is here. Just select it in here and hit F to go find it. Now you see, we should have placed a seam in here as well. Or let's say this. I'm going to take these polygons and simply remove them to break the connection point. And now this is all the way around. This one removed as well. So now that I'm looking at, it, looks like we're getting a better unwrap. And let me select this one to see. This one has a bit of distortion as well. And actually I can live with this because this has a lot of details and if you want to unwrap this, it's going to take forever. So now I'm going to do the same thing for here. One more thing that I can do in order to make more space. I can take this one and do some themes from here to here as well to separate these points out. Some of this is what I'm going to do now. I'm going to select these seams and all the way to here. And after we made sure that we do the same thing for that one as well. We finished this, we go repeat the same process for this one as well. So this is it. And now I need to select all the way through here and after that to here, and make sure that you close the gap. We want no open gaps in here. So this was that. Now I'm going to select from here all the way to here. Mark same. This is the latest one that we do for this piece. So I'll go through here and then after that, selecting this one, Mark seem okay, now I'm gonna do another unwrap, and this time we should get a better result. Now, we have a better UV layout in this part. But there are still some problems in this part which we haven't covered yet. So this is the same thing that we're going to do. I'm going to create seams on all of these cavities and pigs and hills horizontally, vertically and some diagonal wants to cut them in half so that we have separate chunks like this. And since you have seen me this, doing this, I'm going to pause this and get back to you when it's done. We did that. And now we're getting this result in here. It's always good. But except for this part, which actually requires a lot of more unwrap, separating these parts, unwrapping them based on angles. It would take forever to unwrap this piece. So now I'm going to go back. And actually we are there. Let's bring in all of the pieces. And I'm going to remove all checker maps. Now one more thing to do to save some more space actually is that to take this one and this one, I'm going to pack them together to save only, allowed to use only one texture on them and save a bit of texture memory as well. So let's go to UV Packer and again do that. Okay, now this is done. And now that we have these two, the pivot of both of them is the same. I'm going to select this one after that, select this one so that they joined as this piece. Now I'm having these all unwrapped. I'm gonna go to ZBrush and export a high polish and bring them inside Blender so that we can apply materials on them and then export them to substance for texturing. Okay, Now we're in ZBrush and I'm going to do the reverse. I'm only going to bring in all of the unused ones. So the high polygons, just like this and I'm hiding one, revealing, another. Hiding one. We're willing to bring all of the pieces that are not used. Okay? And now we have these being shown in here. So I'm going to export this just a way that they are. And because we have a lot more polygons for these and these are high polygons. It's going to take more to export. So doesn't matter after making all of them visible, we're gonna go to Export. And in here just name it high poly as FBX and having the visible ones exported. So a bit of waiting, and now that they are exported, I'm going to bring them in. And they should exactly a spawn on top of these. And we have no problem of setting them for a high poly bake inside substance. Okay. Now I'm going to bring them and then we'll separate them based on the materials so that then we have them and now it's time it's time to actually separate them from each other and give them their own materials. So I'm gonna select this hyperlink and locally together. But I'm going to bring it here. And we'll remember that we had another high poly or low poly with the same material with UVs. So let's go and find them. And here they are. I'm going to give this same material and they should be overlapping so that they bake. Pretty good. So let me say both of them. And I'm selecting all of them together and give them the material. So far the material doesn't matter what you name it. We're only going to have a material that is distinguishable. Two other ones, solve this one has the same material, and now it's time for these two. I'm going to take them, bring them here. And these two as well should have the same material. Let me select them. These have the same UVs, if you remember, we created the similar UVs for all of them. So I'm going to select them and give them another material. So the material that is different to others. So when baking you have no problems. Now, there's a tricky part for this one. You see that this window, this low poly one, is having these at the same mesh. But in here we have this as a separate mesh. This is exactly why I'm going to take them. Let me take all of them. And now we have three measures. You see that in here we have three measures selected. And I'm going to bring them here. And I'm going to export them just like they are. Actually having these separated from each other later on will help me to create an ID mask to separate the IDs based, separate the materials based on IDs. So I'm going to select all of these. This is the third one. Now let's see what we have. We have this stand to do as well. So let's bring it here and I'm giving them some so that they're separated from each other. So this is the fourth one. This doesn't have any extra things like that. So I'm giving this one, this material. And now we have this one which is the latest one that we have a high Polyvore. So let me take it and I'm going to place it right here. Okay? Now, I'm gonna give this one the material number five. This one as well doesn't have any considerations to make. This is a straight, high-quality, too low poly. But for these ones, for these caps, we might do one thing and that is actually taking them on top of each other. Because these are high poly and low poly at the same time. And for other ones we actually have the actual high poly. But for these ones, we're gonna make sure that we bake them on top of each other. Okay, now, I have all of the low poly want separate it in one folder and it's working great. I'm going to export this as a single FBX. Okay, I'm just going to limit to select that object and name this one LP, standing for low poly, and the remaining ones as high poly. Okay, now that I'm checking, we have everything set up. This one is going to be named HP. And since the material and naming and all of that is great, We have no problem actually export. Now before actually going there, I'm gonna do one thing. I'm going to select these two and separately export them to ZBrush and do the vertex color data on them because these are going to be nano it as well. And we're going to use vertex color to add some overlay dirt and things like that. So, um, separately exporting them and then we import in them back. And then exporting these two Unreal Engine at one place and to substance at another place. So in here, I'm going to name this one caps. This is the vertex colored data that are created for them using the same method. I'm going to export them back and I haven't done anything to the geometry. And I'm going to export it or another file with Oliver settings. And now since we already have too much polygon in the scene, I'm not going to add any more polygons. So I'm going to delete these before importing those, but I have to write down the names first, so I'm going to bring in a cube. So let me where that is. And I'm going to take the name from this one. Just take the name from this and named the cube has that, so that we can delete this one. And I'm going to bring in a cylinder and these are placeholders so that applied a name on it. So I'm going to take the name from this and paste the name in here and take this one and remove it. And here they are with vertex colored data. And I'm going to take everything and export it. I bake these as well, abroad them in and since you already know what we have done, I've done the baking with all of these settings that you know. Now let's go bring in the smart material to use down them. And if you remember, we created this dusty concrete, a smart material in previous sessions. So now let me apply that in here. And you see that it perfectly textures this and all of those information has been applied to this one, but I'm not actually going to use this one. It's only to understand that it has been baked correctly. So this one as well, you see that it creates a very beautiful pink. So now let's go back and there's one more thing to note, and that is the fact that we didn't create bake for these because these are low poly files. And if I go, excuse me, this is the high poly and low poly at the same time. And you see that every one of these has a bake information in it whatsoever. But these ones do not. And because these are a special ones, and I'm going to bake these now using a different method. So let's select one of them. And these two are the ones that we're going to bake. So let's go to beg mesh maps and you see that we do not have anything in here. And we are using these. And of course, I'm going to take the low, high poly and delete it because we do not have any information for this one into high polyphenol. This is the high poly. Then I'm going to beg high value on top of IP. Well, to do that, you can check this on use low poly mesh as hybrid image. And it's going to use this mesh to bake it on top of each other. And top of these in here, you have the selection menu, which you can select which one of the match, each one of the materials you are going to bake. So I'm going to disable all of them, but these two. So now with having all of these selected, I'm going to bake these two on top of themselves. So I'm going to hit bake textures and see you back when the result is done. Now you see that this is getting a beautiful baked data. This is ambient occlusion and these are baking on top of each other. And this was the special method that I wanted to use for this one. And there's one more thing and actually creating an ID map for this so that we can select materials and apply them. But before that, let's apply the material on this. And you see that this one gets colored as well. That's a very powerful material that we created. And it's working with, with all of the conventions that we throw at it. And maybe I use this one. This is a very good addition to the material. And you see how powerful these are. Smart materials are in adding lots of details. So let's go try to look at this. And this one is great as well. Not only it's highlighting the shapes, but adding a bit of luxury touch to it. So on this one as well, we have lots of cool details. Let's see. This is the one that we're going to work for. Looks like by deleting that, we get a better color. And let's go remove this one as well. So now we get much more interesting color and it's a bit different to other elements as well. So you see, we created a material, invested a bit of time to create this dusty concrete and previous lesson, and now it's time to use it on all of these. So let's go back to see what we can do about these. Let's apply them here, and it's done. And now let's go and remove this two colors. This one is good as well. So let's see what we have here. This is the sharpen as well as adding some colors. And this one is actually using the curvature data. So let's go and change the color of the material just a bit. So let's bring it, bring the luminosity down to make it darker. Okay, to highlight the edges. But in a negative way. And I can go in here and try to level out to see what we have done. So I'm going to go back and do level, but inverted. And let's separate the colors a bit so that they happen on these areas. So now you see in these areas, now we have this information, but you need to go in here and bring the luminosity to the default value. Okay? And maybe bringing the saturation down to make it look more like the concrete thing that you expect. Okay, let's look at it. Now. Actually, let's select this one. Let's see which material it is. And let's go bring in one of the concrete materials on top of that and try to use it. It's adding some additions and let's go ahead and remove this one because that was overly too dark. So this one is great as well. Now. You see that using one smart material and all of them make them look crafted in the same place, at the same time, and make them uniquely belong together. So let's go again and apply this one on here. And this is it and doing pretty good. And you see how those scopes that we added in ZBrush are adding details. So let's go, I'm going to remove this one and this one again. So let's bring it in, but I'm going to give it another material. So let's select it and give it this material. And the color. I'm going to make it a bit lighter. Highlight the edges a bit more. Okay. Now it's working. Alright. Let's apply the same material on these and see what we get. It's perfect except for this top part. And it's because of that. So let's go back. This color is actually doing a great job in adding some details. And I'm going to keep it in here and not deleting it. So let's go and apply that one in here. And this is giving us the same feeling as well. But before that I need to go and make sure I remove some of these in here because this is having lesser resolution that I expected. So let's go I believe that this is for it. Yeah. That was causing a lot of issues. So let's select it and bring the luminosity up just a bit, or we can take it and simply remove it. And let's see what we have here. We can bring in another concrete material, as well as looking at the mask to see what we have here. So outs and left-click on the mask. This is the curvature mask. So let's select it inverts. Or before that, let's apply that and invert. And try to distribute the mask all over the place. And give the ladders metallic type of color indicating that people are entering a luxury area. Okay, Now this is about texturing and it's as easy as this because the material that we created was good enough to support all of these features as well. So I'm going to stop the lesson right now. Of course, after exporting these materials. So as always, I'm going to File Export textures. And while selecting all of the materials, I'm going to go select our format. And this one is going to be target as well. And for k and the rest is good to go. We hit Export and everything now is exported. The normal mask, base colors, normal mask, everything has been exported perfectly. Now I'm going to stop the lesson in here. And in the next one, we will start to bring these unreal and test them and to see if any thing needs to be fixed as well. See you there. 71. Testing The Progress in UE5: Congratulations for texturing this and finishing this kit as well. And since this was closer to the player who were really adding much more detail in them, although not a lot of details, but more detailed relative to the previous kits. Now we're going to export these into unreal intestine. And because we were careful about the naming conventions and all of that, all of these names are correct. And using this path x and using this one, we are able to easily export them in one-click and then re-import them in one-click as well. So all of them are good. Vertex color data is in place so that we can use that later on in the shader chapter to create cool materials. But the only thing that we need to care about is this one. In order to save some texture space, we made this one in a way that we could make it basically and then duplicate it and rotate it 90 degrees to create the other piece. And you can see that pretty easy. We have created that. So let me take this one and I'm going to bring it into center so that to see if the mirror modifier who will do a better job. So let me bring in the mirror modifier and looks like we should do that in y. Let me put that in y. And it looks like the rotations are fixed, excuse me, wrong, because why isn't going to do something like this? This is z actually. So I go in here and apply the rotation so that the mirror modifier works perfectly. So now it's working. Now I need to add another one on top of this. Let's go Bringing another mirror. And this time I'm going to put it in x k. Now, this is fixed actually, and all of that problems are gone. So let's do the bisect. By using this bisect and flip, we're able to prevent a lot of the problems from happening. So let's flip it in x as well. And it took care of a lot of unused geometry. And since we have done texturing this, any change that you do from now on is okay Actually, so let's apply the modifiers. Then. It's all a matter of taking them and exporting them using bat x. And since we do not have multiple material sets on an object, we are really free to use these settings and use them. Although we wanted to use, for example, couple of materials for this, one for the stepping stones, for one for the stirred themselves. But we ended up using one material for them or even we use the one material for two objects to save some texts, recipes. So you are free to take these, export them. And then after that, since we have exported the maps as well, we're going to import them in Unreal Engine and try to test the basic material on-demand. I believe that the architectural pieces are finally coming to an end. And we only have those windows, doors, and shops to create. And now it's actually trying to re-import these inside Unreal and test them and make them it. And first let's go for this one. And this should be the most visible change that we do in here. Okay, now, right-click and re-import. Okay, now you see it has been fixed. Now I'm going to go through them one by 1 them in here and try to re-import and get back to you. Okay, Now we got them all important. And since we have reimported, the nanotube connection is broken because I converted them into nano it. And now if you go in here and use mask, he see the nano is on, a lot of them is broken. And we need to do something for the vertex color part as well. I'm going to go and select all of them that I haven't saved yet. And we should have nine pieces that we created just now. This one is the last one. So on all of them, I'm gonna check for vertex color and there's none actually. Now the thing that I'm going to do is actually setting the vertex color to replace for all of them, re-import the base mesh and convert them tonight. And since we have done this already, a lot of times I'm going to do that off the camera and get back to you when I'm done. Renin, renin lighting and bringing the vertex colors as well. Now the conversion process is done. And I've converted all of these measures to nano ten. Do we have a framework dropped? And that is because I have this Static Mesh editors open and a lot of it would cause a bit of a frame drop and if I close it, it's gone. So on the vertex color as well, he's working for all of them. It's great. Now I'm going to go save the scene. And by closing this as well, the frame is now correct. So now it's time to bring in the textures and start to use them. So I'm gonna go again to the baked one. Unimportant as always, we have a lot of textures to be imported. And now, because these are OpenGL as well, we're going to convert them to indirect x. And after that, the masks as well need to turn off the sRGB on them. And of course we have seen a lot of that. And I'm going to select them one by one and do the conversions on them. And again, get back to you when it's done. One thing that I noticed as well as that this map has been important as normal. Because the shading in here, it looks a bit just like the normal maps that you see. And sometimes if the shading goes towards the purple and things like that, automatically converts that to normal map. So you want to be careful about that as well. So you see after changing, the real shading comes back, now that process is completely done. And again, I'm going to go and create some temporarily material instances to take the texture these and to see if they sing with the environment fully or not. So this was the master material. I'm not going to do some complex naming. I'm just going to create something that we can put things on and later on when we created the material functions, material vertex planned and things like that, we will actually create a real material instances. And for now, I'm not actually caring too much about the naming conventions and all of that. So I believe that we should bring in seven of these materials because we have nine pieces in here, but two of them share the same one becomes one. And these two as well share the same one. So we need to create six different material instances. Seven different, excuse me. So I'm going to bring them all up and start to bring in the textures. So only thing you need to do is applying this so that it activates. And then he can go in here and try to bring in the textures. So base color, in base color, normally normal, unmask into mask as well. So I'm going to repeat the same process until I finish all of these material instances and meet you at the end. And here we go. We're all of them. And now I'm going to select them to see which material needs to be applied on where. This is the 01 material from selecting the 01 and find it, shift a to select all of the instances. And this one as well uses the same material. So I'm gonna bring this up and apply the material on all of those. Okay, perfect. This is actually having a good color balance with the rest of the pieces. And let's find this staircase. And if you want to see the material name, you can go bring it up. And in here it tells the name, it's 03. It means that we should bring this material on it, so I select it in here. And while having all of them selected, I'm going to apply that material. Okay, This one is good as well. Now this centerpiece, that is the ground platform, it's the material five. So let me select everything and bringing the material five rows, find it in here, and apply the material on all of them. And it didn't apply in here. It's because this is a prefab instance. If you want to apply the material on it fully, you can go either find the blueprint details in here. For example, this is the mesh applied a material in here. Or he can go into materials. The static much details in here. Apply the material in here to apply that to all of the scene. This was about five as well. And now we have this one. The name of the material is too low. Let's drag it out and find this one. And Shift a to select all of the instances and apply that to material on them. Okay? Now, this is good and creating a very good effect, but it didn't apply on this one. And that is, again, because this is a prefab. And if you want to apply the material I need you either go here, point a static mesh, applied a material, or you can go into instance and do it on all of the instances. So I'm going to delete this one. And now when I apply the material on this ornament, I will duplicate that to the other side. So let me go find this one. The name of the material is kept circle. Of course we didn't name kept circle, but I believe that it should be one of these. So let me select all of these and apply this material under. I believe that if it worked, yeah, it's working perfectly. And the number is gone. And this one uses the material in here. So let's select this one again, shift E, and choose this one in the Content Browser. And in here, I'm going to do the same thing, and it's working as well. Finally, I applied the materials to all of them and this building is already looking so good. Now, I believe that we're gonna do the windows as well, but there's a piece in here that we need to create. And it's a boulder actually that connects the sideway to the street. And I'm thinking, instead of going creating a new piece, I'm taking this one and bring it in to test it in here to see if it works or not. I'm only going to rotate it horizontally and bring it up to test it. Okay, let's take this and bring it over. It's a good piece to use, to be used on this place. Actually. I'm going to duplicate that some more time to create the whole sidewalk. And when we made sure that it's good, we do some variations in it. For example, doing some rotations, doing a bit of offsetting to make it not look not so uniform. So it's great, actually, it's very good. And even after creating the material instance, we can bring in a slightly different material on this one to hide some of these colors and change them to make it different from this piece. That is compositionally very good. And I'm taking this, for example, disable all of these so that we are totally free form on this. I can take this, for example, bring it up a bit like this one to a rotation because not a lot of times these are just pieces that are so uniform. They belong to street and they get upset at a lot of times. But not so drastic, but it's good. And it's in here. You see that? Because we remove this part, we saved a bit of texture space on this and on this, something like this. The player is never going to be saying that you should have this in mind as well. For example, for this one, remove this backside that the player is never going to see the add a bit of optimization. So now let me take this, bring it in to a bit of slight offset so that they create something like this. You already know, and if you want to change it from there, you can go bring it up, bring it down to some variations. And you see now, again, without creating a new piece, we were able to change a piece, re-purpose it to some changes and make it really a piece to be used. So let's do something like this. And it looks like these two R2 uniform, I'm going to take this slightly offset it to create this effect. And even in here you see that we are preventing those sharp lines by breaking these and making variations. And let me take this and copy that in here as well. Okay. Let's bring it here and bring it a slightly higher than the ground level to cover this scene because there is a seam in here and we need to cover that. And I'm talking about this one. So I'm going to take this, drag it out and do another one. Now let's rotate it to make some variations. Slightly, offset it to create that. But it's a bit too high that can take it and bring it down. One thing that I'm actually noticing is that because the lighting in here is in shadows, we're not getting a lot of the information from these shapes. And if I go in here, you can hold down control and L so that it brings up this widget and you can drag the mouse out to be able to change the lighting condition. And later on in the lighting section, we may bring in the light to really shine on these to make some of the forums more pronounced. And you see by shining a bit of light in here, the scene completely changes from something very dull and unattractive to something that is having lots of cool shapes and these shadows as well help a lot in reading a lot of the forms. But for now, I'm not actually doing anything about lighting. And one thing that I noticed is that I'm not really liking these pieces in here. Not this one. This one actually. So either you can take this, re-scale it just a bit. Let me see if we can do that or not. Something like this and take this and bring it in place in here so that we have a smaller star, but a better ground platform for this. And I'm actually thinking that this is good. I'm actually liking this. I'm going to take this, bring it out. And since this one has two-sided and a pivot is in the center, actually, I can take it and swap the design easily to something else. So let's make the rotation snapped to turn the agrees as well and rotate that 90 degrees. And for this one as well, I'm going to rotate 90 degrees and you see having only to, having only one mesh and making that two-sided. You can see that we can get some cool designs from it. Okay? And I'm gonna do the same for this one as well. I'm going to take all of this while holding down Alt and Shift. I can bring it here and move the camera with it as well. So this is something that is better actually. Okay, now replace these, tested them in a different lighting situation and now it's time to go actually create a window kit because the window kit as well is the most repeated thing that we see throughout here. Okay. See you there. 72. Prefab For Windows: Okay, now it's actually time to go and start to create a Windows. I have a reference for Windows as well. And you see we have a bit of surrounding piece that we're going to create. When I'm looking at this window paneling in here, I actually find out that we already have created something like this in the museum kit. And you are seeing that those pillars together combined create such a thing. And actually, because non-IT is going to handle all of that geometry for us. We have really no problem with using this and this to create a window panel link. Of course, there's the surrounding area, which is this one. And maybe we created, but to say some bits of time, we can take these and start to create windows and panelists for these as well. We're done. We're going to do that inside Unreal Engine. And I'm going to create Prefabs. And because we have maybe for Windows to be created, depending on the sizes that we have here. Two for this building, one for this building, and one for this building as well. And I'm going to use the prefab system. We're going to create blueprints, mix these together to create the paneling. Because when I try to play, you see that it's a really tiny piece and the player is not going to focus on that to see all of the details, we want something only to represent the proportion, the style, and dosing, those things. So why not actually using this in the creation process to create a paneling? So let's go and mesh tab. And in here, I'm going to create blueprints, just like what we did with this one. If you go to Viewport, you see that we mix the three pieces to get something that we can use always together. And the space that is the root piece is going to contain the pivot and it's not going to be changed at all. But if you take these pieces, you can bring in the gizmo, try to move them and all of that. And is it this is, this one is moving with this because this one is a child of the pillar that we have. And if I drag it onto that, you see that it no longer follows that. The good thing about this is that if I bring this, you can see that this has been displaced. If I take this one and drag it back to the place you see that it has been displaced fully. So I'm going to use these to create blueprints and start to use them on these windows. So first we right-click and go to a blueprint class, and we're gonna do actor. And this actor is the most basic one that you might ever use. Now, I'm going to call it bp, standing for blueprints. Ode for modular, RES, for residential, so that we know this is going to be used on the residential kit. And then window underscore 01. And the good thing about this prefab system is that when we created the first one, we can actually right-click, duplicate it and try to create variations from it very easily by only moving some static meshes. And it's only a matter of seconds in order to create new variation. So I'm going to click on that. It brings in the viewport for us. So I'm going to dock it in here. And in here, I'm going to add a static mesh, bringing in a static mesh actor. And if you want to name it, you can name it whatever you want. Or if you do not want, you can simply get away with this. But I'm going to call this one the base, because I'm going to bring in one of these modular kids from here so that we can borrow the pivot from that so that when you swap it and using the snapping system, who are able to swap it on the place with any minimal effort. So I'm gonna take this and let's find that in the menu. So it's in here, and I'm going to drag it onto this. So now he said, this is the pivot. And if you're going to really make this the scene route, you can take that. Let's hit Compile and let's test it to see how it works. And having the snapping turned on, I'm going to bring this. And you see that it exactly a spawns on the place that we want exactly on top of there. But actually, I'm not going to use this one because we already have a mesh behind it, but you are free to use this one as well. It can actually take this mesh behind it, deleted and simply replace this one and do whatever you want with this so that it's a wall and window as well. So it's personal preference, but I'm going to use that one and take this one, bring it here, take this and bring it on top. And in here, I'm not going to actually make this one visible. I'm only going to make this one like this so that it contains the pivot. And I'm not actually going to show that in the game. But first, I'm going to use this one as a platform to place the things that I'm wanting to. And then I go into this rendering tab and uncheck the visible so that it's visible and we take the period from that. So this is basically what we're going to do when we created this. It's only a matter of seconds to create new variations. So now I'm gonna go in here. Bind this Static Mesh from here and drag it on here. Basically, I found out that the space is actually empty. So I'm going to take this one, drag it in here so that this one is now the pivot. So now that I compile, you see the change should be applied. So let's save compile. And it's actually hidden under that pillar. Let me take this, and this is it. So I can take this, bring it back. And I start to create things with this. So this is actually the front way. So I'm going to take this, bring it in the center, bring it up. It looks like I need to turn the snapping to be off with something just like this. I'm going to drag it in until it fills this space. If you want, you can go, for example, into the front view so that you're able to manipulate it better and with a lot is than the perspective. So first let's go to perspective and try to resize this so that it matches that proportions. Okay, this one is actually the first one and I'm going to bring in the material to that as well. So let's go into details panel. This is the material I'm selecting that and in this material tab, I'm bringing in and it's going to be rendered. And if I compile and save, go play, you see that you're not able to really distinguish what is going on in here. You are only seeing the beak shape. So why actually wasting a lot of time creating something that we already have created. And then heroin, we might change the material to something different to give it the feeling that we want. Okay, this is now the base. And I'm going to take this first. I'm going to right-click and duplicate. So I'm going to drag it in here and duplicate this again, and drag this one here to create portions. And then duplicate. Let me take it and I'm going to do rotation and rotate it 90 degrees and make it a smaller, just in this direction. Okay, something that fits the purpose. Then Control D on this one to duplicate again and bring it up. Just something like this. And now let's compile and save. And you see we created that paneling. Now let's duplicate again. And I'm going to bring this down. And we may actually try to make this one a bit bigger so that it's distinguishable from the pieces. So something like this. Let's take this one again. You see that? It's on top of that. Let me take it and bring it down. Okay, Now I'm going to duplicate this again and bring it down to create this effect. And let's duplicate again. And try to bring this one up like a template. We created a window piece very, very easily. And it also has that pivot that we are talking about. If we turn this on this snapping system, excuse me, I should have selected the blueprint, not at work. Now, if I drag it, you see the window as snaps right on the place. So it's perfect. But if you want, for example, you can bring in a plane and give that a glass material. So that's easy as well. Let's go bring in another static mesh or go back in this common tab, we have this plane. So I'm going to place it right in the center and make it fill this space. Just like this. And you see by using this prefab system that is very strong, we are able to create things only inside the editor without actually going to, without actually needing to create new things. So let me turn this one off and compile and save it. See now we have a plane and on this plane we can bring in a glass material. And I believe that in the Content Browser, in the starter content, we should have something representing the glass. So let me take this and I'm thinking that this is wrongly the parent on that. So let me take this, drag it so that it's no longer there. So let's search for glass. And we have a glass material. Actually. Now it applied the glass material. But since actually there's nothing behind it, we can not see that. But these Using the fraction, you see that it has actually created that fraction affected. And if you bring in some static mesh to represent a wall behind this, it's going to be awesome. So let's actually do that. I'm going to create something so that we're not seeing this sky. It's just like creating the room. Now, I'm going to take this plane and just rotate it 90 degrees and give it that material that it needs. So this material is good because we are able to see which size, which side of the plane is actually going to be rendered. So I'm going to bring in right in here and bring it up until it reaches to the ground. So let's make it here instead. And I'm bringing that in exactly in the center. And let's make it bigger and drag it in and make it a smaller in this side. Bigger, excuse me. So this is it. And now I'm going to do another coffee from it, bring it up, and rotate that 90 degrees so that the right side actually phases to this direction. Then I'm going to duplicate it to a 90-degree rotation. Let's see which side actually is going to be rendered, which is that one. And I'm going to drag it in and make it bigger than this one. Again, I'm going to do a copy and drag it out in here and rotate it negative 180 degree. And the most important piece is actually this one that we're going to duplicate. Make it this side actually, I'm going to bring it here and re-scale it just a bit. Now, we created a room for that as well. Compile and Save. And you see now, instead of actually rendering the sky, we are rendering the static meshes. Looks like we have something to be fixed. I'm going to take these planes all and give them material. Let's search for wall. And we have a basic wall material that we can use on the. Now you see we have these being rendered and we're no longer seeing the sky. And if I check this, you see that we have a piece that we can use easily than you can give it, for example, different materials as well. For example, you can go to the starter content and give this one of these materials so that it looks more authentic. For example, This polished wood, maybe something to use. So I'm going to copy the name. And in here I'm going to bring that name and see the result. So I'm going to paste that on these as well. Compile and save. You see that that has been created. And if I place a light in here by holding down and bringing a light to see, it's going to render in the house. For us. This is how powerful this prefab system goes by only creating once you are able to duplicate it across and see the results in real time. Okay. But if the tiling is odd and the wood paneling is too big, you can actually go and try to change the tiling system to get what you want. And if we wanted to, we will actually do that. But if you didn't, we simply get away with this. So now it's actually time to select this one and go in here and make it non-visible. Compile and Save. And now you see this has been rendered. And if I take this, bring it up, you see it's a bit larger than what we expected for this one. So no matter were able to fix that pretty easily. And because the skeleton is there, we can go select this, just right-click and browse to. And we can find this in order to create something new for this, I'm only going to go in here, duplicate. And it already does that naming for us. So let me bring it in and the snaps right into place and let me duplicate it sometimes. Now we need to go in here and bringing that mesh that we actually checked off so that we can swap it with this mesh that we should use. So let's find it in here. This is the mesh Actually. I'm gonna go in here. And we should exactly placed it in here. So I swapped a static mesh and check the visibility to be turned on temporarily. It looks like we have done wrong thing on this one. This should be invisible, compile and save everything. And this needs to come up because it's off from the actual pivot. You see this is half meter on top of that. So let's select this one and bring it up. This is the result. So I'm going to Take these and simply delete them, and then I'm going to duplicate them across and do the detailing. So I'm going to close this one else because we do not need it. Then we're going to fix this one. So I'm taking this, bring it down until the roof level and take these let me actually take everything but this one and drag them in, including this one as well. Let me go and select them. And I'm going to temporarily disabled snapping. Now. This is it. I'm going to place this one in here, as well as this one. Let me drag it out. And now the thing that I'm going to do is actually re-scaling all of them in this side. And then dragging to create basically the wood paneling, wood paneling in there. And let's take all of these and just drag them in to create roughly the shape that you are going for. This one, let's make it centered the bit. And this one needs to come down as well. This one as well. And we did it. So I'm gonna take this one or this one, drag it in. And this one as well. So let's paste that value. It can actually go in here, try to copy the number and paste it to the value that you want to change. So let's bring in, take this one, actually having this turned on, I'm going to drag it in. Save. Now let's go in here, take this one and make it non-visible. Compile and Save. And this is it. This one actually got created. Let's go like this. And I'm going to drag it into this place to see if it works for this one or not. It actually works for this one, but we need to change the proportions of either this. And by that I mean that we can go into the blueprint, create new one, and displays all of these, or simply duplicating this one on top that need duplicate it. And the simplest thing that we can do is actually going into blender and start to change the proportions of this kit. Make it similar to this one actually, since we're using the proportions from this one, I'm actually going to go and bringing their residential kid, which holds this one as the template, has simply copied that. And I'm gonna go to museum kit. Now it was alley, so I'm going to paste that N. Bring it in the center, just take this one out. This is the piece actually, these are both the same, so it doesn't matter actually which one we resize. Now, I'm going to take these two. And this one needs to be re-scaled based on this. So I'm going to take this one, go into edit mode and tried to paint in some vertices. Let's go bring it in and try to slide so that you do not change the UVs. And another one in here, slide. And let's take all of these and delete them. Now, I believe that we're good trying to export this and it's going to be exported on top of that. So it's simply export. In here. I'm gonna go find this Static Mesh and re-import. It. Looks like you did on this one. This got changed because we created two variations from this. Let's drag this one out and bring the other piece in as well. Which is this one. We need to make sure that we do the same thing for this one as well. So as I'm simply going to take these vertices instead of cutting them, let me see if I can slide them over. Okay. That's pretty easy. Just a slide them over. And then he can weld the vertices without actually hurting the UVs. So this is it. And now I'm going to select all of the vertices merged by distance is c two any two vertices got merged and export. Let's go in here and re-import this one as well. Okay? This one just got important as well. You see how creating these variations is pretty easy. First in this lesson, we tried to reuse some measures to create the paneling. And in the next one we actually create the surrounding piece for them as well. Just something like this and maybe, maybe, maybe I'm not actually sure. But do we might create some just like this random rounded arcs for these ones as well for the museum kit. I'm not actually sure, but that's something to consider. There's something wrong with this. And that is because these really are pitch black. And in order to give them some depth, I'm going in, in one of these and holding down Alt click to create a point-like. But this is too intense. I'm going to bring it in the center. Just you see this attenuation radius that is trying to shoot rays of light until this boundary is basically so I'm going to drag it in just something that is inside the borders. Let's make it a bit bigger. And I'm going to make this movable and turn the cast shadow off because this cast shadow is very heavy. So let's take a look at that. You see a bit of silhouette happening in here, but let's take this one and make this 13 meters instead. And I'm going to bring the intensity to something like one or two so that we have a bit of information being shown in here. So let's take this, remove everything from UI, and go to four. We can actually do anything that you want. And I'm going to take this and try to duplicate it in all of the rooms to get some information going into rooms. This one. And I'm going to take this point light and drag it n. And of course, instead of having to bring it in the viewport, we can go into this blueprint and place a point light in so that all of the instances get their own lighting separately without having to actually placing front point lights. But I feel like this method is better. Okay? Now, you see that we have something, some information going in, in, in these areas and we are able to distinguish the shapes better. And let's take this one. I believe that the size of this window is actually similar to this one. So I'm dragging it in here and testing it. Right? We need to make this one bigger just a bit. So I'm gonna go find this just right-click bros so that they can find this right-click. And I'm going to duplicate it and just change the name to museum so that we are going to take the shape from that. And let's select this one. And we need to select this one as well. Bros. And let me copy the name. In this museum. I'm gonna go to this and bring that a static mesh instead. And let's make it visible so that we can make changes. So now the first thing I need to take this ceiling, bring it up. Let's make it wider bit. Now I'm just selecting this and let's bring it up. And this one as well needs to go up just a bit. And now I'm going to select this one and increase the Z value only a small bit. Then I'm going to copy the z value from this and place it on top of all of these instances. And just a bit of displacing of these elements needs to happen in here. So Compile and Save. And of course we need to take this one and make it non visible. And it's not getting changed. And that is because I believe we have been still using this one here. I'm going to select this one. And while having that one selected, I'm going to right-click and replace. And you see this selection. And it basically replaces what you have selected in the Content Browser with what you have in viewport. I'm going to duplicate this all the way to top Shift E. No, it doesn't. So I'm going to select this again and try to duplicate it over. Okay, you see how fast you are able to create kids. Now you see we have more depth in the buildings and we're no longer seeing the sky in the back of the buildings. And that is a good thing as well. So let's go in here and this time, place the light just in here, hold down L. Now it looks like it doesn't do that in here. Hit Add and bringing a point light. And bring the point light in the center, make it perimeters in terms of attenuation radius and bring the intensity down just a bit. And if I hit Compile and Save, it applies to all of the pieces in here, which actually is great. Okay, Now environment is going to get iteration after iteration and get completed as well. So in order to give this one a bit of more depths and a greater look as well. I'm going to create this surrounding panel linger as well in order to make that really more authentic. Something simple for the residential and allocate, and maybe something more intricate for the museum kit which needs more attention and care. This was about this one. Then there's something that I noticed and that is exactly that bring everything in. If you're seeing a lot of these highlights in these areas and you want to get rid of them. Let me take this. You see that there's a light sign in here. Just hit the point light and go. And there should be a specular highlight, a mountain here. And if it doesn't go, all advanced details, and this is the specular escape. Just drag it so that you're no longer seeing those odd speculators. So also, in order to apply this one to all of them, I'm taking this shift P. Now it doesn't solve. You can go into this and select all point lights. It's context-sensitive. For example, if I take this one and go to the Select, it says all the static much actors. So I'm going to select all of the point lights and it's going to include all of them that are individually placed in the scene. So the shortcut is Control Shift on a. It selects all of them. And let's go for specular scale and bring it to something like 0.1. Or simply, you can totally disabled that. This was a quick tip on some rendering tips. And we're reaching to the end of this lesson. And in the next one, we will actually create this paneling for this. And this is actually the difference point. Now, the windows are just similar, but bringing in different ornamental elements will make them look different. And I found out that this causes a bug because this is a mesh that has been re-scaled too much. So if you encounter something like this, you can actually go with added blueprint and take the piece that is causing the problem and scale it in just a bit, Compile and Save, and now the problem is better. So this is the way that you can re-scale it in and try to render it better. And the same goes for this one as well. So let's go for this one as well. Bring it in. This one needs to Bringing as well, Compile and Save. Now it's better. But of course if you want, you can go actually and fix it in all of them because this one still, we have the problem. But if you have the problem, you know how to fix it. Okay. See you in the next one. 73. Residential Window Blockout: Okay, everybody. In previous lesson, we created this window panelists and now it's actually time to go and create some ornamental pieces to place around them to give them a bit of a different feeling. And you already notice that I changed the material and these so that they are not all using the same material and having the same different buildings. So I change one material for this 11 material for this one, for this one. So now we're going to create two ornament piece that wraps around this. And we already have for Windows so that we have to create four pieces as well. By four piece, I mean that I want to create one for this one, and maybe I'll duplicate this one over to here as well, because these share the same size. And as always, I'm going to create a simpler design for this, for this residential and allocate. More difficult one for this one. So I'm going to create one variation for this. One variation, maybe for this. And we're going to create two variations for this. One, maybe one that is more of a rectangle design and one that is having a bit of arc as well. So this is a, and this is what I'm planning for. So I created a new blender file and brought in these windows so that we have the sizes to work with. And these are done. And now actually let's go and take a look at the references. And I'm going to start simpler. And this is the design that is going in here. And it's pretty easy to create. And actually you are seeing the design that these are two similar. These two are similar, but this one is a bit more intricate and this one more simpler. So I'm going to start with this one so that we get the workflow and then go around or more different ones. So let's go and start with this one. The first thing, I'm gonna go grab one of these edges that we have here, and I'm going to Shift D to duplicate that, right-click to confirm it. P by selection. So we have a piece in here as well that is only a line. Basically. You are saying that under period is still in here, which is good. And maybe we change it later. So let's bring the pivot in the center and we have this line. And we're going to use this one to create a form. And just like in the ornaments session when we use these lines to create geometry and form, I'm going to go in here to the object and convert this one into a curve. So that now instead of geometry, we have a curve in here, which was the case in the ornaments session in the first session that we learned. And now we can go into this object data properties and bringing the geometry tab. And I'm going to bring in the profile, give it a bit of depth. Let's go back to see the result actually. So I'm gonna give it actually so much depth. And actually let's rotate this one. Offers, let's give it the shape. Let's scroll through some of these presets and choose one that is having a better look. Now, this one is not actually what I want, but this one is better. Having some ornament details going on. But there's something off about this one. And actually, let's go and apply the scale and rotation. And now we're getting perfectly the shape that we wanted. So let's go back and start to use this. And instead let's give it more resolution so that the shapes are more visible and more resolution. It gave the smoother the object is going to become. So right-click and just make it Shade Smooth and smooth it by 30 degrees, which we will actually do later on. So this is the shape that we're getting. It's a great shape as well. So let's go in here. And since this is totally symmetrical, I might use only one piece of it. And I mean that I'm going to cut it in half and later on after texturing, when we made sure that this has more texture resolution, we do the cemetery to create the other side as well. One more thing that we can do is actually rotating this in different rotations to see which different results we can get. So already, this is a good one and I'm happy with how that looks. So I'm going to bring in the reference and it looks like we're having a simpler design in here. I may use this one for the museum kit. So let's drag it back and shift duplicate, bring it here. And it starts to give it a simpler design for this one. Because this is the residential building and not having as much detail as the museum kit. So let's go bring in another one. Let's use this one, for example, that is simpler in design. So now I'm going to make it as wide as this window. I disable that. And I'm going to rescale it first in these two directions. Let's take it. I'm actually going to bring it in just like this one. And actually I'm happy with the geometry. Let's go Selected Object, Convert and convert that to a mesh, which is this one. So now we can apply any kind of modifier to that as well. So I'm going to select this one and re-scale it in z only. Then we're going to highlight the edges around this. And I already know that you can take this one, duplicate it, bring it over. But I'm not going to do that actually, because I'm going to save some texture space. I'm taking this, creating the high poly, low poly and all of those things that you know, when after that, I'm actually going to duplicate it around. So now I'm going to create the base meshes. Now, let's go in here and select this. And selecting this top row of edges, right-click and hit N to create a face. And I'm going to insert this face, right-click or excuse me, hit M and it collapsed so that it collapses the results for you. And on the bottom place as well, we're going to do the same thing. So just de-select this one, right-click and insert only a small portion, and it collapsed. Now we're going to actually smooth it by 30 degrees to get the smoothing result that we want it. Now, let's go to the top view and I'm going to select everything in this half box x squared again, and select everything in here and delete. So we created one piece. And actually to give it a bit of more detail, I can go take this one and take these two as well without actually selecting this middle ages. Let's go on the top. And I'm going to bring the scale and the scale them in just a bit to give it a bit more detail. Now that is happening. And if you want to add more details, you can go and start to add more details basically. So while having this one selected, I'm going to make more geometry to make this look like What? So let's go to something like this. Let's see how many chords we have added. That is this much for. In order to save some more geometry, I'm going to go and bring in a bubble. Instead. You can simply take these edges and try to chamfer them so that the shading gets correct as well. Just a bit of a chamfer. It's C clamp that, that top and bottom vertices got this selected. I'm going to only check for this age to give it some more depth. Something like this. Now, this as well. So now it's smooth and it's going to be rendered a lot better. So now actually let's go on to start to unwrap this. Because I believe that details are enough and we can use this as the geometry for the high poly if you want. You can also take these vertices and try to percolate just to something like this to give it more detailed. If it causes some problems, you can go and try to weld the vertices by distance to make your results better. So let's do the same thing on the bottom part as well. It's as easy as selecting these and bringing in the bevel. And if it created the problem again, you can go into vertices, hit em, and merged by distance. Okay, now, let's go on to unwrap this piece. To the UV mode. You see on PrEP is pretty badly placed. So I'm going to select this vertices, select this row of edges in the middle. Actually. Right-click and Mark seen. This one on the bottom as well. On the top as well. This one is going to be marked as seem as well. Now, polygon mode, select everything I need, unwrap it created on rep perfectly. So let's see what is the problem. Looks like. We have a problem in here that is actually because of this phase. We do not want to include that one because using the symmetry we can cap that. Let's go and do to unwrap again. And now we have a perfect unwrap that we can use. Now, while having this one, I'm going to apply the scale and rotation as well. And this one is going to be used for this window kit. And let's go for the other residential, bring it in. And I'm going to use the same design for this one as well. So let's drag these two out. But I'm going to take this shifty, bring it there, and I'm going to just place it in here to fill this space. I'm going to make this one bigger just a bit. Okay, now this is perfectly unwrapped, but we do not need to do anything about the unwrap at all. So let's use it. Later on. Using the symmetry will create the top, bottom, and right pieces as well. So apply the scale and rotation as well. I'm going to bring these to unwrap together so that we optimize a bit of texture space as well. So now let's create other pieces as well. I'm going to select this and do a 90-degree rotation. Just like this one. I'm bringing it in in here. And I'm gonna go in and remove this top part in here. It looks like we have an extra odd vertices in here that we can take and delete. Okay? Now I'm gonna go and remove this top part completely. So just like this one. And in here as well, I'm going to remove everything from here. Here. Make sure you select a polygon. Select polygon instead of edges, and remove. Now this one is going to be the bottom piece for this. It's going to hold this geometry in here. So let's go and select this edge. And the other edge at the other side of that. Not these in the middle. And right-click and looks like we have some more edges to exclude. So these ones, I'm only going to select this edge. And the other edge shift instead of control to have a better selection. Right-click and bridge the edge loops in here as well. I'm going to select everything, Right-click and N to create a face. And doesn't matter if it's an ongoing, it's going to be triangulated later on. So take this one on unwrap. Of course, before that, let's go apply the scale and rotation. Unwrap. It looks like this is the piece. And let's see the piece fully. Now that we have this seems placed in. I can take this one and go into the selection and select the boundaries. Just select this piece and you can have a better selection by having the UV sink activated. So I'm going to select this. And in the select, selecting the bounds in the edge mode, I'm going to mark this C in here as well. We have the seams laid out. So I'm going to go right-click and do an unwrapped. And it laid out perfect unwrap for us. So this is going to be the bottom piece for this one as well. And it's going to be copied over. Again. I can take this, create a variation for this because this is bigger. I'm going to make this one bigger in these axes. Not in z. I'm going to make it bigger in x and y. Now, I'm going to upload everything and rotation. And I'm going to take these four pieces and do an on-ramp. And since every SIM is created, it has taken the size of the pieces and didn't unwrap based on those sizes. So now let's do something. I'm going to isolate this piece and actually do a simulation how we want this ornament to be. So let's see that this is enough for here. This is in the center. Now I'm going to take this, bring it here. And this one is actually going to be on top and rotate it. Now this is actually the frame of the building. And in here, I'm going to bring in some ornaments to make it look more beautiful and intricate. Just like this one that has a bit of ornament as well. Since this one is actually having a triangular shape, I might repeat the shape as well. And you see, this is the same thing, but using a mirror or bend modifier or anything, we can create this shape basically. So now I'm going to bring in ornaments. And I'm going to select from these ornaments app that we have here. One of them can be this one. I'm going to copy that, bring it here. And I'm going to use it with this one, which has lots of cool details. So I'm going to bring this one as well. And now I'm going to go and remove the back part of these because this one as well, users some texture space. Let's go separate by sin and try to select this one. Or we can use by UVs, select this part, remove it on this parts, and remove it as well. On this one as well. Let's go and take this and remove anything that is not going to be rendered. So now I'm going to give this the smoothness and this one as well. First we try to use VDS, excuse me, you try to texture this and we will create a shape. But to test that, Let's go bring these to create a duplicate so that we can use some shapes. I'm going to rotate it 90 degrees and 90 degrees in here. So this one is going to come in here and be placed just like this one. And of course, in a way that we can see that for example, something like this or basically in here and accompanied with this. So I'm going to delete these two and take these go back. And I'm going to delete the pieces that were duplicated, basically a now I'm going to take these This is the kid patch for the residential and allocate that we have. So it already has the UV. I'm going to right-click and do not do an unwrapped basically because it has our unwrap already. I'm going to go use the UV Packer. And I'm just going to use the same settings that this one high-quality. And let's see if we can use this to have a better texture density. This is actually how far it can go. So now this is the kit that we are going to texture and later on use for the residential and allocate a let me just place them with each other. They're already having the amount of the geometry that we needed from them. So now I'm going to select them, put them in a folder and call it raise, standing for residential. And now we can simply hide them and do whatever that we want. I'm going to keep these so that later on we can actually use them to start to keep batch the pieces to create new geometry. Now, this is, this lesson is done. Then the next one who actually create a piece for this one as well. Okay. See you there. 74. Baking The Windows: Okay, everybody in previous lesson, we created the kit or ally and a residential building kit. And now it's time to go for the museum kit, which is going to be more intricate and more detailed. So first things first, I'm going to place this in, right? In the place that it needs to be. This needs to be bigger in x and z. Now, this is the piece that I'm looking for. As well as I'm going to go and convert this one into a mesh because this is already curve that is not so useful. So I'm gonna go convert to mesh. Now we have this one and we can go select this and use to create a face. Again, a small insert, and then collapse. Now on the bottom part as well, we're gonna do the same thing. Let's go select this right-click. And to create this, then I'm going to bring in an inset very small amount and collapse. Okay, now I'm going to shade smooth and based on 30 degrees, you are getting a good result. But I need to take one side and delete it. I can go in here and try to select polygons from this side, okay, completely correct. Now, we do not have any problem with this. And the only thing that we need to do is actually rotating this 90 degrees so that we can test the shapes on these windows and apply the scale and rotation as well. So that when we UV this one out, we're not going to have a problem. So now this is one piece and it's going to act as a platform as well. I'm going to rotate that, bring it here, make it a smaller, know, make it a smaller, only in y. That the proportions are right. Okay? This one, I believe is okay. Maybe we actually take this and resize it, I guess this portion to save some texture space and make this more high-quality. And when I'm looking at this in here as well, we have a piece that is connecting this one with 0s below it. So we can actually go again, create a curve. Let's shift a go-to curve and create a path. Now, let's take this, bring it over. And I'm going to resize it and apply the scale and rotation as well. So now I'm going to take a look at this and sip tea, coffee. The design exactly. We can take these vertices, these three, delete them. Start to iterate from here. So I'm going to bring it down. You can hold down Shift to be more exact. And when you are happy with the result, you can really take this, execute it, and then I'm going to hit E to extrude. Basically, this is going to extrude extra vertices. And you can create the shape that you want. For example, if you wanted to change it again, you can go and start to do any change and I'm not going to exactly copy this. I'm only going to have this in mind to see how all of those things are flowing together. So once saying another. Now I'm going to take this and convert it to geometry. Exactly. Let's go convert and to mesh. Now this is a mesh and we can go in and select this one and hit E. And I'm going to extrude it. So we get basically this shape. So I'm going to take this and bring this in the center so that I can rotate it with no problem actually. Let's make it a smaller. If you want, you can actually go on to start to give it more depth so that it's more pronounced. And I'm going to take this one and bring it down in z only. And let's do that again in z. Okay? Just like this one. And this could be a good addition into this. And I'm gonna go in here and extrude vertices out, bring it here. And I'm going to select this one and this and align them on the left, or align them on the right so that they're on the same level. And I can take it and bring it back or basically do whatever I want. So now this is it. I'm going to bring it in here and try to test it to see the results. So let me go rotate this. In 90 degrees in Z. And I'm going to bring it in the mix to try and test it. Let me place it on top. And I can actually make this bigger and try to place it on top of this. And right now you see that this is too flat. I can go in here first. Let's try to take these. I'm going to bring it in here. And one side is in here, and the other side is on the other side of the building basically. So I'm going to lock it to y and bring it here. Now, to give it more depth, I'm going to basically select all of these vertices. Just like so. I'm selecting this right-click and hit N to create a vertices, to create a face. And again in here as well, deselect everything and create. And just like this, Okay, Done. And now let's go ahead and create a bit of depth into this. Now let's go try something. I'm going to take these vertices in here. Now, let's leave it the way that it is. Now let's go in here. And I'm going to add two vertices, two on top. And I'm going to scale them right until here. And then select this. And let's take the vertices again. I'm going to bring them up so that they are in the same level at this one. So I can exactly go and try to remove these lines that we do not need. It gives some form to it. So let's take it and try to test it. On this wall. Actually, I do not need this vertices in here. So I'm going to delete it, bring the vertices in the center because I'm going to use the mirror modifier to create this side. So again, go to mirror. I'm going to use Y, bisect and flip execute. So we created this one as well. If you want, you can take these vertices out and try to extrude them more. If you want to basically, let me take this. Or you can basically do an extrusion. Let's take this one, extrude in this direction. So it looks like we need to do another mirror as well to create that side mirror. Why? Now everything is going on. So now let me duplicate them to simulate the situations. I'm gonna do that. Just like this. I'm going to play some ornaments in here. Let's go use some of these floral ones. Let's take this one and this one and copy them in here. And before actually doing anything, I'm going in and we're moving this backside because actually we do not need it. So let's go for UVs. So let's go back again. Go to polygon mode so that you do not lose any of the edges. So this one done. And let's go for this one and try to remove all of these parts done. Now let's apply the modifier and we give them a bit of a smoothness. So I'm going to take this, both of them rotate in this direction and bring them up to try to test them. It looks like they need to be rotated on the Z as well so that they are facing in the right direction. Let me take this one, bring it in and try to create some simple ornaments on this part. Just try it the ornaments and apply this one as well. By mixing and matching different ornaments, you can create different results. So I'm taking this and actually I'm going to take this one because this one has a center point. And I'm going to bring the pivot to here so that I can respond different ornaments on this part. So let's go and select this one as well. This is a great one, or we have used this one. Let's use this instead. This one, this has a better shape. And I'm going to bring it here. And right away, I'm going to remove any extra polygons that we do not need. Okay? Now I'm going to Shift S and this one too cursor. Now, it has been as founder. And I'm going to change the rotation in this direction and then in z as well. Okay, Now, let's give it smoothness as well as well. I'm trying to select these and apply the scale and rotation as well. Let's place this one in here, right in here it should be. And I'm going to bring this down and try to place these in another order. Okay, but these need to go in here as well. So I'm selecting this and select this 12 bounding box so that I can bring this right in here. And this one as well. Let's make them smaller and place them in these areas to create the ornament. This one as well. Let's bring it in and try to create this one width. I'm going to scale it in so that we can create basically a result like this. Then all of this is going to be duplicated on the other side after texturing as well. This is another one that I'm going to use. Copy and then paste it in here and bring it right in here. So, you know the rules. I'm going to select all of these and remove the backside. So I'm going to rotate it in why? 90 degrees. And again, rotated in z, Ninety degrees. Now, this actually has the good rotation value. So let's make it bigger. Try to place it right somewhere in here. I can take this one, bring it up. I can do another rotation in this direction to make it something like this. And you can make them smaller, you can make them bigger. Just what do you want basically to create your results. So I'm going to bring this one up and make it a smaller, just a bit and make it bigger as well. But I can go and extrude this in abroad, these two in as well. I'm going to do the same thing and place them in here to create an ornament piece. So just like this one, I'm going to bring it in, move it in Z, and try to place it in a way that the result is visible. So this one is good as well. But actually this one is not. So I'm going to drag it back and use this one on the top part. Instead. This is more floral and hitting with the same better. And let's drag it back to create the result. Okay, now, I believe that it's enough for this one, but if you want, you can bring it in and try to duplicate it on random places where you have a bit of empty space. Or no, this is not actually reading too well with the rest of them. So I'm going to select all of them and do apply transform, rotation and scale on them. So I'm going to give them the modifier as well to make the result smoother. So this is all of them. And I will copy the result to the other side when we created them. So let me take this one, bring it back. Just like this. I can take this one as well and cut it in half. I'm going to use this the way that it is. Now, let's go select all of them. Select this one as the last one item. And I'm going to join them together. Select one as an active object Control J to join them. And I'm going to use with this one out. Of course it has the UVs. I'm only going to excuse me, pack them using the UV packer, just like these settings. And it's done because these already have the UVs in place. So now I have this piece. I can keep it separate, and I have this piece as well, although we altered that from here. But since this one has already a special case in it, I'm going to keep this the way that it is, but this one or this one could be removed easily without problem. And this is it basically this is the kit. And let's go now try to apply the UVs as well. So now I'm going to select this shift G, and by normal and hit on rap. It. A perfect unwrap. And I'm going to shift to this one by normal on rap and take this and unwrap, and let's select everything, unpack it. Did. We have the UVs for this one? Let's create something and just call it Museum 0. So that we know that this has been used with, and let's hide this for now. So this one is going to be removed, but let's start to work on this one. We already have the result. Let's shift G by normal. Excuse me, let's shift to buy normal, unwrap. Shift G again by normal unwrap. Take this one and do another unwrap and pack them all in the same place. This one as well can go into museums 0, and this one is also good. Go to museums 0. And we are left with only this piece. So let's go to an on-ramp on this one, I'm going to hide everything. Select these two. And it doesn't have a UV, let's say pack to create a UV for it. So this is the basic, this one as well. Hit Shift G normal, unwrap. I'm going to select this to a plus four, select this one. And this one. Plus right-click and unwrap. And these are separate pieces as well. So I'm going to select this one. This ring. Do want to unwrap this spring as well. To unwrap. I'm gonna do the same thing for this one as well. Loop, unwrap. This one as well. Unwrap. Now let's select everything and I'm going to select this one. And we have this piece and I can right-click and unwrap. And let's select them all pack. And this one looks like it doesn't have a good textual density. So let's go apply the checker map to it and you see it's distorted a lot. So I'm going to take this and in here, it looks like we need to add more resolution in y. Add more resolution, and you're good to go. So in y. Now I'm going to select them all. It pack. Again, select everything with it, and it's good. Now, this has been unwrapped as well. Let's remove the checkered pattern as well. This one also can go into museums 0. Again. Now that we have this, I'm going to actually start to export these to substance. And because these are high-quality files themselves, I'm going to bake them on top of each other. So let me bring in the residential create as well. You see we have created the UVs on these, but the size of the ornaments is relatively bigger than the pillars. Actually gonna do not want to stay like that. So I'm going to take everything about this to scale them just a bit. And now I'm going to go into UV Packer and we scale and rotate are going to be turned off so that you get more texture resolution for the pillars instead of these ornaments that are going to be re-scaled down basically. So now I'm gonna give this one a separate material so that all of them have the separate material. So just call it window residential and try to place them just in here so that it easier to work with them inside substance. Then this one is exactly a duplicate of this one. So I can take this and simply delete it. And let's go for here. And it looks like we use with dad and didn't UV this one. This one also has the UVs, but this one doesn't. So I'm going to remove that one. This one is going to be dragged out. Uvs are in place. This one as well. There's ornament needs to have it separate material. So let's just call it ornaments. And later on, when we created this, because we haven't welded these and these are all separate pieces. We can bring them and use them in this simpler window creation as well. Okay, good trick. And let's go in here. And on this one I'm going to do one thing. I'm gonna go select all of the vertices, excuse me, all of the edges from here and here, and here as well. Let me, if I can bevel them to give them more details, because this is not exactly looking the way that I want it. So instead of selecting all of them, I'm going to only select this edge, vertices, this one. And select only in areas that you have sharpness. This one, and this is okay. So now I'm gonna do a bubble. Let's see what we come up with. It controlled B to add a bubble and you can hit clamps so that it stays to the good place. Okay, now we have more smooth muscle on this one and I'm going to select it, merge by distance. Ten vertices got welded. So let's go in here and do another unwrap on this one. I'm going to go for CME or it doesn't have seen, let's go for UVs. And I'm gonna do another unwrapped. It's basically giving us the error that we got. So let's go in here, give it. Check your pattern. And I started to tessellate this in y. Ok. Now I'm going to select all of them and go for UV Packer, unpack. But now we do not have as much resolution on these parts. So I'm going to select this and invert selection. Then I'm going to make these ones bigger a bit. And it pack so that we get some resolution in these parts as well. And of course, we are seeing a bit of distortion in here and let's fix it. I'm going to select, let me select these polygons. And these are these, I'm going to scale them in y. And let's just scale them in y again, just like this one, okay? Now it's better, but we need to actually scale in y. Again. Let me take this pack and basically this is a good one. So let's go for UV toolkit, hand removal of the checker patterns. And except for this one, all of these are going to be from the same part. So I'm going to select all of them. And I believe that they should have unwrap in place already. So just select these three and hit pack. And I'm going to go into UV active mode, select all of them. Select by pounds. I'd go into edge mode, right-click and mark seam. Looks like it converted all of them to mark scheme. But we can test to see if anything has been unwrapped already or not. This has been unwrapped. So I'm going to give these new material hand call it window museum. Now, I'm going to take all of these unexplored them into Substance Painter. The material is already set up and we can bake and texture there. And this one is the low poly. At the same time, high poly as well. And we're gonna bake it on top of itself. And one more thing, I'm not going to bring this through ZBrush because the details are so small that they cannot be seen. Of course it can bring them to zebra Russia start to detail them, but I feel like it's an unnecessary. Okay. This is substance. And I'm going to bring the low profile and hit Okay, now we have this file and it can be baked on top of itself. And some normals are wrong and some of them are right. Let's go to substance. Try to separate face normals and you see all of these are facing to the right direction except for this one. So I'm going to select this one only. First. I'm going to apply the scale and rotation and then select everything Shift and N to calculate the normals. Again, that problem got solved as well. I'm going to select them and re-export them. And then again, we can go in here into project configuration and re-import file. Basically. Now the problem got fixed. And now we have three materials. Let's go in here and add ambient occlusion channel to all of them so that later on, the ambient occlusion bakes as well, exports, excuse me. I'm going to select bake mesh maps. And since we already have this, I'm going to select everything or kay, use low Party as high poly. And anti-aliasing also is going to bump up. Okay, I'm gonna bake textures and see you after it's done. The baking is done. And a smart material that I've put is working alright as well. So see you in the next one while texturing. 75. Making Residential Windows: Okay, everybody, in previous lesson we created these and bake them. And now it's time to texture them exactly. And I'm going to use the plastic concrete. Again. One of the benefits of using this smart materials is making sure that you have authenticity in your textures. All of them convey the message that I have been baked and created in a same area. They have gone through the same changes and basically things like that. And this is the result and I'm happy with it actually having a quiet good result. Now, let's go see what changes we can do to individual kids. I'm going to first bringing the ornaments. You can hit F to frame on that. But since we have a big mesh in here, it's a bit harder to zoom on them. So this one is perfectly good, exactly what we wanted, separating the forms from each other and creating a good result. So let's go for museum and hit F again. And in here, it's good as well. But we need to make sure that we remove some of these results. Either this one or that one. So this one is better. Having a darker edge separates it from the rest of the measures. Let's go for this one. This one as well has lots of interesting results. And I'm happy with it. This is exactly the way that I wanted, but I can do one thing. And that is, of course, I should have selected this one, Excuse me. So I'm gonna go in here and use the mask to actually remove a bit of this edge highlights. So global balance down so that it's not generated all over the place. And I can remove this one as well. Let's use it. It's better. Now let's remove it. So now this is a good result and I'm going to export all of them and then make the meshes inside Blender. So first things first I'm going to export the textures, the desert direction, and packed OpenGL target. I'm going to export them at for k. So everything is okay. And I'm going to export. Okay, they got important, and this is the result that we are getting. Perfect. So now there's a bit of setup in Blender. I'm going to go to material mode and disabled the face orientation. And right now I'm gonna give them the base color. So I'm going to select them and in the material, I'm going to give them the base color so that when we actually try to scale them and all kinds of things, we know that what is going on. So this is the window residential and this is the base color for it. Since the material is applied on all of them, we are getting the result perfectly. So this one as well, Let's go image texture on it to open. And this is window museum. Good. This one is the ornaments. One, image, texture, and ornament base color. And the good thing is that as I told you, you can take it, for example, duplicate anything that you want. Shift D, P separate by selection. Now we have a piece that is independence from that. We can copy that around to use it in here and basically do whatever you want to do with it. So now that we have the kit, you can take them and start the kid bashing process. And let's just start with the simplest one, which is this one. So I'm going to use this one as the base and take these, bring them back. Okay, this is the piece that we're going to use. So let's try to make the piece. Though. This can come in here and it can be duplicated to other side as well. I'm going to bring this, let me select this one and start to bring it in here and make it the base for these two. I'm going to scale it in x, excuse me, in y only. Or this is not uniform. I'm going to take this one and bring it in here. But I'm going to use the mirror modifier, doesn't matter. Actually. I'm going to make it in y and make the symmetry object, this one, it looks like we're wrong. Let's go to z. Z. And it's following the pivot in here. So temporarily, I'm going to place the pivot here and go point this one, make it flip as well. So I'm going to bring the period in here. You see that it has been duplicated across. Now I'm going to apply that one and place the pubic back to its place. Although it doesn't matter because we're not going to copy this over. So let's bring the pivot in here. And I'm going to bring it up and resize this one in here to give it a bit of more form and separation. Actually. Doing the job in here. And when we made sure that we make these, we bring them into ZBrush and start to give them the masks because these are now different measures. And ZBrush can really give us some different masks. This is for it. And actually let's take this one and bring it in here so that it's a bit symmetrical. So now I'm gonna go, Let's see what we have here. I'm gonna go place this one on top, rotated 90 degrees. And I'm going to scale it only in this direction. This is it. Maybe I can take it and paste this one in here first and do another rotation. So that this flat piece points up the way that it should have been in here. Okay? Now we can do one thing and that is getting these parts and separate them from each other a bit. So again, I'm going in and remove this pulley and bring this one over just a bit. It looks like we have that we should remove in here. Though. You can dissolve vertices to remove that and replace that here because the Windows already have a frame and I do not want this part to cover the frame. So let me bring this back to here. Again, let's place the pivot and apply the scale and rotation on this one mirror. And I'm going to set this as the mirror object. Okay? It's perfect. And now let's do that like this one and try to re-scale it in y. Hold down Shift to be more precise. Wireless scaling and doing multiple things. This one as well, I can take it and bring it here. And this one else can be scaled. And I can do one more thing. And that is bringing this down using the symmetry. Let's place the pivot in here. And I'm going to use the mirror and flip it. Or let's do that. In z. It created a new shape. Okay, and now I'm going to apply and resize it just a bit. Now I can take this, take these to bring them in, and I start to create the ornaments. So I'm going to take both of them and rotates in this direction. In this direction. Let's see what we have. I can take this one, bring it in, and it starts to create the results with it. So let's make it a smaller so that we have only a bit of extra thing to work with it. Okay, just to give it a bit of ornamenting, let me rotate it so that it feels the same. And to be symmetrical, Let's apply the scale and rotation. And I'm going to do mirror. Again. Let's put it in y. And this one is going to be the mirror object, or we should make it in x and apply the modifier. And I can take this one, bring it here. And maybe I can place this one on top. Let's do something like this. Bring it here and rotate it in 90 degrees and see what it creates. Let's rotate that just like this one. I can take it and bring it over. So let's go back. Looks like it's a good one. So let's take it, bring it out. And I'm going to scale it in here so that it has more form and shape. But I'm going to re-scale it down. I can take this one as well and bring it in so that this one becomes more prominent. Okay? Now let's apply the scale and rotation as well on this one. And I'm going to do a mirror and set this one to that. This one is good, but I'm not happy with how this is looking. So again, let me go select this one. And I'm taking this. And I believe that this is a better rotation than what it was before. This is good, but let's separate it a bit more and use this one instead. So scale and rotation. Then again, I'm going to mirror in x based on this one. So it looks like we created the first frame and it's ready to be exported and tested. But before that, I'm going to take them, apply all of the modifiers on them and give the pivot to be in here as well. And I'm going to select all of these, separate them, and this is the results. Let me take this plus this one. See if I can rotate and scale them in this direction to give it more bit of form. Okay, this is good. Now. Now I'm going to select them all and hit Control and J, K. Now these are the same mesh, but I'm going to give them the pivot and looks like we ruined the UVs, K scale and rotation. And now I'm going to borrow the pivot from this one. So this is already pivot in here. It looks like we didn't join them. Let separate them. That this one has an active object and join them. Okay, Now this is a piece, looks like Upon joining them, it gives us a problem. And that is, I believe, because the UV names are different and it creates to UV sets. Let's go in here. It has created to UV sets and one workaround, this one is actually taking one of them that you know, for example, this is the name of the UV, copy the name of the UV and go paste it in here so that when we bake them, these are part of the same UV. So hit Control and J. Now we have one more problem which is in here. So let's go paste the UV name in here as well. So now select them all, Control and J. Now we do not have a problem because all of them have been merged in that UV map. And if you go in, you see the UV, correct. And a lot of you have been saved because of the trim sheet workflow that we have been using. So I'm going to take this one pivot to cursor so that this is the pivot. So now I'm going to rename this and I'm going to just call it modular residential window frame 01. Let's go create a folder for it as well so that vertex can export on them. And since these are new pieces, we have no problem bringing them into a new folder. In this sub folder, I'm only going to create a finished and export this. And this is unreal. Let's go and try to import them in. Okay, it's here. And I'm going to convert that to nanometers world imports all. And this is the piece that it has imported. So while having this one selected, I'm going for this one because we created this for this. So I'm going to open the blueprint and go in here and bringing a static mesh. Let's search for static mesh. And you see because we have that one selected, it's bringing in the same aesthetic much that we have selected. Let's go back and say it has been placed on right under where it should be. So Compile and Save. And this is the result in here, pretty good. And it has been duplicated all over as well. And now you see this is starting to look a lot better. But if you want, you can actually take this one and go make the pivot in the center or do some changes in here because these are going to be hidden. So I'm going to go in the center. First, go into center, make it bounding box center. And let's rescale it in x only a small bit so that we are able to see the results, the scale and rotation. Then again, I'm going to bring the period in here, simply this one to cursor, hit Export. And right now I'm gonna go re-import this. Okay? Now, it's a lot better than giving a very cool shape on this part. You see how different it has become compared to these. And since actually we had the map applied in blender, you see that it has important that material as well, but I do not want that. So I'm gonna go take these two and forced delete them. And now we get a default material. And this one, which has no problem later on who actually bringing the materials. And since we are using the same smart material over and over again, you see they're starting to look actually pretty good. The combined with each other. And I'm getting happy with the results are actually now that we have created this one, I'm going to take this exactly take these two and bring them back and start to work on this one. And this one is the one that we have copied over to be used in here as well. Handles allocate. First. Let's do something. First. I try to create the ornaments around this. And if these bricks were in the way, I take them and scale them to make enough room for them to be shown. Now again, I'm going to bring this one this time because this is bigger and was created for this scenario. Okay. This is it. Now let's take this one and bring the pivot into the center so that we can bring this over to that side as well. So let me go in here and bring in the mirror. And let's put that in here and apply the rotation and scale on this one as well. So I believe that we should go in y instead. This is it. And now I'm going to bring this one in. This one exactly needs to be in here. But let's make this a bit bigger. I'm going to make it bigger in Z and bring it here to cover this seam. And I can make this one bigger as well, a bit and just a bit bigger. Now we have this same covered perfectly. I can take this, apply the scale and rotation, and I'm going to apply a modifier to bring this on top. So again, mirror, but this time I believe we should go in z. So let's go in z and set this one as the target. This is correct. And let's look at that. It's alright. But I'm going to take this and actually rotated in this direction to 90 degrees. And a scale it a bit as well. This is the shape actually what I'm going to do something. And instead of making this just like this one, you see it's horizontal. I'm going to make this triangular piece that we know from here. So in order to do that, I'm going to make it from here. First things first, I'm going to shifted duplicate this one p by selection so that I can take this one and do the works on it. And before that actually before doing anything, let me take this and bring it up. I'm going to take this one and we scale it. I'm going to rescale this one so that we have enough room for that to show up. So I'm going to place it right in here. Let me look at that. Having them isolated to see how they work. But before that, let me upload a modifier on there. And this is it. Let me take it. I'm going to bring it up so that it matches with that one. So first I'm going to bring it down until it's matching the proportions. Okay? Now I'm going to take the middle one and drag it up. And now take these two. And make sure that you select the vertices, backside vertices as well, if you have any. So this one is done as well. Now let me take it and we scale it in just a bit and hold down Shift to be more exact. And I feel like this is too sick. So I can go and try to scale it in. And then take this one, bring it up as well. Then take these to bring them up. That is as easy as that. So let's take it and I feel like I should make it exactly on the play. Okay, now, let's see what this one does when combined with the scene actually. First, let's take this bring it down to cover the scene. And I can take it and bring it in a bit as well. Then first, let's take these as well. I'm going to take these vertices and bring them up a bit, but it results in the texture to be a bit distorted in this area and it's not too prominent. It's okay, No problem. Let's take this one hand, re-scale it in so that we can place the ornaments in. Here. You see there's enough room for the ornaments to be placed. So now let's use some of these ornaments. So I'm going to use this one, Shift D, separate by selection. And this one as well. Let's select all of the pieces from it. This one Is it by selection as well. So now we have these pieces. Let me bring it to the center, and we have this piece to the center as well. So now I'm going to place them right in here. Looks like this one is a better piece for here. Rotated 90 degrees or. Here to get the perfect rotation and do the reverse. Let's take it and bring it out. Of course, I need to give it more depth. Let's give it more. Let's try to look at that. This is better. But now let's take this lady's row of vertices, this edge, and drag them to the site to fill this space. It looks like it's better with this one. A scaled to the fullest. So let's take this one, re-scale it, and place it right in here. And I can rotate that as well so that it matches the curvature of the building. So let's apply rotation and do a mirror. The mirror, I believe should be in y. Based on this, Yes. It's working. And I can start to use this one or this process as well. But let's first use this one. It can be scaled, rotated, and again rotate it to match the curvature. I'm testing different designs to see which ones work the best. So this one actually is good. So scale and rotation, and I'm going to mirror this one again in Y based on this. Now, you can take them and do some duplications as well. Let's go in. And I'm trying to delete this one fully so that this one is the piece. So a bit of rotation. And testing that in place. Let's again apply the scale and rotation as well and mirror that based on this object. Of course, in y. So it created a simple ornaments and this part, and I'm happy with it. Let's apply it. And I can take these and make them a single object, Control J, and bring the pivot into center. Now, we can do one thing. I can take this, bring it up, scale it right to face the normals in the right direction. Now I'm going to scale it down and bring it in. I felt like this is enough, but let's give it a mirror as well. I want the mirror to happen in Z. Let's bring in an empty to make this one better, Let's bring the world center to this one and bring in an empty on here. I'm taking this one and apply the mirror on this empty so that when I select the empty, it's able to change that for me. So let's take this and bring it up. Okay, this is the design. Let me apply it. And this one needs to be burned just a bit. Let me see what we have. And let's select this one here and apply the bend modifier so that I can match the triangular shape of that one. So simple, the form using bend. Let's set this one to global and apply the rotation and the scale as well. So let's use something else. It looks like taper is going to give us better results. So take it and bring it down. And it doesn't matter if it has a lot of geometry because non-IT is going to take care of it. So now I'm gonna take this and place the period right in here. And I'm going to connect these altogether. So this is a bit trickier than previous ones because this is containing couple of materials. And we're going to fix that as well. So let's select these to see what the name of the UV map is. This is the name it's shared among all of them. So I'm going to take these and join them. And join this one. And this one. These two share the same name as well. So it doesn't. Let's first undo that. And we need to apply the scale and rotation to this one as well. And then join them. So let's see what is the problem here. We need to apply the modifiers first. So now this is done as well. The texture and anything is correct. Now we have two parts. I need to take this and this and join them. So something like this happened, that is actually not a problem. We can fix that in unreal because these two pieces have to separate material IDs. And if I go in here and bringing the UV editor and select anything, he can see that this first one is showing, but if I go in here, you see that this is it. Now this is showing, if I activate this, you see the information on this one is getting shown. So it doesn't matter actually in Unreal Engine when we apply the material, it's going to be fixed. Okay? Now we have this one. Let's set a world center to the selection and take this pivot to cursor. Now, this has been changed. Let's select the piece that we created previously. And I'm going to pick the name from it so that I can name this one the variation to. Now apply scale and rotation as well. This is it. Now, this is the tricky part. Now because this is using two separate material IDs that you see here, we're going to deactivate one material ID to make sure that both of them getting exported. 76. Making Museum Windows: Important from here, and this is the piece. I'm going to bring it. So I'm getting the same problem in here as well, because this is using the second uv channel and it's not showing the material although it has loaded up the base texture, but we need to fix this. And I went ahead and made sure that the UVs are using the same names as well, so that when I joined them together, we have no problem now rendering the textures. So now let's overwrite that again. Re-import in here. But we did it and now the textures are being shown. So now let's go in here to the blueprints. Go to Viewport, and I'm taking this and dragging it into the viewport. This has been applied to where it should be so Compile and Save. Now, it has been applied perfectly in here. Actually, there's nothing to be changed about this. It's working perfectly, but there's a bit of problem in this side. And that is actually, this is too big of a break. So let's take it and make it a smaller so that all of it gets rendered. So make it a smaller. And a bit of a scaling is okay. I'm going to do the same and duplicate it to the other side as well. Let's bring it on. Now, this is better for this brick. Actually a good thing happened in here, because this is being used five times in here. It makes a bit of repetitiveness to have that rendered more times. So in here this brick is doing a great job covering these parts. But let me see if I can rotate this. We get something different or not. I feel like this is already going, doing a good job and I'm happy with it. So let's go in here and disable the textures on them. I do not want the textures to be rendered. So again, we have these materials being imported. Let's go and just hit forced delete. And there's an ornaments material as well. Let's search. No, it's not there. Okay. Now, this a good one hand, this as well who was unhappy accident? I'm happy with how this is covering that part for us. I wanted to create a variation from this which actually has a flat top, just like this one. But this Briggs actually did a great job in covering those seams for us. So now I can tell that these two buildings are finished. Of course, we need to create these two pieces to make them finally finished. But as long as the architectural modular pieces go, these pieces are finished and now it's actually time to go and do this one. And this one, we're going to create a couple of them for. Now. Let's start on those ones. I'm bringing this one in here. And let's just start with the first piece. So this needs to be placed in here and let's set it to bounding box center. And I can take this actually and bring this one in as well. So let's bring it and place it right in the place. This one needs to be placed exactly beneath this. So I'm going to get it in x or y. I'm going to bring it in, pour out. This is good. So now let me take it and a scale and rotation as well. And this one needs to get centered in here. So let's add mirror modifier. Here. Instead of a cursor, we can go to global so that we can see the global values. So that's headed and why? Because it's in y-direction. I need to set the target to this. Exactly correct. So now I'm going to take this and bring it over in here. And let's place it. And I need to bring it over until here. And one more thing, let me take this bring it up and take this bring it up as well to make enough place for this one to get shown on this one as well. I'm going to bring in a mirror and NY based on this. Okay, now we get a perfectly symmetrical piece in here as well. Let me see how is the piece working? Perfect. Now, let's take this piece and bring it in here and start to place it right in here. To get that going, I can bring it in and I start to make it bigger in these two angles. Let's try to place it right on the side and just take a look at it. This one is really cool. The color and the contrast that it creates with this is very good. So let's take this one and I'm going to bring it up just a bit and apply the modifier as well. So this is it. Now, I'm going to take this one duplicate, rotated 90 degrees. While applying the scale and rotation. I'm going to set the mirror and set it to be exactly under in Z. We can apply that. There's a bit of change that we can do manually. So select everything and bring this one up as well. Just a bit more. Now that I'm looking at this, I can take this one and bring it up in z again just a bit to make room for this. So let's Exactly Place it beneath that. It's okay. I can take this. And since I can scale it, Let's scale it in z just a bit so that I can place it here. And in here as well, it's doing a good job. So let's take this and bring it up. And it's perfectly done. It actually created a really cool design in here. And if you want to make it more beautiful, of course, this one needs to get rotated in this direction. I can take this, bring it down. And I can take this, make it bigger just a bit. Then of course, let's delete this. We created this one. And we can take this, bring it down, place it in here. And I can rotate that 90 degrees as well. So let's bring it out so that we give this one a cooler design. Okay, this is it. Let's hide it and look at it with all of the details. It's great. And I'm actually liking the design. So let's Control Z to bring that back. And let's give the period exactly to this area. Because we change the pivot before applying the modifier. It's taking this funny effect. So I'm taking this bringing pivot in here so that the mirror effect is going on. So I'm taking this Apply, and now if I take the pivot and place it in here, there's actually no problem. Now, I'm going to take anything, exclude this one. Said one of them has active and Control J to join them. And of course the old problem, this has the different UV name, that is map one, and this is UV map. So let's apply it to this name and this name as well. So that when we join them together, you do not have any problems. Select all of them. Just like this. And select one of them, control, G, Control and J. And looks like nothing actually, it's correct. So let's go back and select this one. Pivot the cursor so that the pivot right in this place. So I'm going to first give it a proper name and then export it. So now let's bring it imports. And this is it. And it's already should be converted to nitrite. And I believe that if I bring in the piece and place it in this blueprint, it's going to be copied over on all of the instances. And if it did, I'm going to create a new blueprints and do the variation in that blueprint and that extra blueprint. So it did it. And now I'm selecting this one and this blueprint as well and go to Edit blueprint. And in here, you see that this is it. And I'm going to take this and drag it in just like this one and hit Compile and Save. And now you see all of them are getting that. And although it's great, but we need to add a curve. We want to contrast a lot of these sharp lines. Now. So now I'm going to select this blueprint, Right-click bros. And I'm going to take this one and duplicate it and make it 02, which is exactly the thing that we want it. Now, I'm going to take this and simply delete it. And this is going to be the place for the new one that we bring in. So let's go in here. I'm going to drag this back. And again, I'm going to bring these in as well. So let's give them a bit of a space. This one needs to be placed in here. And first off, let's create that curve U1. So I'm going to rotate this 90 degrees and place it exactly on top of this. So let's select this one and let's bring it up exactly on top of this. And I'm going to bring it up again. And right now I'm going to apply a bend modifier to this. So apply a scale and rotation. And now I'm going to go for band, simple deform and bend. Let's see in which direction. So let's do x, and it looks like we have not done the rotation and scale. So let's rotate that. And again apply the rotation. Now it's working. Alright? So I'm going to rotate that negative 180 to match that. But we need to apply some more segments so that this becomes a smooth a bit. If you go into the Edit mode, you are able to see the original geometry that you have. Just come in there and apply some geometry. And you see now it starts to become a smooth. We added 12. And let's go for 12 in here as well. And here as well. And another 12 in here. So now we see it's a lot smoother. And I can go in here, take it and scale it in this direction to make it thicker a bit. So I believe that this is enough. Now I'm going to take one instance from that uploader modifier and rotate it to see if it works with the environment or not. Okay, it looks like it's doing a good job. So I'm going to take this one, take a duplicate and bring it here to see if I can make something with it. Now, I'm going to make this one bigger, only in x and y and not z because the height, I'm happy with it. And I'm going to make it actually the same size as this one. So now I can take it, make it a smaller, bring it up in Z. Now let's take this and bring it out of the way. Now, I'm going to actually make it really snapped to the just a bit. And you're good to go. Okay. This is another one and I'm taking this and delete it. And this is from the front view to see actually what is going on there. But actually I can take this one and break it and bring it down a bit because it's outside of the borders and we do not want that to collide with the measures above it. So I'm going to apply anything on this including a scale and rotation. Then again, I'm gonna give you the mirror. And the mirror object is going to be this, okay, Perfectly created. So now let's looks like this is a bit offset it. So let's go exactly place it on the place. Okay, let's see about here. It looks like we need to add while having that one selected, I'm actually going to activate the snapping mode vertex and active. For vertex and active and enable it. I only wanted that for move. So let me take this as the vertices and snap it right there. So let's give the pivot to be here. And this is the active vertices and I can snap it perfectly to the site. And it's working awesome. And even I can take this one and make two on the duplicate piece because it's reading perfectly with that. And you see that the piece is flowing all the way around. So let me apply a mirror in y. So let's apply the rotation. Let's make it in y. And this is the symmetry object, Okay, Perfect. Now I can take this one and try to do something with it. Of course, let's deactivate this and let's see what we can do with it. I can take it and bring it here to cover that part. So let's try this one in here to see what goes on. Then I'm testing different designs to see if any one of them works or not. Let's make this one bigger until we have the same size as these. Now, I'm going to drag it out. And of course I can take this one while we have this one in here. I can scale it in a bit so that it's the same proportions as that one. Perfect. Not perfect Actually, let's do another one and bring it in y so that it's fairly the same size and apply the scale and rotation as well. And I'm going to bring in a mirror to help from a lot of the headaches. So again, in y with all of these and I'm going to do this as well. Then again, I can take this one, bring it in, and start to place it here to have an ornament piece. Let's place it just like this one. And I'm going to apply the scale and rotation hand again to the mirror. This mirror modifier is pretty important while using such workflows. So again, NY, it looks like I need to take this and move it a bit. Something like this soda, we have an object just like this one. So now I'm going to take this, bring it up and place it up top in here and rotate it 90, excuse me, a 180 degrees to form a piece like this. And I'm pretty happy with our design here, but I'm going to make it, bring it up a bit and apply scale and rotation as well. And I'm going to take this one, bring it up to cover the same. This one actually makes a good one. When I'm looking at it. The term sheet that we created a so while created. Okay. Now let me take this and I'm going to bring it higher just a bit. Now. I'm going to bring in the simple deform. Again. I'm going to bend it a bit. So let's go for band. Looks like we need to first rotate that 90 degrees. Then haploid or rotation to make the band happen. So I'm going to make the band happened in this direction. And now let's rotate so that the bending is better. So let's bring it up. I'm going to make the band happen until we see the result that we want. This is pretty good, and I'm just thinking this is the best piece that you created. So now I'm gonna take this, bring the pivot to its place. Of course, before that, actually we need to apply any modifier in here. So let's apply anything that you see, including all of the modifiers, and then play the period in here. Now, it didn't change anything. So I'm going to select everything, deselecting this 1. First, Let's select this one, bring the world origin to here. And now I'm going to select everything. Let's go to this. I'm going to select everything, excluding this one, and then make them a single object. But before that, let's go make sure that all of the UVs are named accordingly. So this one needs to be named on all of them, including this one. Okay. Now, all of them are having the same name. I'm going to join them and we do not have any problem. Okay, pretty good. Now I'm selecting this and bring the pivot to cursor. Let's reset world origin. Send this one to here, okay, This is great. The pivot is actually good. So let me bring it here and I'm going to copy the name from this one. And this one is going to be named the variation 0 to export. How important that as always, and it's nanometer as well. So I'm bringing that in here and replace it with what we have here. So there has been replaced, it Compile and Save. And right now we're not saying anything and that is because I'm going to take all of these, these edges, uh, let me see what we have selected so far, the right pieces. And I'm going to take this one and right-click and replace with the current that we select that cell. Now you see we have another one as this, and now we have a bit of more variation in the rooms of this building. And I'm actually thinking about taking these and swapping them with the same blueprints as well. So right-click and replace with that. Now believe that this is more intricate and we have lots of more detail in here. And all of that is nanotube measures. Very good. And now I'm going to take this and exactly I'm going to give the material through this just like so to test the materials and to see how they work. So actually, I'm pretty happy with the results so far. And now the only thing remain for us to create our the door and window from here. And a door and a window from here, as well as this piece up top there. And after that, we enter the shading chapter and start to really blend these together using master materials, vertex blending, vertex paint, vertex colors and basically a lot of things to create a good results. Okay. See you in the next one. 77. Attic Window Blockout: Congratulations for finishing mostly a lot of the architectural pieces. And now we're left with some special ones. And we're going to start again with this residential kit. And we're going to do this window shop and this door, and then we're going to do this attic window as well. These are three that we're going to create. And we have also a door that is going to be placed couple of times and a window that is going to be placed four times in here. And it actually doesn't matter if we do that because there's mainly only one design, all of these windows. So we have a large window in here, a door. And then these two are going to be repeated across the building. But again, if you have enough time, you can go and make more variations. But due to the time limits, we're only doing one variation. So first, let's start with this window shop. And the first thing that I'm going to do is actually correcting this mesh. Because I want the window shop to include this part as well. Because when I looked at the references that we gathered, found out that removing that bottom part of the wall would give us better results to create something like this. So now first, let's go to blender and start to refine this mesh. And we imported here we are. Let me take this one, bring it in here, and I'm going to take this and remove this and simply delete them. Now I'm going to export this much and find this in the Content Browser and heat really important. Now this part has been solved. Now what I'm going to do is actually export this, this, and this, so that we can use the mass of block out to create a new mesh. So we saw already the reference for the window shop, and let's look at the references for the doors. And for this one I'm going to create something relatively simple. Just like this one, because this is a residential building. It doesn't actually need a lot of details and maybe we create something, but mainly I'm going to put something simple for that. And this is the reference pack that I have gathered for the attic, the attic window actually, we're going to create just something like this. And I have this in mind as well to connect this attic to their kid beneath it. Of course, it's not actually going to have any effect on the gameplay, but it's going to make it look more authentic and look man-made really. Okay, now I'm bringing this. Let me first just do a copy and I'm going to duplicate it, bring, duplicate this one, I'm bring and duplicate these two and bring them in. So I'm going to take all of these and export them, or simply hit copy and save them to a new scene. And you can transfer files between multiple Blender files. And we have done that already a lot of times. So I'm going to take this one back and take this one back as well, trying to start to work on this. So first, let's start to work on that attic window because this has been used to indicate a lot more times than these. This has been repeated throughout the whole project. So we already have the base for this one. And I'm gonna go take all of these and delete them, including all of these extra faces. And now we have, let me take this, we have this one already in place. And I'm going to just do an instant insert on this one. So let's go to top view and then start to separate some of these out. This is it. And I'm going to simply delete this. And I'm going to delete these remaining pieces as well and bring it here. Now you see we have this part in here. And I'm gonna go and select this edge loop and hit Extrude just once and drag this one out. I'm going to align this to the left so that we have this piece working. So now what I'm going to do is actually taking this and separate this, this top part. Let me start to separate it. I'm going to select all of them and hit Attach, excuse me, detach it from here. So p by selection and let's see what we have already detached. It looks like you need to select these ones as well. So let's go and now this can be attached. Let's take this, join them together. And I need to hold the vertices by distance. Eight vertices got welded. So now we have the base for the body of the attic and we have a base for sticking part. And this part is going to be materialized as iron or something like that. And because this RAN doesn't follow actually the curvature of the attic, I'm going to take this all the way to here and delete it and take this one as well. All the way. Delete. It looks like you need some more to be deleted. Okay, this is about it. And now I'm going to select this edge loop and this loop, right-click and bridge edge loops. That it creates this portion for us. So let's go back. And already I need to delete this piece that is in here. But I'm going to just take this and excluded from the deletion. So let's see. Let's go back. And it created the piece for us perfectly. So I'm gonna go in here and to give it a bit of thickness, I'm going to go and bring in the solidify modifier so that we can give it a bit of thickness. Okay, let's do that in this way instead. Okay, This is it. Now, let's go back and see that it's not following that shape. And let's go in the solid mode, you're going to see that better. It's not following actually this shape. It's a straight piece. And we can materialize this as metallic and a rusty metallic as well to make sure that we create the illusion that this is the sticking points studies is taking this to the roof shingles. Okay, just make sure to think about the blacksmith way, how the things are actually created. Just think about it, then you're good to go and you have enough reason to do things. So now let's go and create some wood planks. Because I want to make that just something like this. I want some horizontal wood planks and I want a mixture between this and this one. So now I'm going back. Let's go in here. And this is good for the sizes of the wood planks. I'm going to duplicate it and separate it. So let's take this one and I'm gonna go and take these two and align them to left. So looks like we need to apply the rotation and scale for the properties to work. So I'm aligning to the left and I'm giving that solidify to give it a bit of thickness as well. So just a bit and make sure that you apply the modifier, rotation and scale. And then go back to face orientation to see if everything works, all right or not. So let's go back and do the same thing for this one as well. Let's take it. Scale and rotation. Okay, it works. So now I'm going to take this and give it a bit of bubble so that its nose, it's not so sharp. But I'm actually not going to go very much just a bit to give it a bit of a highlight, something like this. And let's go to Shading and set hoarder normals to get a better shading on this. And I'm going to make it as smooth and 3000 to 300 degrees so that we have a good wood plank in here. Now, I'm going to start to dress this blackout piece with this wood plank. And I wonder would plan to go horizontal, not vertical, of course you can try vertical, but I want this one to go horizontal. So let me bring it here, make this one in the center, and make sure that I bring this so that the outer silhouette supports that. So now I'm going to take this, duplicate it and start to place it in here. And later on who will randomize it just a bit to make sure that it's not so visually the same in all of the ways that we have some variations. I'm gonna take this and bring it down until we have the piece that in itself to more. And bring it down and you're good to go. One thing about this is that I'm going to take this. Let's not a scale that let's take this and bring it back instead. The same thing goes for this one as well. Let's go back. And now we need to make a Boolean to cut all of these pieces. So again, let me go and take all of these, separate them. And I'm going to take a line from this. So I'm gonna take this one all the way to here, Shift D to duplicate and P two separate by selection. Now, I'm going to take this and do an extrusion horizontally. So let's go and select that and do an extrude. All the way to here. Now that we have this piece. So I'm going to take this and take all of these phases, extrude them. And to confirm that we get a piece like this. And now let's apply the scale and rotation as well. And I'm going to take all of these. Let's go to box x-ray. I'm going to take all of these and align them to write so that we have this piece. Now it's closed and everything is working. So let's apply the scale and rotation again and go back. And I'm going to select all of these wood planks and separate them. By this. First I'm going to deselect this one so that I have these pieces separated and I'm going to join them together. It needs an active one. So select one of them and hit Join. So now I'm going to use the pool tools to use this one as a Boolean pieces. So select this one, select this one that the last control and minus. If it actually doesn't do anything, you can go hit. Press F3 to activate the shading on this. And it looks like it's not doing anything. So let's go back some steps and start to check the face orientation. This face orientation on this one is wrong. The first thing is that the face orientation needs to be calculated. Just, you know, the rules go select all of the faces and hit Shift and N to recalculate the normals. And the second thing is that actually I'm going to take these vertices and drag them back so that all of these are included. So apply everything. And now I'm taking this and this for some other reasons. The Boolean is not working on this. So again, I'm going to go take all of them and attach. And I'm going to exactly cut from here all the way to here. So let's select this one, go into edit mode and hit Cut. And make sure you hit C to make it cut through. All the way to here. Okay, now, let's go see the other side. Now I can take these and start to delete them. Just make sure that you pick up the polygons and start to delete them. Just like so. And the liter. To cover these open gaps, you can right-click, select the edges, right-click and hit N to create a new phase. Okay, we did it and now we need to go and make sure that you separate everything by selection and take all of them and hit smooth. Of course, instead of selection, you can say by loose parts. And if they are bad in shading, you can go and remove costume normals on all of them. Okay, Now I'm going to take all of them and apply anything on them. So apply scale and rotation. And let's try that on this one. So I'm going to deselect this one. Search just for randomize transform. Now using this one based on the pivot point on all of these which I'm going to make it centered. We can do a lot of randomization to make that really look randomized and not so uniformly created. So now just to a bit of randomization in a scale as well, Let's do something especially like this. So that not all of them are the same size. So now there's a bit of dressing remaining. And I'm gonna do that right now. Okay, just like so. And let's bring this one back, select everything, excluding this one. And I'm going to do another copy to the side, just like this one. And if you want, you can actually go in and start to randomize that. And I'm going to take one of them and bring it up first, rotated 90 degrees. And I start to create a piece in here. I'll put this one as well. I'm going to take this, bring it here, and take all of these vertices and drag them in and duplicate it sometimes to this site to create a roofing as well. Just like so. And we might do a bit of variation as well on this one. So one extra piece with delete it, and then we need to go and do another randomize transformation as well. So just like so, and a bit of cleaning needs to be done. Okay, This is good. Now let's go back and hide everything. And you see that it's giving us a beautiful detail. And I'm going to keep this one as well as the piece that is beneath it so that we can texture it and that we do not have any opacity problems. And again, I can take this one, rotate it 90 degrees. I'm going to bring this in here to make this part available. So let's go. And this is alright. I'm gonna do that. So more times to create that piece. We're going to cut a window right through all of these to make that attic happening. So just once more, just like this one. Or you can take a couple of them, bring them in, bring these out, basically to give it a bit of randomization so you can go select all of them. Now we need to join them. Now are created to cube that is basically the same size as the windows that we created in here. So that maybe we use these kits to create a window and save a bit of time. So are created in a rectangular way so that I can take this. And of course you should apply the scale and rotation as well and select this one. Use Bowl Tool, Control and minus. And of course, in previous lessons we talked about how to activate tool tools by going in this preference add-on and searching bull tool and activate it. Okay, this is done. Now let's do this and remove this one out. We already have the good thing in here. I believe that this attic is good. Let me take this one, bring it back. And this is the standalone piece that we get. So let's drag this one back, select everything, excluding this one. I'm going to separate these and join them together. Now, I'm going to apply the scale and rotation and go for face orientation to see if you have any problems. Now, you do not have any. So let's go back and take this one because I want to borrow to pivot from this origin to select it and this one. Shift and S and pivot to cursor. Now we need to use with this one out. And the UV creation process is so simple because it's mainly composed on a straight lines and the UV itself is going to do a good UV layout. So let's go to UV and select everything. And you can right-click in the edge mode, right-click and just right-click. And you can select the sharp edges first. Just de-select everything and select sharp edges. And if you cannot find it, just go bringing the search tool and search for sharp edge and there's a Select sharp edge in here. So I'm going to right-click and convert this one to seem, mark all of this the same. And now we need to go select everything in the polygon view mode. Right-click and unwrap. This is already given us a good unwrap, but to make it more optimized, I'm going to separate this so that it's a separate part. It will help to maintain the texts details. So this is it. Let's separate this one as well. And to pack this time. So you'll be packer padding to one and this one to high-quality. And now you see we get more than the amount of quality that we get is good. So now this is the piece I'm going to call it finished. And later on, we will take this one on top of it. And this one acts as a high quality and low poly at the same time. So now let's go back and try to correct the name. This extra piece needs to be deleted than this one. Also needs to go into the residential folder where we have a stored all of the FBX from that, except I need exports. Now in here, we need to select it and right-click and re-import. Now, this is it. We have selected that, of course, the UV's, UV's the material that we have applied on this needs to be changed. But it's already a good one. Let's go look at that. And it's called Brecht and it doesn't have any collision with this roof guard that we have placed. So now we can call this piece finished. And to make it actually finished, we can go and try to apply one of these windows to that. But let's do that after the texturing and bringing into the textures and testing them. So now I can take this piece, bring it here, and call it finished. Then I'm going to delete that one and reset all of the transformations that we have easier time working with them. Now let's go and bring this one. And I start to work on this door. And I actually do not have anything complex for that in mind. But I saw something in here that this has a platform to sit. And we already have a piece that is like that. So let's go in here and bring that platform and start to place it in here to act as a platform for that door. But it's already too big. So let's go and try to bring it in. And we need to turn snapping off. I'm bringing this one up so that we have something like a platform for that are happening. Okay? Alright. And we can place the door on top of this one. And of course we need some ornaments for that as well. But let's go and borrow the ornaments from here. Instead of creating one. A bit of saving time as well. I'm taking this one and make it a smaller. Let's turn off the snapping so that you have easier time manipulating things. And let's make it just like this one. It needs to go in. Now let's take it and drag this one out so that we create a basic frame for this one to happen. And I'm going to take this again, bring it up and rotate that 90 degrees. And for this one I need to turn on snapping again and make this one bigger, just a bit. Only a bit bigger. We created a frame for free for the door without actually creating a new thing. All we did was actually taking a piece, bringing in and re-scaling need a bit to get what we need. Let's place this one in Android to rescale it until it reaches that edge out there. So we need to scale in y and y while holding Shift. Now it looks like we need to go in z. That was local. This is a frame and the door creation process is as simple as creating a plane, extruding it, and trying to give this detail. So let's go in here. I'm selecting this whole border, right-click and bridge. So it looks like it's not doing anything. Let's remove these vertical ones from selection. Now right-click and bridge. It created a face and I'm going to now separate it. This is the base of the door and I'm going to make the pivot to be exactly in here. So let's go in here and apply the scale and rotation as well. And of course, for the material actually do not want this. Let's go in this mode to be able to see more details. Now, I believe that this lesson is taking too long. I'm going to stop and continue the process in the next one. See you there. 78. Residential Door Blockout: Okay, everybody, in previous lesson, we created this attic window, and now we created a base for this door as well. And now it's time to go actually refine the blackout. But when looking at the references, I found this one to be a bit more interesting than the idea of this one that we had in mind. Previously. He said This is so simple, but let's go create something like this that has more dramatic feeling. But of course we are not going to make the two sides because the blackout doesn't support that. It is basically half the size that we have available in here. So we're going to create only one side of it. And to create that actually, I'm gonna go bring this one up and take this and scale this one as well. So I'm deleting this one and bring this one out just like this one. And I'm doing this because I'm going to go to the residential kit and remove this part this portion from to make the door taller bit. So here we are there. And I'm going to delete this and bring this one in the center because this is the main piece I'm going to remove from this one. So let's see, I'm going to all of these and delete them. Go and export. Let's re-import that. Right-click and re-import. Okay, Now we're done. This one actually covers that in a good way. So now I'm going to take this one, bring it back and do a copy from it so that we can use that to be as a guide in here. So my police that and bring it in and I can simply take that and delete it. So let's take something from this and extrude it, bring it up until we cover this part fully. So this is the base blackout of what we're going to do. I'm not going to actually make this door two-sided because you're not going to see the other side and it will make a lot of the ways that texture space. So let's go apply the scale and rotation and see which way this face is looking. Okay, This is looking to the right direction and it's good. So now I'm gonna go to the normal mode and have a look at this reference. Just like this one. I'm going to start with this center piece so that we can apply anything to it. So let's go. And the first thing that we need to do is actually adding a lot of subdivisions to this one so that we can carve that a lot better. So could afford to see that tessellations. And I want to have all quads. Of course they are quads, but we need to add some divisions in the center to make that really a square like not rectangle. Just like this one. And now it's better. Now I'm going to import this as a reference. And there should be a plugin, I believe, if you go in here and search for reference, and it is import image as planes. And you can activate it. And by holding down Shift, you can go into this menu, shift on a, you can go into this menu and import image as planes. And then after I'm going to the place where I have that one selected, select it and import. Now let's go to material mode and it imports that one perfectly. So let's increase the size and bring it up just a bit so that it's above the grid just a bit. Now I can start to bring in curves and try to follow these shapes to create things that I want from this. Okay, You can pretty simple shift and a bringing from curves menu path. I'm going to place it right in here so that we have this curve going on. So let's bring it up and start to manipulate the points until we get the shape that we want. And later on, we will add details into this. Do not worry about those we have problems and work to do. Let's make it just follow the shape roughly. If you want, you can start to manipulate them and take the last one, bring it here. And it's already trying to give that a bit of form. You see the curve happening in here. So I'm bringing dad and move this one and do another curve. You can bring it up, take this one, bring it up to create something like this. And later on, we will add ornaments to make this one more beautiful. Okay, Just about this. We created this and now I'm going to take this one on this one. No, let's take this and drag it down only to something like this. Okay. This was the first one. And now let me duplicate it and start to place it right in here. Rotate that 90 degrees and place it in here so that we can follow that shape. And I'm taking all of these and remove vertices so that we can start from scratch on this one. Okay, Let's bring it up until here. And try to make this one like this. If you are seeing something like this that it's not as smooth anymore, you can try to add some more vertices. And then when you had enough, you can right-click, go to set a spline and set it to bezier so that you get a smooth thing going on. Now, again, Let's drag it back and then start to manipulate them. And you can take the handles and try to manipulate them even better. Of course, let's take it and start to work with this one for now because the Bezier didn't work just fine. So bring it up in here. Applied a scale and rotation and try to manipulate these vertices in the place to get the shape that you want. Just try to do something like this, bring them. And I can take these remove vertices. No, do not do that. Just bringing in hand, repurpose the vertices to make that work. Just try to place them in there. And then now we can try to place these in a better position. Just like this one. Let's bring this, try to form a gradient with it. Okay, this is it. Now I can take this one again because this is somehow similar to this one. And let's rotate that in this direction, 480 degrees and bring this one up. And we need to repurpose the vertices again to make this shape happen. Okay? Just something like this. And make them stay in here. You see that easily we're able to create these shapes. And now again, I'm gonna go bring another curve. And the best one to work with is the path. I believe it's personal preference, but I liked the past the most. So now I'm going to create this line as well. If you want extra vertices to have more control, you can select both of them, two of them, and hit sub-divide so that you have more curves to work with. Okay, let's bring this one right in here and try to add some vertices in the middle to work with them. I'm roughly trying to be in the middle of that. Now in here as well, I'm going to sub-divide, add more and try to take this one, bring it here, this one in here as well. And again, subdivide. Now this is also following this one in a good way. Now let's bring this one and copy that another time in here. But now we need to take this and bring it down more to create this shape. Okay, Just something like this, but not so radical. And again, I'm bringing in another curve and paths and bring that in so that I'm able to create this one. So just try to follow the shape as close as you can. This one needs to come in here. And these two, I'm going to place them side-by-side to this one. And these two, I'm going to select them sub-divide. Soda can bring this shape alphabet. Let's select these two as well and sub-divide. And do something like this. It's okay. Now let's select this last one. Drag it out a bit. Okay, Now this one is alright. Now I'm going to looks like I duplicate that, that I didn't want it. So let's select this one, bring it in, and take this one as well, drag it out. Rotate that negative 180 degrees, and bring it in here. So now you see we have been creating this in a good way. And later on we can extrude these, carved them and start to do a lot of things with them. So let's bring this back and see what else we can do. So now it's time for these. So I'm going to take this, bring it in, and start to manipulate the vertices to follow the shape exactly. So let's bring in the vertices a bit closer and try to repurpose the vertices to use them. So this one goes in here, this one right in here, this one in here. So this is it. But since this one is already the continuous piece, I'm going to continue until we can cap this one. So I'm only going to continue until we get perfectly the result. In here. We do not have lots of vertices. Okay? Now, from here to here, and try to follow the shape as well. So now having this one created, Let's go and try to create this higher piece. So I need to bring this start to roughly follow the shape. Let's bring this in here. And try to move all of the vertices to make this shape happen. And it can rotate them as well if you want to create the results that you want. Okay? And let's take this one and do an extrusion so that it creates this shape. Then again, we need to take this one and bring it up. But in here, it needs to roll around. Just something like this. And it should be something just like this one that we created. But let's go into vertices and try to move these better so that they are in the center. And when we create a profile, we have no problems. Okay, now that we have this in place, we can go back and try to decorate them with this. Let's take this one, drag it back, and I'm going to rotate this and place it in here. Let's do 90 degrees in this direction at a horizontal 9090 degrees as well. And I'm going to place it in here. But one thing that I'm going to do is actually taking all of these. Let's select them. And I'm going to de-select plane. I'm going to de-select it so that we have all of these, what I'm going to make them smaller so that all of them fit right in this side. Okay, This is enough and we do not need these ones. I can take this and let's hide this. And I'm going to take this and now I'm going to bring this up to see what actually we are going to create. So first, let's take all of them. Excluding that one, excluding the actual plane. Let's take this one in as well. I'm going to apply this scale and rotation as well. And now it's time to actually go and start to create the profiles for these and then convert them to geometry. So for this one, let's go apply a bit of curve. More resolution. And I can change the curve to something to see. But of course, it looks like we need to apply the scale and rotation on this. Let's apply. If it didn't, you can hit tab to fill the gaps basically. And let's go take this one. And while having this selected, I'm going to rotate. Or let's bring in a geometry so that we can fill this part and later on using Geo, using the mirror, we will fix that. So now let's go and use other profiles. This is not doing anything, but this one is better. So let's keep this one. And temporarily Let's take this one. I'm bringing the pivot in the center so that when using pivot on this, we have no problem. So let's take this one and add more details. Let's go to resolution and start to add more details so that we have more details in here. Adding more resolution will cause that to be high-quality. So let's go in here, take this and try to rotate it. Or I can take this one and try to bring that in and try to make it go in this way using manual methods. 79. Finalized Residential Door: I'm happy with this one. Let's memorize the numbers. We have 77 for depth and 22 for resolution. So now I'm gonna go and convert this one into a mesh. And then right away, I'm going to go and make it mirror. And this one as the mirror object so that it goes right away into that place. And before that actually let me go in here. And I need to take all of these vertices and remove them up until here and delete them. Of course, for this one as well, we can go and delete to save some texture space. Now, let's go. This is the result and it's okay. So let's do that applied. And this is the result that we will get from that later on. So now let's go for this one and try to give it a depth. But we do not want that to be as intense. So I'm going to take this one and bring it up just a bit and try to give it so much depth. And let's say the set the resolution to 22, apply the scale and rotation. Looks like one of these default profiles is going to be okay. Just like this one, it's okay. And now I'm gonna go convert that to mesh and take this bottom row of polygons up until here. And having this selected, I'm going to take them and extrude them down. This one. And I'm going to take this and deleted. Let me go for this one, delete. And I'm gonna go take all of these vertices and align them to bottom so that we have a bit of profile in here. And let's add that and try to scale it. To get to this portion one more and once more. Now, while having this one selected, I'm going to make it roughly follow the profile of that. So this is for that one. And it's a good one actually. So the last one. Okay? Now you see this shape happening. Later on, we will do about these problems. Do not worry. This one is actually a copy of this one, and I'm going to delete. The next one that we have is this one. Let's go add that 22 resolution and a bit of depth and take this one and bring it in. This one as well. This one is already good. Let's go and convert that mesh. And again, I'm going to take, Let's not add so much resolution for this one because it's not needed. So let's go back and try to bring the resolution down until we get something that actually works. Let's go for 11 is good, for 10 is better. Let's take this and then convert it to an object. And then I'm going to take these vertices and do a bubble. Okay? Now I'm gonna take this and extrude it down. Then take all of these lines, align them to bottom. And something like this in here to follow the curvature. Of course, I can add more. So make the curvature as good as possible. Okay, let's see that. And it's good. So now this one, Let's do the work on that. On profile. Let's add 22 resolution and try to give it one of those luxury profiles. Okay? Just something like this will cap. And this one. Okay. So let's take this, bring it in in here, and try to create some curves so that somehow it follows this shape. And it's good. Let me convert that to an object. Then I'm going to use symmetry to create that other part for free. So let's go mirror again in x. And this one is going to be the object. And by bisect and flipped, we created this. And now even refine this more. We can go and do all kinds of things. So there's one week and we might do that later on. Then I'm going to take this one and keep it as a backup. Because later on who might create a Boolean piece to cut this away. So let's go for this one. And this one needs to be something just like these ones as well. The resolution can be 22. A bit of depth. 64 is a good value. And now let's go and bring in one of these, not this one. It becomes too repetitive. So let's use this default preset. Let's go in here and set it to default. So that we do not have a lot of complexity on these parts. So I'm going to take this one and bring it in on this. So that later on we can help them and create the effect that we want for this one as well. Let's go. We have lots of resolution and this one which has, which is unnecessary really can take this, bring it down until this. Now let's convert that to mesh. I'm gonna do the same for all of these as well. Now we know that they should be set to default 0.64.064. And the resolution two sticks. And this one, I'm going to copy the same thing. And this one to six as well. And the default, it looks like we need to do some manipulations and these parts. Let's bring it in and try to make something like this, okay, now on this one as well, Let's go and do profile and the depth. Let's set this one to 0.4.04. Now this one is good. Okay, great. Now let's set this one to this value. And I'm going to take all of these and convert them to mesh as well. Now we have a bit of clean up to do. And as well as taking this one, converting that to mesh. And I'm going to bring in as solidify modifier to give some thickness to it. Let's select them. Go select anything in the edge mode. Select anything, right-click and shift, excuse me, click N to create a face. And now I'm going to solidify modifier. This is good. Now I'm going to apply anything to this. I'm going to bring it right in here and isolated with this. Now let's take this one on this one. It looks like I need to do other way around first select this one and then this one, and then do a Boolean. We cut the window n and applied. And I'm taking this one and delete it. Now this is the door actually happening because I do not need the backside of these measures. I'm going to select them and delete them all from the backside. So it looks like this one has been deleted already. And now it's time for this one. I'm taking this x axis in here because the plane is on top of x-axis. Take them and just delete them to get a better optimization. So these ones as well are having the same shape. So I'm gonna go right until here and remove them. And when I check the intersection, It's good. So now there's something with these and that is that I do not want the backside. So just select them and take the backside and delete them as well. So that you're left with this only. I can take another row and delete that as well to do that. So remove the backside on this one as well. This backside we're moving really helps to optimize a lot of texture space. You see nothing happens actually on the hood, but under the hood there are a lot of things happening. So now I can take this and start to UV in process. Let's take them all. And looks like all of them have the UV map created. So now, let's drag the UV out. And this one is pretty simple. This plane is a flat one. And I'm taking that and right-click and unwrap. It looks like it's given us a bad result. Let's take them all and apply the scale and rotation. And I do not want to see this. Image there. So now again, let's go and do another time. Let's go and use the codon rap instead. To unwrap this one. Just select one of the wards, bringing the UV toolkit and you squat down wrap. Now we have a better result. And let's see what about these? These are the ones in here. And since they're going to be covered by this, I'm not actually carrying too much. You see, all of those have been covered by this. And it's great. But you're now getting a better text cell density on this one. So I'm going to select it and make it flow to this direction. Now let's go for this one. And I'm taking that hidden on breath because it's only using one side and there's no seam as well. So let's apply a checkered pattern on it to see if the textile densities are right here it is. So let's go back and the rest of the pieces should be the same. So let's do the same for these. Just select them and unwrap. This is it. But because of this one has a lot of long lines. We can put some themes here and there, so that it doesn't distort too much. Though. The leg seems to where you want them. And convert to seem okay. This one looks like you need to do some more. This is at the last while selecting that, I'm going to go on it on rough. Now it's a better one. Okay, let's go back. And now this one is also a simple one. Just hit on bread. And you're good to go. Then about this one, Let's take them all and unwrap. Because we deleted a lot of those backside, it makes the process a lot easier. So this one unwrap. This one as well. Unwrap. So now let's go and combine all of them. But I'm going to first remove the material on this and take all of them, give them the same material. And take, and the only thing that we need to do is packing them. So with these settings. Now let's go apply that checker to see how it does. So it's good. I'm happy with the results and now all of them have the same material as well. So now I'm going to join them all together and place the pivot right in here. I'm now going to bring this in the center and bring this one in as well. So let's make this one stand-up. And it needs to rotate in this direction as well. And now we need to fill this gap with this door. So now this is the active one. Let's go set it to vertex and active. Now I'm going to snap it right to this one. Now this needs to be the pivot. And here, pivot to select it. Now this one has the period right into place, but this is not the end of it. We're going to add some ornaments to that as well. So again, I'm bringing this ornament pack and start to select from them. So for this one, we already have this That looks like it. So I'm going to copy and bring it in in here and start to place it right there. Let's rotate that and then rotate in z Ninety degrees as well. Okay? Now we need to remove this side from all of the unwanted geometry. So let's select it based on UV. Because this one doesn't have any seams. For this one as well. Let's take let's bring it up and place it right in here and remove that one. And set this one to bounding box so that we can manipulate them just like they are. This is looking good. Let's take it and center it just a bit more. And since these are already you reroute, play around, we only connect them. And he'd pack again because these already have the UV information in there. Then I'm going to use this one and place it in the scene, bringing it up. First, let's take this one, remove. But this is already too big. So rotate that in this direction and make it a bit bigger, excuse me, a smaller. So to match the flow, I'm going to use this direction. Okay, but now temporarily, let's bring the pivot in the center so that I can take this one and use the mirror to bring that to other side. Mirror should be NY. And based on this, now, I'm going to apply this in when we made sure that everything is alright. We're going to apply the smoothing on them. On top of this one. Let's go and bring in another. And I'm going to use these two because they have a lot of details. So copy and use them in here. So as always, I did the rotation and I'm going to delete this backside, save the texture. So now let's bring this up and try to place the right on this form here. So let's take it and bring it in place. Okay? Let's already does smooth on this one to see the results. Okay? This is good. And it needs to be just like this one, a bit bigger to cover those. A bit of rotation as well to match the curvature. This one is a good one. I'm taking a look at this one. It looks like this is going to be a great candidate to add there. Make sure that you place it just the way you want it. Then I can take this. Now, let's use it the way that it is. Or I can go into scale mode and try to scale this in, why? Invert it so that it matches the curvature better. So this is it, Let's make it a smaller and give that the smoothing as well. But there's that needs to be deleted. Let me go in here, take this and go into polygon mode. Select this row and remove up until there. So let's go back to C. Then I'm taking this and bring it into place. And let's apply the smoothing as well. And smooth this one out. This one as well. Apply all of the modifiers. So let's have a look at that. It's starting to look good. Now, let's do something for this part. For that one, let's take this and bring it here. And I'm going to delete the backside completely. Okay, now, let's take it and it should be rotated in this direction to match the flow of that one. Let's do something with it. Then. I do the scaling and mixing as well. So let's make it just like this one. It's a good one. So now let's take it and bring it in the middle of the mix and give it a smooth thing that it wants as well. Then we have these parts that I'm going to use, this one in there. So I'll just paste it and let's go binded already. Removed the backside and just bring it here, rotated in this direction and in z as well. Let's go and rotate that 90 degrees in z and bring it in here. So let's make it a smaller bit. And we're going to convert this one to nano it as well so that it can handle lots of polygons with no problem. Okay, let's bring it, but I'm going to scale it in x to give it a bit of more thickness. I can take it and bring it to front as well. So just like this one, now let's apply the scale and rotation. And this is already having the pivot that we want. But I'm going to bring the mirror, put it in y, and this one, the same thing as the mirror object and apply. So now let's look at it. And actually I'm happy with how this is turning out. And the only thing that is remaining is actually creating a door handle, which we could already use this one as the door handle. It has a good shape and it could act as the door handle. So let's rotate that and rotate that in Z by 90 degrees and make it smaller and bring it in place. Let's place it right in here, in front of it. For the lock itself, I have this one in mind. So before that, let's give this one does smoothing and bring it in. Zoom and try to remove this. And try to scale it in, excuse me, your rotated by 90 degrees. Now let's try to bring it here. And I start to place it right in here, rotated 90 degrees. And I'm taking that hand, bring it into mix. It looks like it's too far from the object. This actually looks like a door handle system. Let's take it, make it a smooth. And I'm going to distort it just in this direction. And take this one as well, rotated and place it here to really simulate that handle. So now that we have everything, I'm going to select them all and apply the scale and rotation to all of them. And now let's go to face orientation on these two because we inverted. We talked scale and did something like this. The normals are distorted, so select them shifting to alter the normals. And on this one as well, Shift and N. Now I'm going to select all of them. Let's first see if the UVs are correct here. The UV should have the same name. I'm selecting all of them. So I'm going to select them all and select this one as the last one and join them. Now, let's apply the scale and rotation again and see if any of the phases are wrong. So now it's good. Let's go and do another pi QV on this. I'm going to UV editor, select everything. And because everything already has the UVs, I'm going to bring in. And this time I'm going to use this magic UV and use the pack on this one. And of course it looks like the map on some of them is wrong. So let's go in here. And these are the ornaments. So let's pack them. Okay, This is it. And now let's select them all. Excluding this one. Let's go do that in the, selecting all of them that do not belong to the pack. And now select this one. And also ING to select anything and including this one. Invert the selection. And I'm going to separate by selection so that you have this one. Now on this one I'm going to remove this UV. And on this one, remove this because the UVs are stored in there. So I'm going to select this. Of course before that, select this, copy, the UV map, and paste the username in here. Now I'm going to join them and now select them all. Now, I went back a lot of steps to go actually to the root of this. And of course, we need to go into UV editor to be able to see things just like this one. And now I'm going to select them. First, select this one and copy the UV name. It looks like we need to take this and invert the selection and bring all of these. And these need to change the UV name to that. So I'm going to join them all because these all have the same UV name. I'm going to rename the UV to that one. Go back, join them together. Okay, now I'm gonna go n, and now we have every piece of detail that we want. So selecting them all pack and it packed, but we are getting bad textual density on these. So I'm going to select these parts that are more visible. The pieces that we have added before, the pieces that are non ornamental, select everything, including this one and this one, and re-scale them. Let's select these ones as well. And I'm going to re-scale them just like this. And now let's go to UV Packer and try to test the details. While having this one selected, I'm going to disable the rotation and scaling as well. So selecting them all pack. Now, these actually have more detailed compared to this, the way that it should be. So now this piece is done. I can call this the high poly and low poly at the same time. And this is done as well. Two of the major pieces are done. And now I can take this, of course take this 1 first, make it the pivot, and then pivot to note, make this one period and then this the cursor. And it already has the name because we inherited from this mesh. And then instead of entrance, let's call it the entrance door. And we'll move anything extra from here. Now what I'm going to do is actually taking an exporting this to the folder. And let's import to test it out. And this is the piece. I'm going to import that and convert that to nanometers away. And this is the piece and I'm going to activate the snapping so that it snaps on the place. So I need to bring it back. This is the door. And of course everything is working. All right. Now to make this snapping easier on ourselves, I placed the pivot on here, but if you want the door to actually happen, you should place the pivot on somewhere like this, because if you decide to rotate this, it's going to rotate around the pivot and actually creating a wrong transition. But you need to place the pivot on somewhere like this so that when you open, it's going to open a lot better. But to make the snapping easier, we did this. So this is about a door. And later on we will texture that as well. And now we're left with this window shop, which we're going to do in the next one. Then after doing this, we are only left with two pieces, which are these windows and the door for the museum as well. Okay. See you there. 80. Finalizing Residential Kit: Now finally, it's time to go and create a latest piece from the residential K8 building. For this one, I'm going for the window shop and actually I'm not going to put a door in the middle of that. But I have something like this, which style is extruding into the sidewalk. And I'm happy with it. And I'm going to mix that with something like this. I'm not going to actually make it round. I'm going to make this something like this, but an oval shape into the sidewalk. So the ornaments are going to be something like this. So let's go. And right away, we're going to start with a default cube. So let's bring it here and I'm going to start laying out the foundation. This one is a good one for the starting. Let's do something like this. It's better now, apply the scale and rotation as well. Now I'm going in and try to give this a bit more resolution to work with. Now that I'm looking at this, the base of the pillar needs to be a bit bigger than the top of it. So I'm going for it. And now I'm taking this and extruding it up until we reach this part as this one. I'm going to scale it in just a bit and bring it down. An extruded in here so that we can detail this piece out of it. So now I'm thinking how to detail this one out. Let's go and take the edges. Bevel little bit, add a segment, do some detailing like this. And for this bottom part as well, let me go select all of these and I'm going to do an insert by holding down, I create an insert. And this one is going to first push, Enter bit, re-scale, extrude, re-scale. Insert again, push n, and another inset. Okay? This is good for the period of detailing on top of this. And in order to make the ground piece a bit more grounded, I'm going to take this, bring it up. Of course. Let's take everything, including these pieces in here. And I'm going to bring them up just a bit so that I can create a piece in here. So just take this one and bring it on the ground level. Just like so. And I'm gonna take this and scale it out, make it bevel. And above is going to actually have lots of segments and clamps that as well. Select everything in the Vertices Mode to Welter vertices. Well, now this is alright. Let's go and add details on this one. So as always, start with this, I'm going to take this, bring it in and make a bubble. Then this one can, we can extrude it up to act as a pillar. So let's take this one. I'm going to scale it and then pebble again. This one as well. Let's scale, but let's make this one sharp Instead of that. So again, I'm going to weld are all of the vertices, but it looks like nothing happened. Okay? Alright. And I'm going to make this 3030 degrees and a smooth. But I feel like this bottom part is actually not in their scale that I want. So I'm going to select them all and do another scaling in this part and this one as well. But instead of that, let's go back one step and do another whole resize like this. And then a bit of scaling, a bit of manual scaling on this one. Then this side and hold down Shift to make the transition better. So let's take this one, take all of these vertices, and I'm going to drag them down to create something like this for this top part. So I'm going to take this and bring it in here and join these two together. Just select both of them. Now I'm going to take these and these ones from here. I can take them and delete them. Now, right-click and bridge edge loops. So it's not doing, let's do a scale, excuse me, extrude and do a scale that makes sure these are overlapping. Select them all. I'm going to only select these merge by distance and bring the threshold, the threshold up. Now let's take this and do a symmetry to that side to make it better. So I'm going to take everything from this side and remove. Now let's go in here and apply the mirror modifier. And it should be in x. Let's make this one the pivot. And it's not doing that. Let's make it in y instead. So in y, it's going to work. Alright? Now let's go bring in an empty to make it the axes. And this is the piece. Let's go select this one. And I'm going to take this axes and drag it out until roughly here. Now I'm gonna go to some manual detailing and that is actually taking this another one. Now I'm going to take this edge loop, just this one and insert and extruding to make a bit of separation in this parts. So I'm going to apply, and now we have this details and take this one and delete it. Now for the top part, I'm going to bring in the curve and use a path. Now, let's see which way it's rotating. I'm going to rotate it 90 degrees and place it right in here to use one of that ornaments for this, though, apply the scale and rotation. And in here, I'm going to make the depths 0.1. Let's use one of those profiles. But we need to increase the scale just a bit and a scale and rotation. Let's use one of the other ones. This one. No, this one is better. That one had too much details. So fill the gaps. And I'm going to convert this one into a geometry already. In the object mode. Go to Convert and convert that to mesh so that we can scale that in here. I'm going to place it right in here. Let's go in and take these vertices and try to match them up with this, this part. I'm going to take these and try to match them up with this part. Okay, now, I can go in here and bringing the knife tool and hit C to make it cut through and place a Cart. Confirm. And I'm going to take everything from this side and delete. Let's go back and zoom on. It. Looks like this needs to know It's actually doing a good job. Let's take it and bring it back a bit to make it exactly stay on the top of the wall. Just like this one. Now, I'm actually going to select this one. And this one already has a lot of details. So I'm going to apply this scale and rotation. I'm going to go and grab the middle vertices, which is exactly in here. So I'm going to add one. And I'm going to bring in the proportional editing. And while having that, I'm going to bring this and the sideways. Just something like this. We're able to create a piece just like this one for that, and for this one as well. Let's go and apply lots of details in here. Lots of details in here. I'm going to take this middle one and start to exactly follow the same shape. That is. Now we have something more beautiful to look at. But one thing else I need to take this, let me isolate it and I'm going to delete this last row of vertices around this one as well. I'm going to make sure that I have all of these selected. I'm going to drag them in. Now without a proportional editing, I'm going to drag them out, align them to left, so that we have a piece like this that is going through the wall. Okay? Now, let's do the same for this one. Of course, let's not do for this one because this already has the shape. Exactly. What I'm going to do is taking this. And because this is going to be rendered, for example, the player is going to work through in here, and they can take a look at this part and this is going to be rendered. So I'm not going to remove this backside because the player can see that exactly. Now I'm going to bring in the vertical and horizontal bars. And I'm talking about these. I'm going to bring some larger ones and some smaller ones. So let's select the lender. This is too big. Now, let's bring it right in the center, in here. I'm going to isolate that with this. This is exactly the center piece. Now, let's take it. I'm going to take all of the vertices in here and drag it up. And let's go back exactly this one and bring it back. Okay? Now let's make it a smooth and 30 degrees as smooth as well. Let's take this from here all the way to here. And I'm going to do an insert, but I'm not actually going to confirm that. I'm going to do an insert and disabled it. Only a small piece. And just two on a scale in this part. And now I'm going to select from here, all the way to here, make an extrusion, bring it up from here as well. All the way to here. And another extrude. And let's make it exactly the same height as this one. Okay, Now, let's go and look at that. Now it's starting to look better. Now, I need to play some instances of this throughout the whole mesh. But let's first make a scale and make it thinner bit and apply the scale and rotation. Now I'm going to do some more copying from this. And I feel like three of that is enough. This is good. And the next one, I'm actually going to make it symmetrical. So I'm going to add first, apply the scale and rotation are the mirror. And the mirror part is going to be the centerpiece. So let me go drag it in and use NY so that it's perfectly centered. So this is it for that. And now I'm going to bring into smaller horizontal bars, which are these ones. So exactly before that, let me go and take this. And I'm going to bring it right in here. This one is a vertical bar, but a lot thinner, just like this one. Again, it's going to have another piece in here. Just like this. I'm going to take these two and join them together so that I can create a mirror piece on this side. So it applies scale and rotation and do a mirror. And let's do that in Y. This is going to be the centerpiece. We created a row of vertices that we needed Apply. Now I'm going to add the horizontal bars. So I'm going to take that from here. And it's going to start from here all the way to the end. So let's apply the scale and bring it in. And I'm going to isolate that with all of these vertical bars so that I can move that and displays it based on these. So let's apply the, everything on that. And let's see about the geometry that we have. We need to have a lot of horizontal geometry to make that transition smoother. So let's take this one. And bringing the proportional editing. I'm going to drag this out and take these two. While making the proportional editing weaker. I'm going to make them flow right in here. Okay, now let's take these two. And I'm talking about this one and this one. Now, let's manipulate these to go in there. And this one as well needs to be fixed. So having those selected, I'm going to drag them back and create something like this, but this is a bit thicker than what we wanted. So I'm going to make this scale a smaller, just a bit. Okay? But I need to make it bigger in this side. So now this is good. Let's take it. Then I'm going to do some duplicates on top until we reach this part exactly who created the window shop, or at least the big shapes. Now it's actually time to add some details to this one, including taking this one and adding a small bubble. Let's go in here as well. I'm going to add on these a bit of trouble to make that more pronounced from here as well. All the way to here. Let's add the bubble. And hit C as well to make it clumped. Okay, now, this is more pronounced and we have more detail in here. So let's go in here, select everything merged by distance. Nothing happened, and it means that it's alright. So in this part we do not care because it's not going to be seen. Now, to add a bit of more detail, I'm going to go in and try to add a bit of detail in here. So let's go and two vertices here and one in here, so that we can select from here to here. Something like this. Okay? Now I can do an inset. Looks like we have some odd geometry in here that is the result. It's a result of the bat mirror that we did. So I'm going to take this and import it into ZBrush to DynaMesh to remove any extra vertices that are present in here. I'm going to export the export this one. How important that and make sure that you go and check for any awkward phases and looks like this is totally ruined. So I need to take everything and hit Shift and N that right, okay, This is the first week and the next one is actually triangulating this. And I'm going to re-explore that. And then we import a result. He did it and correctly as well. But now there's too much geometry in here, So I'm gonna go and then the decimation Master try to optimize this a bit and do a decimation. And now it's better actually. Let's go mask this part out and make sure that the back face mask is turned on. But let's go Let's go one step back so that we have this. And when we paid the mask, we're getting a good result. So in here, instead of using paint, I'm going for rectangle mask. Now, select this. Now using a rectangle mask, I'm able to mask everything. So let's go for back face masking. While having the mask, I'm going to press for back face masking, remove everything. And now I'm going to mask this part. Looks like it's doing that anyway. So let's go in here and try to remove this part, hold down control. And while having the control, have the Alt as well, so that you can remove that part. Okay, now we have this part only and we can do some things with it. For example, we can go into the Deformation tab. And for example, let's control and I to invert that. And we can use the inflate but in negative direction to create something like this, to give it a bit of details. And now let's go for scaling and bring the scaling in here. And I'm going to do that just like this one to give it a bit more shape. Okay, Now, while having this, we can do the same thing for this part as well. So let's do the same for this part as well. So I'm going to go for mask and try to mask this part out. Of course, let's choose another brush and try to mask this part. I can invert the mask by hitting Control I. And let's do a bit of in-flight in the negative way and bring the scaling in. Bring it here, try to scale that in both x and y. So now we have this piece. Let's do something like this and I'm going to read DynaMesh it again. Now there should be a better distribution of vertices. And now let's go in here and try to mask a bit of parts and a smooth stem. So just try to smooth these parts so that they are not so jaggedy and do not over smooth that as well. This is going to look like mood, not plastic or something like that. Okay, Now we're good with this one. And it can also take, for example, this dam standard brush. Then you can add some paneling in here using this term standard. This is too intense. If you're going to make the mouse a slower a bit, he can go into this a stroke. And in here, lazy mouse, you want to bring in the lazy radius up a bit so that when you're dragging it, you see the stroke becomes a lot smoother. So using this one, I'm going to go and place my stroke in here and then continue from here all the way to that port. And the reason that I'm going to do this is actually giving this a bit of hand sculpted detail, not too intense. Let's go back and start to place another stroke from here. Actually, let's go and try to mask this part out as well. So I'm going to mask all of this part and now remove from the mask, mask actually. This is it, this one for this, Let's remove from here, not too intense. Let's go over here. And the good thing is that it has selected the other parts as well. So I'm going to go and do another inflate in not too much. Let's go and apply only a bit. And then I'm going to resize it as well, but not in this direction. Let's try that. Now it's better. So let's go and pick up this one as well. So I did the same thing for the both sides. And now I'm going to do with DynaMesh again and do a bit of smoothing in this area. First, make the brush size is smaller and try to click smooth. A bit of this part's not so much just something to consider, okay? This part as well. Let's go and smooth some of these edges. So now I believe this is done in terms of detailing. It's good. So now let's go and apply the decimation master. We fix the geometry in here as well as adding some details and decimate. Okay, it's good. Now, I'm going to export it and just give it a random name, an export as FBX, using all of these details. So in here, I'm going to take this one and hide it so that I can import that back. And this is the piece exactly on the place that you want it. Let's go see that. You see a lot of detail happening in here, but it's a bit jaggedy on these parts. If you want something like this, he can go for it. But if you want to make it a smooth, you can do that as well. But I'm going to keep this the way that it is. Because this is what I'm going to keep it just like this. And now for testing, I'm going to select everything, including all of these parts. Take these, this one as the last, and I'm going to join them together so that I can test them inside Unreal. So let's see what we have selected. We have everything. Now, let's take the name from this and just change the name to something descriptive and export it. Of course, later on we come back and separate these parts, UV them and texture them as well. So let's go import. And this is the piece that we want it to import, import all. And this is it. Okay, now, let's bring it exactly the way that we want it. So now this is it and I'm happy with the results. Of course, there's something wrong about here, which is this mesh is a bit too high. So later on we will fix that as well. Maybe with vertex blending or maybe with other techniques to make this one go lower. And we're able to see that. So now this is done. It's completely done this building. And now the only two pieces that are remaining, or the window for this and a door for this building. In the next lesson, we will create them and finally finished the geometry creation parts. And then we go to the next chapter which actually the shader creation. And we'll bring this all of them together by creating a lot of masks, blending them together, creating shaders, creating all sorts of, a lot of materials and a lot of cool things. Okay, see you in the next one. 81. Museum Windows Blockout: Okay, everybody, congratulations for coming so far. And in previous lesson, we finally finished the spilling. Of course, there are some unwrapping and texturing needs to be done. But as far as geometry creation, this building is finished. And if you look at this, we're really creating a good result. And if you put time magnetic and even invest more on that. So now we're gonna do these two ones, which are the final ones. And these belong to the museum. I'm going to create one window than one door. And it's actually going to be bigger than this one and maybe more intricate. So now I'm gonna go for something like this. Now, actually going to create a curved piece. And maybe we start to reuse these ornaments. And of course actually I'm not going to create ornaments. We have them already, but we may give them a wood material, so we're going to repurpose this. I'm going to bring the materials. And another time we're going to convert this to I would want and actually I'm going to look like this one. Now. I'm opening up Blender and picking these two and you see that these are two different ones. This one is flat and this one already has an arc. I'm going to copy them and bring them and create a new scene with them. But I'm going to have this so that I can use them to create a blackout. So first, let's start with the window because it has a lot of empty space and we can work with that easier when we made that, we can reuse and repurpose the geometry to create the door. And about the building. It's mostly glass material. So I'm going to create that so that it has an arc similar to this one on top of this. Now, let me go bring in a plane. I'm going to rotate the plane 90 degrees in y. I'm going to bring it up until we fill this area. It's exactly fitting the way that I wanted. Just a bit of re-scaling and I'm going to apply the rotation and scale at the same time. So now we have this one in place, and I'm going to make the arc reversed. We're going to have a piece like this on the above. So again, I'm going to go and bring in a cylinder, but before that, let's actually bring the pivot to here so that when we apply bringing a mesh, the mesh is going to be spontaneous. So it's only a matter of rotating that 90 degrees. So let's make that a smaller a bit. I'm going to make that a half circle and it's going to be a perfect circle, not an oval shape, but it's going to be a half circle. One. And this one as well is going to be one. Now, I'm going to take any polygon in here and delete them. Of course, Let's go for box X-rays so that we can see anything and delete this. Okay, we're done now. But let's go and select this one. Go to edge mode. And while holding Alt, just select on this right-click and Shift N, excuse me, right-click and N to create a face. So now I'm gonna do one thing and that is extruding this to here. And I play a scale and rotation at the same time. So now that I'm looking at this, I'm going to create this shape. And we're going to do a Boolean. So I'm selecting the Boolean shape and then after the main shape control and minus to create this Boolean piece. Of course now the Boolean is non-destructive. You can take it. And as long as you haven't applied the Boolean modifier, you can take the Boolean and try to re-scale it to get the result that you want. I want something like this. So let me take this and apply the Boolean modifier. So we can take this and delete it. So we have a piece to start with. And I can actually go in and try to bring this down just a bit. And let's do, instead of that, let's do that in all of the directions that we have this one in here. Let's bring it up. Then I can take this and take the edge extruded and bring it there. And take this edge as well, extrude and bring it here. The whole purpose is to have this shape in here. But I'm going to bring it down a bit. And again, this edge, I'm going to take it and bring it up. Okay, Now this one, we're going to give the wood material. So let's drag it back a bit. And we have this piece to be created. We are going to create a cylinder. And this cylinder is going to be so, so smaller than this. Let's make it like so and bring it down. Of course you can take this and that it's a global. And this 12 bounding box so that you are able to manipulate from here. So I'm going to drag it out. I'm going to make it different part, not actually going through here to have this part hidden in the body of this geometry. I'm going to have it visible all the way. So this is it. Let's go for smooth and 30 degrees. And I'm gonna take this and bring it up all the way to here. Okay? Now I'm taking this and selecting this geometry. I'm going to take this and bring it down until it goes in there. Of course, I can take this and bring it to this area as well. So I'm going to take a duplicate. And actually instead of shift and D, he can take Alt and D so that when you change something in here, it's going to be applied in there as well. For example, if I go in here and change something, you see it's going to change. Okay. I'm going to take this one rotated 90 degrees, excuse me, a 180 degrees, so that we have this piece. And now let's take this one and bring this even more. Now, let's take this, select everything and do extrude, Bring it out until this one covers the part perfectly. To cover these empty spaces, I can go and select this and bring it down. Until so. Now, let's take this and you see, you have created this one, but since actually it's going to be rendered flawlessly, we have no problem with that. So again, let me take this and the pivot of this one. I'm going to bring it in center so that I can mirror this to the other side. So hit mirror. And I believe that we should go in y. Based on this, like a perfectly done. One more thing that I'm doing is actually taking this and bring it up. Because I want a bit of wood to be displaced in here. And here, we're going to place the glass basically if you create it later on. So let's go in here. And I'm going to take this and all of these, these bottom vertices and align them to bottom. Now, instead of having that copied over, I'm going to bring in a mirror. We're going to do that in z. Z, and let's put pivot to be based on this one. Okay? Now instead of making that to this one, you see, it brings it up right to here. I'm going to bring in an empty. I'm going to bring this empty right in here, right in between these two. Then I'm going to place it based on this empty instead. Looks like you've selected the wrong thing. Let's go in here. And this one is going to be based on this empty. So now I'm bringing this empty up until you have something like this. Of course. Now we can go ahead and apply that. If you isolate it, it can activate the material using this icon. So now we can either apply the empty or have this one. Basically, it's your choice of what you are going to do actually. Okay, now, let's hide everything and take a look only in the solid view to see what we have created so far. So now I'm happy with it. And I'm going to take this and bring it back until we are able to see these pillars. Now on top of these pillars, I'm going to bring in those ornaments. And for this, let's go and apply the smooth on this fixed us moving. And actually I'm thinking about something else because this piece is so, so small. Instead of bringing those big ornaments with which had 4 million polygons, I'm going to bring in some smaller ornaments. So let me take this and I'm going to take this edge, bring it up, extrude, make it bigger a bit. Bring it up. And extrude again. Bring it up, scale it down, extrude, scale down until now, Let's make it something like this. We created a basic, basic shape. Let's take and bring it. Here. It looks like we have a bit of problem displacing this. So I'm going to fix that after that basically. So let's take this one and instead of that, let's do that based on empty. So no fixing. We'll fix that later on. Now I'm here and instead of using those complex geometries, I'm going to bring this one. And since that is a very small piece, this is going to be the answer. So let's bring that in and I'm going to isolate it. Let me select this one and this one and isolate. Now I'm selecting this and I'll just remove the mirror modifier. He doesn't actually matter. So let's place it in here based on that. And I'm going to place it right in here. Just like a crown that is going to be placed on top of this. So let's displace it and bring it here. Now let's go and make it extrude a bit in that direction. And I'm going to take this and based on UVs separate that. So I'm going to delete this one. Let's go back. I'm going to bend it so that it feels this part just like a crown. So apply the scale and rotation. Let's go bring in a simple deform. And now I'm going to use the blend. And excuse me. So it looks like we need to rotate this again and do rotation as well. So now let's bring it in and try to bend it negatively. And let's see what we have created so far. And let's go try that in z. Now in here we have a better one. And let's duplicate it. Shift T on top of the modifier and make that in x so that we have something like this. But I do not want that to be so intense in x, just something like this. Now I'm going to apply all of the modifiers go back and I'm going to place it right on top of this. And let's rotate it until we get the portion that is symmetrical. Just like this one. And let's apply the smoothing as well on this. And since it has the UVs, we have no problem in that. We created the crown basically, let's go back. And now you see it's where it actually compared to creating that piece from scratch. So let's take it and I'm going to bring it out so that we are able to see that. Let's take this and bring it in to something like this. So this information is a lot better. So I'm gonna go select this one and add some vertical, excuse me, vertical points so that I can take them, scale them, bevel them to create some shape so that it's not really so flat. So let's take this one, extrude it, make it so that it's not a simple shape. So now that I'm looking at this, it has an ornament that emerges into this ornament in here. So in here, let me take this. Now I'm going to take this and make it smaller in z. Okay, Just something like this. I can take this and bring it down. And let's apply the scale and rotation as well on this one. Now I can take this. Before that, let's apply the cemetery. And I'm gonna go select this all the way to here, controlled select on this one. So I'm going to Shift D and P by selection to separate that. Now we have this piece, but this piece is already geometry. So I'm going to go in object, convert that to a curve so that we can apply some modifiers on it. So we go to Geometry hand profile. Let's set this one to 22 and add a bit of jobs. So let's do one of those ornaments wants. This one is good, but let's apply the scale and rotation. And let's choose that one. Looks like, let me go back and try that. This one gives a better result. I'm going to go take this and bring it up. So now I'm going to take this and delete, dissolve vertices. And this one as well. I'm going to dissolve vertices so that we have this one. So let's take this and try to move that n. And try to move this in as well. So let's take it and bring that in. So there's one more thing that I'm going to do and that is actually smoothing this. Of course, before that, you need to go and convert that to geometry. Now, I'm going to smooth and 30 degrees as well. So before that actually let's go and apply Move modifier on top of that as well to make it really smooth. Phil Knight is going to handle all of those geometry. So I'm going to select any geometry in here and you know the rules. I'm going to take and deletes any unseen geometry. So we have something like this. So I'm going to do another copy and bring this one down. Let's rotate it a 180 degrees and place this down and bring it here. So now it's only a matter of taking this, taking all of these vertices as well as this one. And dragging them up until here. So let's go. And I'm going to take these vertices and exactly line them up in here based on these. So that later on we can help them easily. So let's go select these. And I'm going to select all of these. And I'm going to join these two together, it Control and J. Now I'm going to select these vertices only because I want to work with these. Let's select them in here as well. The overlapping vertices merged by distance and bring the threshold up a bit. And if it doesn't work, you can take them. For example, just take the vertices in here and align them either on bottom or top so that they are exactly aligned. And let's go for these other ones as well. If that doesn't work actually. And I'm going to align them to bottom as well. Now, having all of these selected, I'm gonna hit em and merged by distance. Okay, just like so. Now this is a United piece. Someone can go back and actually take these two and drag them out in here. Just like this one. And let's take this one and delete it. One more thing that I'm going to do is actually taking this backside Shift G and select by normal so that I can drag this piece out in here. Because the player is actually able to see the part in here. So I'm going to hide that. Now that I'm thinking I can take this and start to borrow some of the geometry from this. No, let's not do that. I wanted to place this one on this arc, and I decided to not to do that actually. So now I'm going to hide this and take all of these, make sure that you select all of them. So now I'm going to join them. These need to have vertices. So let's go for smooth. Of course we can go and delete the custom normals. Then a smooth based on 30 degrees. Okay, now, I'm going to bring this one back. Place the period right in here. Now I'm going to take this print a pivot to here, and the pivot of this one to cursor. So let me take the name from this and I'm going to paste the name on this one. Instead of entrance window, let's say entrance window frame. Okay, to have a good naming extension. So now I'm going to take this and using the buttocks, export that in this folder. And we will do the unwrap hand texturing later on. But for now, only to visualize this when I'm actually happy with the result. So now in Unreal Engine, we're going to import that as always, which is this one and okay. And convert to none right? Now it looks like this is the piece. So while having the snapping turned on, I'm going to bring it and it does snaps perfectly to place. So let's come back and we need to bring it only once in. So let's go and it looks like we need to bring it in. Once more. We created that wooden panel. And actually I'm happy with it. Let's go in here, apply the carillon rotation and see if we have any awkward phases are not. So not if you're seeing this one because this one is a one-sided geometry and it's normal to have something like that. So let's go back to the normal mode. And now we're going to create the door actually. So let's take these two, drag them out. And let's just start with this one. And since this one is actually having the same geometry and all of that, I'm going to use this and set this to global and this 12 bounding box. And I'm going to bring it here so that I can use it. But there are some manipulations that we need to do. And that is, one of them is taking this. And let's separate it by selection so that I can go in and start to remove these parts, this bottom parts, because I want these to be flat, just like this one. And I'm deleting them. And of course it's better to go into polygon mode and delete. Okay, Now let's take all of these. All of these as well and align them on the bottom. Now, I'm going to drag them in. Z. So let's go back. The next thing is actually taking these parts and removing them because it makes it really repetitive compared to that window kit. And we can have a place to showcase this one as well. So drag it in. And I'm going to select this 1 first. Let's we need to flatten this one out as well. So let's go back. And based on this one, I'm going to flatten this. And that includes taking all of these vertices, go to polygon mode. Of course. I need to create something in here. Let's go for knife tool and make it C to cut through and valid highlighted vertices. Just place your cuts and you're good to go once. For this one as well. It's C and highlight the vertices on top of that and do that. Now, I'm going to select everything in see-through mode and this one as well. Now, what we're going to do is taking all of these and included these and align them to bottom and drag them down. Let's go back. It looks like there's a bit of more work to do and this is done. Now the door is actually there. There's a ornaments supporting that as well. And we have a platform for that as well that goes in, but we need to do something in here as well to make some wooden platform or basically those kinds of things available. So I'm going to go in here and it looks like this is already selected. And I'm going to take it Spice selection. Let's bring the pivot then. I'm going to take it and drag it out so that we have some platform here. Now this is good. Let's go and try to see what we have created. Now we have the base n, and I'm going to borrow the geometry in here. So let's go take this polygon and control all the way to that side. Now, Shift D and P to separate it. So now I have the geometry for the door as well, but I'm not going to make that cell thick. So let's go take this one. And this one is good for the tour itself. Let's apply this scale and rotation. Right now I'm going to select this. Now that we have selected this one, right-click and N to bring in a face. And in here, right-click and N to bring in the face. So now the door is carved in the place as well. But if you want it to really bring in some spacing in-between this, you can go and take the vertices and bring them down a bit. Just to make it sound natural. Or he can go and scale it down a bit, but let's go and disable that. And try to re-scale it down so that in all of sides we have a slight buffer zone in here. And it's not going to be visualized as well because it's going to be hidden under this ornament. Just something like this. And I feel like in the end, I'm going to remove this part as well because using only one side and then doing the symmetry will save a lot of texture memory. And because you have assigned too much space on this one, you're going to have better results in Substance Painter. Now actually, on this one, I'm going to place a difference line in here. Let's select this one and this one. Join them. And I'm going to do the same on this backside as well. Now, I'm going to select this and the bubble. I'm only wanting one vertices. So let's go bring in a line in here. And I'm going to take this line, convert it to Polygon, and delete it so that we have a bit of difference line in there. And I'm going to take this creates a new face by hitting right-click and n. And on this one as well, Right-click and N to create a new phase. So we have something like this. Now, for this part, I'm going to actually borrow the ornaments from this because this is a great ornaments. And for the bottom part as well, we're gonna do some ornaments as well. And I'm going to take this one, copy that and bring it over in here. But of course now it has the material. I'm not actually using the material on it. So let's take this and bring it in. And I'm going to use this one, but this time we're gonna give that a wood material. Let's go to Solid mode. And I'm going to place it right in here or above. Okay, now, let's give this one the pivot in the center so that I can symmetry that based on that. So as always, scale and rotation applied. And now I'm going to bring in the simple deform and use bend. And this time again, I'm going to do the band Kayla and rotation. But before the band, Let's actually do mirror. The mirror. Let's see what we're going to do. Let's do that in z based on this one. So let's remove that so that we have the mirror only. I'm going to bring it to the site that it was. And now let's do y. Y is better. It looks like this is a good piece. So let's apply the modifier and now scale and rotation. And I'm going to bring it in, place the pivot in the center. Now simple, the firm should work properly. Place it in here to rotation only so that you're able to do the band like this. So let's spend it negatively. This is good. And I'm going to bring it right into place and drag it out. Now, looking from far away, it actually gives a good sense. And to give it even more detail, I'm going to bring one of these and place it there. For example, this one. So let's place it and rotate this direction. And again, I'm going to take all of these vertices and remove them. Okay? Now, rotate in this direction as well. This one already has the UVs, so we have no problem. So let's drag it in. And I'm going to take this one. I'm bringing it up just a bit so that you have enough from for this to happen. Okay? Now we have a good or a normal cell piece in here. So let's drag it in and give it the smoothness. Just like so. Now let's apply the materials. 82. Finalizing The Geometry: After doing some changes are made up with this design. I just took this one, duplicate it, rotate 90 degrees, and bend it a bit to get this result. So now for this middle part, let me go take this one and I'm going to completely de-select that so that we have something like this. And actually let me take it and select this part and remove anything but the main piece. Let's bring in. Now I'm going to just do a cut in the middle, bring it up and do a cut, another one in here, so that I can take these two I to insert while having inside you can hit B so that it separates them based on the boundaries. Now it didn't, so I'm taking them individually, insert and I'm going to have the amount in mind as well. So this is the amount. And let's go and apply the insert on this one. And paste the amount. Delete these two. And I'm going to create the illusion that the door is going to be opened in the middle. So simply take this and do a bubble and only with a single segment and go into polygon nodes and delete this. Or let's not do that. I'm going to disable that and change another design. I'm going to place something in here. And actually let's take these two. And I'm going to put another line of vertices here. Bring this one, and create two separate panels in here. So I'm going to select this and extrude, drag it out, make it a smaller one. Insert. Extrude again. Let's drag it out. And instead again, another extrude and then a scale to create something like this. But I feel like this is too intense. So let's go and bring this one instead. And try to take all of these vertices and scale them in so that they're not so contrasting. So something like this is better. Now, I'm going to do a mirror and mirror this based on itself. So it's going to be in y. Now we have this one to be inserted as well. So insert and do not make it too much. It's enough. So I'm going to do an extrude, scale it in and bring it in so that the normals change that. So we have something like this and I'm going to bring an ornaments in here. And I'm going to use this one. We haven't used this already in the process. So pasted in. There are a lot of things that need to be removed. It takes a bit. So I'm going to take all of them, just try to select one thing from the whole thing. I'll remove that. But we did it and now let's apply the modifier on that. And let's put it to one instead. Because it already has a lot of geometry. So we should already rotated in this direction. Now I'm going to just place it in here, just in here. And let's zoom on it a bit and place it right in the study. It should be okay. And actually now this is too deep. I'm going to select the polygon and bring it out a bit. And this one as well, hold down Shift to be precise. I'm actually not happy with what we have created here. So again, I'm gonna go to polygon mode and select everything through all the way to top. And select this one as well. And take all of these. And right-click and bridge. Looks like we have selected these unwanted Lee. Now right-click and bridge. Like this one doesn't actually read the rest of the design. So I'm going to drag it in just so that we have something to look at. Just something like this. And this is already in a good place. Later on, we will create ornaments for this to make it look better. Now, let's go and create something for here as well. I'm going to bring in an edge from here to here, insert a bit, only a bit, and re-scaling. And a beautifully scale in z as well. So now I'm taking this from the same design and bring it down. I'm going to apply the simple deform to remove the band. Actually. Let's rotate that and apply the scale. Now using this one, I'm actually removing any band in here, okay? Now this is good. I'm going to make it smaller. Just like so. Now apply anything and I'm going to drag it in. And I'm going to repeat this just like this one is a toiling piece. Once more. And I'm going to take this and drag this one in the middle so that we have a tremor of designing here. And actually, I like this one better. So let's conduct all of these together. I'm going to remove any polygon that is not going to be seen for a bit of optimization. So from here, anything can be deleted from here as well. Now, that is done. Now let's go in here and I'm going to select these ones only and drag them back to create something like this. Just like so. And I'm going to scale them up and a scale in a bit. Okay, now, the design is more consistent throughout. This is actually what I'm happy with. I can go and select this and this, do another insert and Extrude. Extrude in this direction. Okay, Now I can take this place, the pivot in the center and bring it in and do a rotation, for example, for example, 90 degrees to make something like this happening. Did it? And I just move this out to create a symmetry piece. And on these ornamental pieces, the symmetry is actually the key to create something authentic hand, when I'm looking at this, I'm happy with the details. Now the next thing is actually selecting these, including this shift D and P, two separate by selection. So that we have these in here. And we're going to convert them to curves so that we can give them a bit of profile. So let's set this one to turn into and a bit of curve happening in here and go for one of the effects, go back. And this is actually a good one reading, creating a good effect. So I'm gonna do the same for this one as well. I'm going to select this edge and this edge, this edge loop that goes all the way across. Now Shift T p. And I'm going to select only those edges. Again, convert them to curve profile. For resolution, I'm going to put 22. And this time, let's use this one as well. I'll go back. This is a good one, but let's see. If we can increase the depth a bit. It's okay. So now let's go take this and convert them to geometry because these are now curve. So this one to mesh and this one to mesh as well. And as always, I'm going to take them and remove this part that is not going to be rendered to save anything. Okay. This is too far. Let's go back until this, and I'm okay with it. So let's go back. Without losing anything. Actually, we were able to do that. And to give it more detail, again, let's try to add an insert in here and extrude it in. I'm going to again scale it in this direction. So let's go back again. I'm going to take this one and bring it in. Okay. Just like this one. And I felt like this door is already having lots of details and I'm happy with it. But the thing that I'm going to do is actually taking these ornaments and make them as separate material because this already take a lot of details. So these three are going to be one material ID. So let's give them the mature Real ID. The name should be something that differs from other things. For example, 01. And the rest of it including this. And basically the body of the door is going to have only one material. So let's give this 10 to give all of these ornaments, the second material. Okay? Now we have these. Take them all and give them a united material to all of them because they take a lot of space and I do not want to lose the resolution on this. So now let me take again all of these, excluding the kid piece. And I'm going to join them altogether. And it messes up the smoothness so we can go and clear the smooth normals. Clear custom normals. Again, smooth by 30 degrees. It's good. Now I'm going to go and export it to own real and testator. So let's copy the name from here and paste it in and call it introns brain. And it's good to go. So now I'm going to place the Pivot to select it and put the cursor to fix that. So now I'm going to export an added that classic mistake because this has two material, more than two material IDs. Of course we're going to fix that later on. We need only two on this. So I need to disable this one. An export, not duplicated these pieces across. And now I'm going to import that. This is the piece and it's by far the strongest piece that you have created. It has the most geometry. So import abroad that in as well. And it's sharing the same pivot with this one. So let's take it and duplicate it once more. Now finally, I believe that the geometry creation section is over. And the next one we will actually unwrap this and you give them texture and bring them in. To finally move on to the shading chapter, actually, we had a lot of fun creating these geometries and I hope that you have learned something to learn in your projects. Okay, see you there. 83. Unwrapping Shop Window: Now that we have ever geometry created, it's time to go and unwrap them. And I'm taking this one and I want to give these two material IDs, one for the root parts and one for these middle parts. Of course, all of them are wood. But I'm going to separate this center piece from the rest of the geometry. So we go in and I'm going to take this and having those ones selected, I'm gonna hit P and separate by selection. Now that we have these as a separate mesh, I'm gonna go clear any custom normals and then has smooth by 30 degrees. Because all of it is composed of only cylinders, can really easily separate the sharp edges from the rest of the measures. So let's go see if this one here, this one already has the UV. So I'm going to jump right in and select a sharp edges. It has selected these edges for us. And you should remember that it has selected something from these as well. So we're going to make this page that loads in here to separate the body. So I'm going to right-click and Mark seem. So now we need a horizontal one on these as well. So I'm going to just select this one because it's already selected. So we're going to overwrite that and select anything on these slides. And you already know that we separate something on the top and separate something on the bottom and separate something horizontally. Now let's go select this one. And this one as well. I'm going to mark seam this one as well. And in here as well, we need a siem. We only need one seem to make a perfect unwrap on this. Now that you have selected anything, I'm gonna go to polygon mode, right-click and unwrap. It looks like we need to go and select something from the backside as well. It looks like in here, we need to do something as well. So let's select these that I'm selecting these row because it's already a seam. So I'm going to put the same already on the place that it has created. So Mark seem as well. Now let's do another unwrap, and this time it's better. Of course, the textile density is wrong on these. So let's go. In the object properties I need to scale and rotate and then do another part. Although it's better, but definitely it needs some improvements. So now I'm going to give this one a checkered pattern material so that we can look at textile density on that. And definitely on these vertical woods. We need to have something. Let me take them. And I need to scale all of them except for these cap ones. I'm going to de-select them. And I'm going to scale them in y so that we have a better textile density on these. So it has to go to scale. And why? Now we should get something, a square like in here. This one is good. So now I'm going to UV Packer and I'm disabling the rotation and scaling and selling this one to 0 as well. High-quality. And now let's say pack. And now these have better textile density. Now let's have a look at these and on these ones as well, we need to have more textile density. So I'm going to select one thing, alter energy to separate everything. And I'm going to scale them. Let me see if I can scale them. Yes. Now, this is better. So pack again. Now, this is going to give us a backpacking. And if you want to make it better, you can go and select edge in-between. For example, in this middle parts, an edge that loops around to separate the islands from themselves. I want only edge loop that edge ring, this one. And this one as well. And this one, and finally, this one. Mark seam. And now I'm selecting these horizontal ones, selecting them an add-on wrap. So it has made a lot more islands from them. Let's see if we can go to UV toolkit while having this selected. And Haidt who had unwrap, of course, we need to disable the UVs sink and now quad and wrap. And of course we can go select everything and everything in here. It got on rap. And now let's again go with pack. And this is the best that it can do. Okay? And we're happy with it. Of course, not ultra happy, but this makes it better than actually having a worse on rap. So I'm going to go back and start to work on this. And on this one it's mainly all about. Using the lines and placing the UV seams in this curvature areas. And now you only need to control select all the way to top here. And mark scheme. And you're good to go. It's good about these measures that actually we can place the UV seams so easily because there are a lot of information that you can use to select a UV seams from. Unlike the previous generation geometry where we had to put the seams on a specific places. You have a wide range of curvature in here and you can put the seams there. So let's put the same in here. Controlled select through here. Okay, it's done a good job, but it can be better. Let me, let me go and de-select this part. Start to work like this one. And work our way right on top of here. Looks like we need to go back and start to collect our way through. It's not doing the best job that we need. So now one more click. Okay, Let's mark this one scene. And on this one as well. First, let's do this one. I'm gonna make this area the same. Okay? And try to select the seams. This one is so sharp and we need to make sure that we select the best for you. Okay? Until here. And mark c. So let's see if we have a phase in here. No, it's alright. So we need to do the same thing on this part. I'm going to select this edge that goes right away to the bottom and make that one seam. And we may play some themes in these areas because this is a 90-degree angle. And 90-degree angles mostly need a different UV island. So not this one. Let's go from here all the way to here. And of course I'm not going to remove the centerpiece and use symmetry on this because this is a special piece and it creates a butterfly effect. And if you do not know the butterfly effect, It's something that when you do the symmetry, you have some information in here. That information being inverted and repeated in here just like a butterfly, that is called the butterfly effect. Basically, you want to avoid that as much as you can. So let's put another seem in here. One in here. I'm selecting these sharp angles to make seems. Okay? I'm deselecting this because I do not want it. So let's see if we have selected anything from there. No, let's select this one has a seem as well. So right-click mark scheme. Now I'm selecting this one and right-click and unwrap. It did a good unwrap in here. So let's see what it is. It looks like in here. We do not have a perfect unwrap. Let's go in and looks like we need to separate these parts as well because it has it has this one. It didn't create a UVC mean here. So let's go put one in here. One in here. Let me select it and go in here. This is the same. And let's mark scheme. And now select this one to polygon mode and unwrap. Now it's about one. And if you want actually he can go and place another seem in here to separate that part. So I'm gonna go do that. Let's select these and do another unwrap. And now we have a better unwrapping here. So now it's actually time to go and continue to work on this one. And to actually make it easier on yourself, you can go and select this one, select everything based on that, and hit P by selection. And I'm going to separate this so that I'm able to work on this only. And maybe, maybe I can go and select these. And let's make sure that the UV name is the same on this one. Uv map and UV map on this one. So let's select them and do a pack so that these use the same material. So let's say pack. And now we're using a lot of that. Is that texture space to our advantage. And to save a bit of texture space because you see these are so way we enters a lot of wasted space in-between them. You can actually go select them and having the UV active mode turned off, let's disable it. And you can select them individually and headquartered on rap. You see, it tries to make the straight on rat so that there's minimal wasted space in between them. So this is another good idea to use that. So I'm going to right-click. Looks like there is already a part of a hue in here. And make it a cube, so that whenever you hit Q, you're able to do that on the fly and you do not need to go in here and do another one. So I'm going to go select them and do cool down wrap. And this may add a bit of distortion to the UV. But the quality that you're getting is actually a lot better than what you lose. The balanced game you, sometime you need to do something, loose something to create something. Okay? Now, this one is better. And let's see about this one. Maybe I go and split this one into half. So let's select this one as well. Let's do an unwrapped to see how it excuse me, do a pack to see how it works. You see because of this one, because it tries to fit this in, in this area and keeping all of them a small relatively to this, a lot of wasted UV space is happening in here. I'm going to go in and select this one from the center Right-click and a split selection. So we splitted this. Now, it's done this one, but let's apply the rotation to see. Now we are having a good ones. And although there's a bit of wasted space in here, it has done a great job in laying these UVs out. Okay, let's go back and I'm going to work on this one and make this one a single UV and a single material to work on. This object is going to contain two material IDs. So let's go and work on that. And because we have this one separates it, it's a lot easier to work on it. So I'm going to select this and Shift-click all the way through here. And it's going to, let's go. And this one is better. And sometimes selecting the long distances will give you not the best result possible. So in those areas, you want to go back and try another Click to see if it works or not. So let's make this one mark seam. And I'm going to place a line in here as well. So let's go put the line and this around the area. And just Control select to go right around the object to place the same in here. It's a bit tricky to create the same for this one. Not tricky. It's not hard because we are actually having the knowledge to UV this one, but it takes a bit more UV this because it has a lot of ups and downs and a lot of cavities, a lot of pigs and hills and valleys. And it takes a bit of time to create a perfect UV for this. So let's go in here. And I'm going to select something in here, Shift G to separate based on the normals. And it's great. And let's see if we have anything here. And I'm going to delete that because you know, the player is not going to see that. Ok. Now in here, I'm going to place a seam in here. And it looks like we have a bit of geometry in here that needs to be cleaned. In order to clean this pasta, you can select row of polygons and extend the selection just a bit. Break the connection from here, and also break the connection from here as well. Having this selected because it doesn't have any relation to the other parts of the geometry. It's easier to select that with Alt and G and remove it. So let's go for this one. And this one got removed as well. Now let's go in here as well. We have the same thing. So I'm going to select exactly this one. Remove. This one, remove as well. It's again having a connection in here. So let's go and remove all of these quotes. Okay, and I'm going to control select from here as well and to remove everything. So now this one and this one, and finally this one. And we have some floating geometry in here that we can easily take and remove. Well now let's go back and try to UV this the way that we did early on. So select a UV and control, select all the way to the bottom in here. Mark sin, and make sure that you select all the way through the latest one. And you see in here you have opened the gap, which might cause a bit of problem. So this is good. Now, let's click from here and all the way. So the counterpart in the other side in here to a click and mark seam. And I'm going to select these sharp edges until we get the same perfectly done. So in here, there should be one in here as well. From here all the way to here. Mark seam. And let's do one thing to make it easier. Of course, you can skip this part and UV that completely. But to save a bit of time, I'm going to bring the pivot to center and I'm going to do the rotation location as well. Apply all, it's going to apply everything. So I'm going to bring this one again. I'm going to do a mirror. Let's do that in y. Or before that, let's remove. I'm going to select this middle part completely right, until here. And these remaining ones need to be selected as well. You can remove it and places symmetry. But since the geometry is a bit tricky, I'm going to go with the same method and try to UV this, the old method. Let's select this and go all the way to top. Because this place is not going to be seen. I have no problem to actually do a one-click right on top of here. So let's create a seam in here. Now that I have this separated, I'm going to hit Alt Angie. I have this part, and actually this part isn't going to be visible by the player. So I'm going to delete it to save some texture space, as well as having a bit of optimization. So this one as well. Let's see. And this is why I'm telling to close all of the gaps. And here you see we have something. So now let's go select this and remove. There's a possibility to remove this part as well, because player isn't going to see that. So let's go and place the same in here to remove it. Because there are some odd geometry in here, I'm making sure that we place the seam on the latest points on the geometry. So let's select this one and go on top. Doesn't matter where it plays the seams because it's going to be deleted anyway. So let's select all the way through here. Great. And one more stroke. Mark to seem. And this one all the way to here, to here. Once more to close the gap. And now let's go to the polygon mode. Select this to see what we have selected are actually. So this is great and I'm deleting. This actually makes it easier because it has already placed some seams in here as well, and remove the bit of texture space that we can use. So let's go and try to move from this part as well. Okay? Let's Exactly, It starts from here. That is the latest point in the row and then go all the way to the top. And I'm doing only one click because this is going to be deleted. And who cares? Once more? Let's go back. Another one from here, all the way to the bottom. So let's make it better. Let's go back and try to place the seam on here to remove this part as well. It really removes the need of unwrapping this part so completely. So let's do one last stroke. And let's see if it has been closed. No, let's do one here and one here. And I'm selecting this Alt G to separate based on themes. And this part as well removed. Let's do one more stroke. Because this either couldn't be seen by the player. So let's have an optimization all the way to here. So mark scheme and take it and delete it. And this one as well isn't going to be seen. Let me delete this one. And you can control plus to extend the selection only and remove until it reaches to this part. So let's take this, looks like we have selected something from here. Take it and remove. Okay, now let's see about here. We can do the same for this one as well. Let's go and put the selection to here and grow the selection until it reaches to the top part. So just a bit more. We can exclude the selection and remove this part. So now let's go around to see what we need to create and removing those parts. We already have done a lot of the UVs because we do not need to place the UVs there. So let's apply the same on here and go exactly on top here. And because it has a white curvature, it's great. Actually. Mark seam. And let me take this one, Shift G by normal. It has selected these two top parts and since they are not going to be visible body, the player, I'm going to Control click and delete them. So the rule is actually delete on the parts where the player is not going to be able to see them. So we've done this part. Let's go select this and control-click array all the way to the bottom. Let's select from here. Looks like it's not doing the best selection. And if it didn't, you can go and do another shortcut, choose another path to select what you need. In here, we have no problem actually, let's go down until here or from here. And mark scheme. And we need to go around and make this one the same as well. So this UV creation isn't actually the most interesting part of the whole production, but it's an important one. If you want to have the best quality out of your textures, you really want to enlist a bit of time on this UV creation process. So it's inevitable you need to spend some time creating good UV's. Otherwise, you're going to have blurred textures, sharp textures together. And it's going to ruin your game really. Okay. Now, there's a bit of a space in here as well. Controlled click, Control, click to here. Now let's pick from here and here. And all the way to here. Once more, Right-click mark scheme. And I'm going to create a seam in this area as well. So up until here, mark scheme, and one stroke all the way to the bottom of the list. Perfect. Let's make it seem not sharp. There's one more in here that we can place. Control click all the way to here, to here as well. There's a angle that needs to be UV layout in here as well. So let's go back and place the seam until here. And one seam is in here as well. Let's Control click here. Once more in here. All the way to here to find the latest point, which is this one. So now I'm stopping this lesson in here and actually do the rest of the UV in the next lesson. See you there. 84. Baking Shop Window: So this is our progress and now there's only some extra seems left to be liked. So I'm going to do one in here. And let's bring it in here and continue down, up until we get here. This curvature line really leads you to create the bestest stroke possible. Let's go back and bring it from here. Okay, mark scheme. Let's click one from here. Because we do not have any sculptor details. It's really easy to sculpt, to go through all the way and select a seem to here. It's selecting the best parts. Let's control again. We do not have any problem because there's only one line in here. It's actually doing a great job laying out the UVs. So let's go back and do one more stroke through this curvature line. Let's select all the way to here. And let's go back and do one more in here to see what we get. Okay, perfect. Now let's do the same for this one as well. I'm going to go to here and mark a seam on this curvature lines all the way to the bottom of the shape. And make sure you put another seeming here to finalize it. So we need to select from here all the way to the top. And let's go to the other side and place another stroke in here. Looks like I've done the wrong thing. I should have done this one. Okay. This is it. This is a good angle as well. Let's go select it. And I'm gonna put a seam in here. Go back from here all the way to the bottom. And once more, we have separated this one as well. So let's see. We need to put one more in here. One more in here is a selection. Now we need to sort out this top edges to create the seams. So because this is a huge mesh, we need to have a lot of zoom in and zoom out. Other than that, the UV creation isn't that problematic. We only need to select our UVs. The sharp angles, sharp edges, and place the curvature there. Now more to here to separate that. Now we need to take this one and let's go back. I'm going through here and put a control click. Okay, it did a great job in selecting that scene for us. So mark scheme, and we already have one in here. Let's do one stroke from here, all the way to here to the top to separate this UV Ireland as well. So mark scheme, I'm going to mark seam in here as well. One in here. All the way to the counter side. Okay, in here and control-click. Let's go back a bit and control-click mark seam until here as well. One more until here. And let's close it. One more needs to be placed in here. So let's take that up until now, this has been the most time-consuming piece that you have been doing. So let's go. I believe that we have done enough. Uv, seems to be able to unwrap this. So I'm gonna go select this one also and g, two separate based on the seams. I'm going to do one on rap. Okay, Done. Let's select this one. Okay, Let's totally select everything. And I'm going to do on unwrap. And under problematic areas, we will create the seams. I'm making sure that the UVs are laid out. And then when we made sure that everything is working, we can skip that part. But if we had any problem in some areas, we go place those extra seems to make it better. I'm going to pause the video until it finishes it did it. And there are some areas which need a bit of fixing. So activate UV sinks to be able to inspect the problems. So let's separate based on seams. And in here looks like we didn't put a seam on this bottom line. So this is where this diagnosing, it comes handy. So we need to put a name on here all the way to here. And let's see. Yeah, this one is a good one. And let's see if we have the bottom UV in here. No, we do not have that bottom UV. So let's select one from here. This is not particularly important because as you know, the player never going to see that. But because we need to have the UVs laid out pretty well, we need to do that. So let's go again and do another unwrap. It improved. And now let's select this one. Hit F to zoom in. It looks like we didn't put a C in this area. It looks like that seem that we placed isn't particularly a good one. So let's go in here. And we have a scene. Let's select it, which is this one. And select this. Looks like you need to put a seam in here. So I'm going to select here and Control, click through here to select this one. And if you want, you can right-click. And this time clear, seem to clear that part. So that's Control. Click from here to here. It looks like the UVs on this isn't so great. So I'm going to manually continue on here. Mark seam. It's doing a good job in here. We need to place one in here. You see we do not have a UVC mean here, which you need to fix. So control-click mark scheme. There was an odd zoom in here, which will need to remove, which is this one. And Control click through here to take that and right-click and clear C. Okay? Now I'm going to take this and select this until we get to the end of it. One more thing, I'm going to create a scene for this one. You are going to understand why in just a minute. Let's go and place the same. Because the player is not going to be seeing here either. I'm going to remove this. When we made sure that we place the scene. Let's do one more click to here, right-click and mark scheme, and I'm taking this one and remove it. Okay, Other than that, it's good. So let's go right-click and do another unwrap. Now, it again got improved. And let's select this one. And we need to place one more same in here to separate this part. So this is good. Now let's go check to see what is the problem in here. So we need to put one extra seam in here to here. Okay? Now let's go see, I believe this part is problematic as well. It looks like an all of these areas we needed to place a horizontal seem as well. So let's place it up until here. And here it has been separated. So let's select this one and see where it is actually. So zoom on it. And in here as well, we need to click and create a scene. I believe that other than that there shouldn't be any huge problems. So I'm going to select them again, right-click and unwrap. It, did it, and now it's a better job. Actually. I'm happy with it. I'm going to call this done. Now we have these meshes ready to be exported. So let me go back. These pieces are already unwrapped and I'm going to bring them here, take this one and delete it, and bring this one as well. I'm going to place them just in here to make sure everything is alright. So let's see about the UVs. Let's give you the material. Doesn't actually matter what the name is. And this one shouldn't have this many materials. So I'm going to delete all of them and create a new material for it. Then this one needs to be one material and this one another. Because I'm going to separate them from each other and textured them that way. So let's take this one and bring it closer. And these are the extra pieces for the residential kit. And I'm going to just Take them and export them as a single FBX file. Okay, just like this one, and limited to select the objects. When we take this, we come back and join these two pieces together so that when we export them, we have no problems. Again, in substance, I'm creating a new one. And the leg this piece, open it, it open. And we have these normals are pointing to the right direction as well. So everything is alright. We have this one, this, this, and this, okay, everything is okay. And we're gonna bake. And because this is the high poly as the low poly, I'm going to check the use low poly mesh as high poly mesh. Bring this one up and make this one for k, and bring the height as well. And I'm going to take the selected textures and see you when it's done. Okay, now the bank is done. And actually to test the bake, I'm gonna go in this smart materials and bringing this dusty concrete and place it on here. Of course, I'm not going to use that. It's only for saying if the materials are baked correctly, so correct on this one. And this one is alright as well. And it looks like there's a bit of problem on here. And we're going to diagnose that. So let's this one as well. It's alright, and doing a great job. So let's go for here. We have a bit of baking problem in here, which we need to fix actually. So let's do this one. This one is okay. Let's see about the UVs. Let's go for this one. This is the result. Let's hit F3 to go. And here we have a bit of problem in here. Let's go in Blender. And these are three different measures, and we didn't want that. We actually wanted this one to stay the same one. And these two to be one thing. And now you just look at the material name. This one is the different one, and these two are having the same material. And if you go in here, you see a bit of overlap happening in here, which is causing that problem. So I'm gonna go take this one and these two. Join them. I'm going to remove this cube material from that. Now when I select it, you see the UVs are laid out pretty good. And if you select this one, we have no overlapping UVs either. So let's actually activate these two. I need pack. And now we have a better textual density and texture resolution on this one. Okay, happy mistake that we did. So let's take all of them. And again, I'm going to overwrite it with this one and do another bake. And it's actually a good advantage to be able to find your mistakes and correct them. Okay, Let's go in here, select this one and re-import. Now you see it's correct, but we need to do a bake to fix the results, especially on this one, because these are having a good time. So let's apply that. And this is exactly doing the work. And I'm going to break the material for this cube and this material to, let's copy this one to this. And this is okay as well. So I'm going to go for only these 22, separate them. You can go in here to selection. And I'm going to deselect these two. And now you see it's baking for 16, not 32. So everything, alright, I'm gonna bake. Baking is done. Let's apply it in here. And no more wrong normal maps and bake on this. Okay? This one is good. Let's go for this one. And this one is doing great as well. Okay, now I'm going to save and I closed substance because I want the texturing to be done in another pass. But meanwhile, I'm going to take this exported and take this one and export it as well. And on this one, I'm going to take this, of course the pivot is wrong. Actually. The pivot needs to be in here. Just like this one. You see, this period is right in place. And I'm going to first make sure that these two have the same UV name and different material. So let's go to Material tab. This is good. This is good as well. So I'm going to take this and join it to this one which has the Corrective Control J. And we can clear costume normals, smooth and based on 30 degrees. And I'm going to export this one, but I'm going to uncheck this one mature reality because this one already has two material IDs. So export and re-import them inside Iran VM. So let's take this one and finding the content browser and hit very important. So it's alright. If we go in here, select a UV. It's doing a good job actually. So let's take this one as well and find it and we import it. And it looks like after we importing, we need to convert these into 98 as well. Because sometime when importing them breaks the non-native connection. Okay, now let's go up top in here. And because this already has the texture on it, of course, prefab texture, not actually what we want. We import the UV layout should change. Of course we didn't change the UV layout for this. So now let's go to nano it unmask. We see in here that this one should be converted tonight. So let's find it. Right-click nano it unable. And on. This visualization mode is a great tool to use to see which parts are nanometer and which parts are not. It looks like you're doing a great job in here. I'm gonna go with late. And it looks like we're done with this lesson. Of course, there's a bit of problem in here. Of course you can go and correct the UV excuse me, correct. The blueprints we have been talking about the UVs too much. So in the next one, who will actually go and create a UV for this one and then texture them together. And creating the UV for this shouldn't be that hard to create because it's mainly composed of simple shapes and these ornaments already have the UVs in place. So the next one, we will unwrap this, baked them and do a separate lesson for the texturing on all of them, maybe a lesson or two. Okay. See you there. 85. Baking Museum Doors: In this lesson, we finalize the UVs for this museum door and window. And let's go start to create it somewhere already in Blender. And this is the project that we're going for. These two measures are actually the placeholders actually representing these, so that we know how to create those on what the borders are. I'm going to drag them back so that I'm able to concentrate on these. So let's see, yeah, this one is the mesh. And let's start a UV. And already we know that this outer measures are huge waste of uv space and not going to be seen. So I'm going to take them and simply delete. Let's go about unwrapping this one. I'm taking this shift G based on normal. Let's not do that because we have brought in that ornament that's first separated because it has a different UV layout. You see the, these are two UVs. So I'm going to separate this and let's bring it over. Okay, this is it. Now let's go in and select this. And on this one you do not have any information. Everything is placed in here. Okay, now, let's take this one, take this, remove the first TV map. And on this one, everything is in here. So now let's rename this to this one so that they have both the same UV names and no problem. Okay, now let's go for this one like this, and let's separate it to start to work on this one only. So Shift G based on normal and unwrap. This one also shift G based on normal and unwrap. And there's this piece that needs to be textured. And I'm going to select it on rap. And these two that's placed couple of themes in here. So let's place it on the places that the player is not going to see. So I'm going to place one in here and one in here. Let's make seem selected. Of course, select this one, all the n, hit unwrap. Not that way. Let's select anything and go to UV active mode to be able to separate only this one. So let's select this. And this is it unwrap and it unwrapped perfectly. So. Now let's go to UV Packard and start to type this. Set this one to one and hit pack on all of them. Great pack. So now it's time for this one. The cylinder is easy to do. The only thing that you need to do is taking this one, Mark seen, this one on the bottom as well, and mark scheme. So the next thing, this 11 on the top, mark scheme and one a stroke, the middle. Not here. It should be vertical. We placed seems in here, and let's place one in here. And one on the bottom. Not this one. Let's go and pick this one up and take this one, take everything, and hit on rap. And it's doing that. So I'm going to take this and go to UV toolkit and codon wrap this one. Of course, we need to disable the UV, sink and cool down. Grab this one quote on RAB. Let's see if we have any texture distortion on this. So let's go down here. But a bit of problem on this one. Let's select it and select this one fully. It's not having the same size as this one. So let's make it bigger just like this one. And then do another pack. Solve the issues. It's done. Let's go check the UV. And it's all having the same size. Now this one is already having the UVs as well. Let's go in here. And I'm gonna give them all the same material. Doesn't matter for the name of the matter here. Now, let's select all of them and join them. So we have all of the UVs laid out, let's say pack. And it did a great job. So let's go in here, remove the check your map and we have a good packing in here. But if you want, actually you can go and place a couple of seams in here. One in here and one in here, mark seam. And take this unwrap, not this one. I'm only looking for this in the middle. This one. And let's go and separate this. Unwrap. Now this one unwrapped and separate this one as well on rap. And this one as well. And unwrap. Now select everything. And this time the packing should be better. Not actually. Let's disabled rotation and make these all rotate to the same direction. 90 degrees, this 190 degrees as well. Now let's do part. Didn't, Let's go back. Now this one is better actually. So let's looks like it hasn't done the best UV on this. So let's separate them. And of course let's make the selection based on normal, not the UVs, so that it can be separated, fully separate. And now let's start to work on this. This is what you're getting in here. Let's take everything I need on, but it did it. And I need to take this. And in the UV toolkit hit quiet codon wrap. Not the best idea. Actually. Let's go on some place, some seams in here. So one in here. It doesn't do. So let's put the knife tool to make it through and select this mark c. So I'm going to put one in here. Again. Cuts, cuts through land, separate this one and make it a C. Okay. Now, select this one separate based on seam, on rap, An audit, the same thing on all of them and an unwrapped. So now let's join them together. Now do another pack. Let's select everything and go to UV Packer, unpack. And it looks like this is the best that it can do. So no problem. Let's go back and the pivot should be the same from this to this, okay? Just bring this one to bounding box and select both of them. You see both of them are sharing the same UV. So I'm taking this one and bring it back. And now it's time to work on this one, which already has the UVs in place. So this one should be separated into two different parts. Let's go in. And I'm selecting all of these that are having the simple shapes and separate by selection so that these are the same parts. And if we go in, we already unwrapped these and pack them in previous lessons. But they also need a bit of more packing as well. Because I believe that there are some overlapping UVs. Yeah, You see them here. So let's do another peg. Well now the packing is done. We have a better results in here. So let's go back and now we need to work on this one, which is relatively easier than this one. So let's go and first things first, let's remove this part. And on this one, I'm going to select this shift G, normal. Exclude everything from that by going here, selecting only this one and remove it. Now, let's go and first, scale and rotation. And let's see face orientation. It's alright. Let's go back and start to work on the UVs. First, give it a material and a random material name, just like this one. So let's go. And to make it easier, I can take all of these, including this one, all of these ornaments. Let's take them and I can separate them and start to work on this one only. So there's a piece in here as well. Let's take this. This is from those pieces that the player can never see, but this bottom one day may see. So let's delete these as well and start to place the UV seams. So this one, because it's mainly composed of sharp lines, we can go and hit, Select sharp edges and Mark C. So now let's go select everything hit and unwrap. And it's done a great job. So let's select this one and actually separate based on seems. It's good. This one as well. You see it's because it's only composed of sharp lines. It did a great job. And now I'm going to do this one. And let's see what we have here. It's already cleaned out. So we need to place some seems to make this operation happened. And I'm going to start with this one. So I'm placing the seams in the corners so that we can separate them based on corners and make them smaller so that the packing becomes easier. Here as well. Not this one, this one, and this one, and only some more remaining. And couple of more. This one and this one mark scheme. And now I'm selecting this unwrap and it's not giving us the result that we want. So let's go play some more seems, seems to be vertical. This one, and this May 1 be horizontal. Let's select from here. And select one from here as well. Mark scheme and one from here. Now, let's select everything and hit unwrap. And there are some things to be fixed. So let's go see this one. And we haven't placed a seam in here, which we're going to fix mark seam. Now, another unwrap. This should be good. I'm going to take them and make quad on rap. First disable the UV, unwrap. I'm gonna do the same thing for all of them because it gives the better result. So let's go for this one. Again, quad unwrap. And because there are so many seams, it may take a bit of time, but it's worth the price actually. Later on, it will save a lot of texture space because the Illustrator, the UVs be the better result you are getting. So it looks like it's not doing on this. Let's see, which is this part. This is it. And let's go and place some seams in here so that the unwrap has easier time connecting them. So one in here. And let's take this one, unwrap. This one as well. Han wrap this area on rap and it looks like you have a bad as stretching in here, which you are going to fix eventually. So unwrap. And now let's select everything in here. Pack. And let's apply a checker material to see the texture distortion. That distortion is basically in here. So let's go select this. And we're actually getting this because we cannot put a lot of seams in here. So let's go and select this one. This one as well. Then I'm going to separate them based on selection and go in, isolate this. And because this has a lot of distortion, we need to bring in the knife tool, make it cut through, and do some manual fixing to make it better. So this one cut through as well. Now let's take them like everything and don't unwrap. And this is becoming actually better. Let's do some more. And once more in here on the top. Select everything and unwrap. This is the best that it can do. Let's select these to join them. Merge by distance and then another pack to see the results. Okay, this is the best that we can not do, actually something about it. So let's go back and remove the checker material from all of them and connect them to each other. Just like so, and hit another unwrap. And it looks like this one is preventing us from having a great unwrap. So let's select it. Mark seam and mark c mean here as well. And take this one and unwrap. We can now hit another pack and now we're getting a better result. So this is good. Let's now go back and check for the UVs of this one. So let's remove this material. It's okay. And now let's go for the maps. This is mapped to 01 and this is UV map. So let's take the name and paste it from here. This is an important one. So now I'm gonna check this one as well. Bring it here and I start to export these to substance to do the baking there. Let's select them. And these are the high value and low poly at the same time. And I'm going to export it and bake them on top of themselves. And if everything is alright, we should get three different materials in here. So let's bring in the file. Actually, these are the materials. This is that this is the door. So let's go and bake just like always, resolution two for k with sampling four by four, which activated and use low poly as high poly. And now we're going to bake. Now, baking is done. Let's go bring in the smart material to see if everything is alright. It's correct in here. It's actually doing a good job. Let's apply it on this. And it's doing a good job in here as well. And it should do good on this one. And okay. And if you do not see anything because the backside is off, and this is the piece also. So now let's go and try to export these To Unreal. I'm going to go Export and take these two and combine them together. So Control J, just like this one. Let's see the name. We should go and disable this naming and export this. And actually a mistake that I did was not changing the name on this one. So let's go and remove any extra letters from the name. The name should be as the same as you import the first time basically. So let's go in here, right-click and re-import. And now it's alright. And if we go, that ugly distortion is gone. So now on this one as well, I have done the naming. It's alright. I can easily go in here. Point D, Static Mesh and re-import. And this one got very important as well. And it's doing a great job. And it has two material IDs as well. One. So it's not isolating, It's an unreal engine block. So now I'm stopping this lesson. And in the next one, maybe we put a lesson or two to texture these. Then finally conclude this chapter and move on to the material chapter. See you there. 86. Texture Residential Special: Okay everybody, now it's actually time to texture these that belong to the residential kit. So now I'm going to start with this door. And to save a bit of performance, I'm going to remove these, not this one, so that we're able to see this one only and work on this one. And when we made sure good food material has been created, we go and create a smart material and start to use that. For the reference. I have something like these in mind. I'm going to have shades like this. And of course, a bit of boldness just like this one. And because this is a special piece that is going to be used only once, we may add some special details to it. For the base, Let's go. It looks like this is going to be a good base color. And because the UV rotations are different to each other, you are seeing different fibers going into different directions. And if you are going to fix that, you can go, let me go into base color. You can go in here. And instead of QB, you can study to try planar so that all of them face to the same direction, but it's around the original, want them to be vertical. So let's go to rotation and rotate it 90 degrees. And under tiling as well introduce pair of tiling. So this is a good place to start to work with. Of course, you can start to use only single values, but this one gives us a good base to work with. Let's check that and go into the technical parameters. Let me bring this up. And let's bring the height range up a bit so that the wood fibers are more intense. So let's make that and it looks like how it isn't doing anything. So let's go for normal. Okay, now you see it's more prominence. So it's good. Now, let's just start to create the masks to give this one more detail. First, I'm going to bring in the general masks, just like in substance that we brought in those tiling wants and created things based on them. And then after that, I bring in mappers, measures specific maps, for example, curvature maps and things like that to really make it really customized. So because now I'm only going to add colors. Right-click, add a black mask. And on this one, for example, and this black mask, I'm going to add a fill layer on the black mask. And in here select the different gradients. For example, this one. I'm going to do one thing, make us basically to make a shortcut for us. First, I'm going to go bring in the ambient occlusion map and apply it on this. And I'm going to separate only the color and roughness. And maybe sometimes you add a bit of height as well. So I'm creating a base that is masked as well. And this mask on, we are going to add a fill to it as well. Let's select the mask instead and add a field to mask, not that one. So you see we have a 0.5 value which is going to blend between both of them. Now, I'm going here, control C to copy that. And every time we wanted to place a new mask, you simply paste this here and do another grunge on top of that. And then what made sure that it's good? We change the color. And to make the grunt selection, let's go to textures. And all of the changes are in here. And instead of actually having to go in here and this fill and scrolling, we are able to see them in here and real-time. So let's go and try to place the oranges. First one. And let's set it to try planar. And of course the tiling needs to be higher. So this is a good value. And of course, now let's go in here and try to pick up from the references. So now I'm gonna go in here and try to pick up single values from these. So I go to base color, pick up from here. Okay? Now it did a different one. And I'm going to bring the roughness up just a bit and to cycle through different modes. Actually, he can go, let me bring this up in here. You can go and hit C to be able to select the different channels, for example, base color. Now, this is metallic, you do not have any, this is roughness, normal n, etcetera. So now this is good. And if you want, you can go and bringing the balance down. Bring it up. I feel like this one is better. So let's go to base color and we are seeing the results. It's full white and full black. So I'm going to go for something in between. And let's go in here and bring the base color down just a bit. We want to be settled on placing these. So let's paste that again. And let's go in here on this fill and make it try planar already. Again. Take this one and Control C to copy that so that every time we copy, we get one with the field that is actually try planar. So let's go in here and try to test different ones. For example, this one. Let's apply that and see where we are going. Though. This is it, but the tiling needs to go up. Let's go for four or is actually good. But let's go and bring the balance down, not to make it so saturated. So bring the balance down only to have some of these areas selected. This is it. And now on this one, Let's go in here, bring the roughness up and I'm going to pick a color from here. So maybe a darker shade. It's old and it has been used too much. But on this one, Let's go and apply the height channel as well. And I'm going to take the height and bring it down to carve a bit of normal information into the store. And the roughness, Let's bring it up. And this one is good. So let's go in here. And let's bring the balance up. So this is now too noisy and we do not want that. So let's add another fill on top of this and use this one for example. And try to subtract this from the previous one. And now you see we have better selection. This is the mask that we have here. This is before, and this is after subtracting that. So let's go in here again and try to remove some of that. And we have this gizmo as well that we can select the information that we want to be shown. So now let's go to material. Then you see it's happening in here. So let's bring the balance down a bit. You do not want to make it too noisy, only some bits of information or enough. So not this low. Let's go. This is good. Okay, now let's go again, hampering the pace that mask and go in the field and try to use different oranges. And this is good. Try planar already. Toilet to four. This is good for adding some colors. So let's go in here and bring the roughness to something like this. And try to pick this color, not this one. Let's pick a lighter color, something like this. And let's add a bit of height, but this time in a positive form, not negative. Okay, very, very tiny bits of height information. Now go in here and try to work with the balance to see what you can get. Okay? This is it and now dislikes to procedural. I'm going to bring another bill again. And this time bring this one in and try to subtract or multiply that one so that it washes some of that away. So you see, this one is better. But now I feel like this one isn't actually too natural. Let's go ahead and make the color darker, but in those shades, but a bit darker. So let's make it just like this. Okay, now we're only adding those tiling ones. When we made sure that we have enough definition in here, we bring in those that are actually belonging to the mesh and baked mesh maps. So let's paste. This time, let's make it UV projection and try to bring these and test them. So this is a good one. I'm liking that the way that it is. So let's go and pick one of these colors. This one is he adds a lot of cool details in it. Now let's go for roughness. Let's make it the way that it is. And you can go, and this is the base color that we have. And the more layers you start to bring in, the richer the base color is going to get right away. Let's bring in a paint. On this page. You can actually paint anything. So I'm going to make this pass through so that everything we do on this layer is going to be uploaded onto all of the pillow ones. So the filter and this filter, I'm going to add sharpen. So you see now the base color is a lot richer, but I do not want it to make it so noisy, only some bits. So now everything that we do going to be placed below the shortness. And let's take this one, just call it sharpen. So now let's start to layer more at this one. And in the field, start to bring in different branches. And let's title this four times. This one. Let's take it and make it really, really smaller. You see this effect happening. And let's make the color to something darker. We can bring in the color more. You see, it darkens a bit of these areas, as well as adding some roughness, variation. So let's make it something like this. And let's paste again. And use this one to see which information we get from that. So let's go for tiling, set it to for a good overall dirt. It's a good one. So let's go select the color and select a lighter one. On this. It's already good, but let's bring in the roughness up. I'm going to add a filter. And in here I'm going to bring in the contrast and luminosity. Bring the contrast up a bit and maybe a bit of luminosity. To add more separation. Now let's go and bring in the high channel as well. And I do not want that to be so much. Only some bits. If you add too much, it's going to make it way noisier. Okay? If you are happy with it, it's good. But if you want to add more or Atlas, it can go in this base color menu. You can change the height and this height, you can bring it in or out. So let's do something in the middle. Let's go to base color again. We're actually creating a good one. You see, the color is getting richer and richer. Now let's add another one, and this time, let's see what this one offers. Let's set the tiling to four and again overall dirt. So let's take this one and make it black. Okay? And the black isn't actually two new. So let's bring the roughness up, but I'm not adding the high detail. Okay, This is good. Let's check before and after. You see overall darkness a bit there. So another one, and this time, I'm going to use these oranges, these third crunches that are actually creating good results. So this time or again. And let's set this one to be the color from here. Let's pick from here. And it's good. It's adding some dirt in here. Let's make it whiter. And let's add a bit of height, n positive so that they're poking out the base color. It's good. So now let's add some general ones in here. I'm going to add one in here and use this one in the mask. These directional fibers really give that illusion of wood fibers. So for now, let's go for eight. Actually eight is good. So now let's go for color. I'm going to pick one of these darker ones. And you see a lot of these fibers happening. And let's make it rougher. And this is the effect. Now, we can actually go to the Mask to see it. And I'm taking this bringing a level and let's inverted. Now let's see the material. It's better with the inverse already in place. So let's cycle through different ones, see what we can create. There are a lot of good ones that you can use. So let's bring in one more and try to bring in as the mask. This one is really good for adding some custom details. So let's set the title into two. It looks like somebody has painted the door and the paint has been removed throughout the time. And since this one is actually a custom piece, I could use this one, but I'm actually not going to make this so old. It's not fitting with the environment that we're creating. So let's go and try to pick a color from here. So this, this is good. Let's take the base and bring it down. Let's not bring it down. Let's add it there. It's good. Let's bring it in. Let's keep it. Lets, it's good. I'm actually taking the base and bring it to the half of the value. So this is good for tiling texture. So let's take them all and bring a folder. And bring them all in, in there. So let's make this tiling. Would I'm naming that trilingual because if you apply it on any tiling surface, you'd get the same results because these are all tiling goods are now on top of this one. I'm going to create a new one. Let's take this Sharpen and drag it out so that it applies to all of them, not only the tiling. So I'm going to call this one baked mesh maps. So that didn't hear who plays things that respect the geometry. So make it really localized. And on for this one, we're going to this mask section. You can actually bring in a color and drag the mask onto it to work. And it's going to work. But there's a drawback to this. And that is wiping all of the color information behind it. You see it has converted all of them to white. But you can do one thing. And that is bringing in the layer, not a fill. And on this one study to pass through. And after that, apply this one in here. Now on this one, we're going to bring in a filter. For example, Hue Saturation, soda on top of this. When you convert the colors, change them, you see instead of making that pure white, It's taking the color information into consideration and changing the layers beneath it and showing the colors as well. So you can compare that with the fill layer and the site to see what is working. You either want this one or this one. I believe that this one is better because it's respecting the color information behind it. I'm going to delete this one. And this one as well. Because I do not want the mask for now. And I'm disabling the Just as well. So I'm going to copy this as the default one. And note that this is passed through and it means that it's going to take all of these values and apply changes to them. So let's go for this one as well. This was a great one. To see the changes we need to go to this and activate it. So let's change it to make these ones darker a bit so that they're a bit different to the layers beneath them. So you see now a bit of separation. If we go in here, this is the richness of color that this one is adding. Okay, This is good. Let's, let us see if you can add a bit of saturation. And this is a good result that we are getting. You see almost immediate separation between these values. So let's paste again. And this time let's use this cavity was to see what we get and apply that. And it's applying on this cavity areas. And I do not want these to be sold lighter. So I'm going to go in and take this and make it darker already. I'm going to take this one and drag it under this one so that this information is on top of that. So let's go in here, bringing the mask editor. And I'm going to bring the global balance down just a bit. And maybe the contrast as well down. Or let's bring the contrast up. Looks like the contrast up is giving us a better result because it's wood and wood is harsher. So this is now all over the place. I'm going to bring in a fill. And this fill, let's bring in one of these procedurals that has a lot of white values because I'm going to remove a lot of those from this. So let's bring this in and now see the result. This is it. Let's go tile that, for example, four times. And now this is going to be awesome subtract. So this is it, this is before and this is after. If you want to have more, he can bring in the balance up to remove more from this. So just something like this. You need to know. And to get the most out of this mask, you need to have three types of masks in mind. One, occlusion, ones, which are mainly targeting the occluded areas. For example. Let's go bring this occlusion. They are more towards the occluded areas where these places collide. And next type of masks or the edge masks, which are these ones that mainly work with mask and sharp places like this. And then the surface ones. For example, this paint old. You say it's applying the mask on anywhere plus some of the edges. So there are some occlusions, some edges, and some surfaces. And in order to create a which one, you need to bring in from both of them, from three of them, excuse me. Then there are some special ones, for example, this ground. So if I take this and apply that you see and isolate the mask you see it's more prominent in these bottom areas. And if I take the color and make it really lighter, you see it's affecting the bottom portion bigger than the rest of the areas. So having that in mind, we're going to now go for some more occluded ones. Well, let's paste this and let's bring this moss. And activated. It's going to occlude is areas. It's an edge one plus a bit of occluded and some less surface details. So let's bring this. And I feel like really darkening this. Okay, that later on we can highlight these edges to create more contrast. So let's paste again, and I'm going to turn this on. Now let's go for some of these edges scratches and this highlights the edges but not really too contrasty. See that happening in here. Let's bring the lightness up and change the saturation to something else. And now I'm gonna go here and bring it down so that you have different values everywhere. Now let's bring in this edge, which really highlights the edges in this way. For example, like chipping and those kinds of things. So let's take this one as well. I'm going to bring the lightness down. Let's bring the pill that is in here. Let's go bring some more edge ones because I'm going to finalize this. So this one is getting too prominent. Let's go and bring the mask editor. And we can that affect the bit. So now let's add a fill to this one. And I'm going to have only the high channel so that I can take the height channel. And on these areas, I'm going to make them look like they are chipped. Just like this. Another way of adding more details. Let's go bring this one in. And I'm going to use this edge is strong, highlights the edges in the best possible way that we want. So let's go again. I'm going to add a fill. And this fill only want the height to be positive a bit. And then go for here. And for the color itself. Let's bring the value up. Not so much because this is getting too unnatural. But let's go and bring the curvature and global balanced out. I only want some sharpness on the edges. Okay? This is it. And now let's take all of these. I'm taking this ring domain. Let's not bring them in. Let's add more. So I'm going to add this and this time instead of adding these masks, I'm going to bring in the ambient occlusion and curvature to light based on that. So let's bring in a fill and then this one just search for curvature for example. And you want to select the material O1 curvature, which is this. Now, let's separate the mask. Let's see the mask. This is the mask. And let's see what we can do about the mask. Let's add a level. And on this one Let's invert it and see the results. So before, after. And let's separate the values a bit more. I'm going to bring the whites down only to these areas and add a bit of contrast. Just like this. And now let's bring in another one. And this time I'm going to bring another fill and this time ambient occlusion. Just search for it. And this is it. Ambient occlusion. And let's see the mask. And right now we need to invert it to separate these darker areas. So after this fill, I'm going to bring in a level and invert it. It has now selected all of those occluded areas. And this one is actually, I'm going to go and take this one and make it darker to make these areas darker a bit. Okay, Now, this is it. Now, I'm going to select everything in here. Select from here, all the way to here. And right-click. You can right-click and select this control and g to gather them all in the same folder. So let's take this one and name it would, or let's name it mild. Okay, now that we have this right-click and create a smart material, now I'm going to bring these. I'm going to use the same as smart material on all of these. So let's apply. This is the result in here, pretty good. And let's apply it. And here we have a good result in here as well. And you see the consistency between the kids, how beautiful this is actually looking. Okay, now I'm going to apply this one to here as well. Now this is good. But for this one, actually, no, let's leave that the way it is. Okay, You see that by only creating one, a smart material who are able to texture the whole thing for different parts. So let's go in here. And for this one, for this one actually, I'm going to do one thing and paste that again. And this time, let's go for this a smart masks. And I'm going to bring this ground dirt so that we can create such an effect just like this one. So this ground, dirt, let's separate the mask. And of course, let's go in here and make it lighter. Just like this one. Let's go in here and use this one instead. Now this one isn't what you need. So let's use the same ground, dirt. And the color needs to be different a bit. So let's make it whiter and change the saturation and hue. No, not for the heel. And let's go in here. And for the base color, Let's bring the base color down to something like this. And now you see we added a bit of a special detail to this, but it's too strong all over the place. I'm going to go bringing a fill. And from this, let's bring in one of those procedurals, one of those tiling procedurals. Let's bring this and let's toilet or times. And this one is going to be subtracted. So subtract, not too strong. Let's make it like this and it's good. So now let's bring all of these. And you see that only by using one, a smart material, we were able to texture wide variety of things and it's affecting this one as well. Okay, Now this lesson has come to the finish. And in the next one we will actually texture the windows and the door for the museum kit. And right now, I'm going to go Export textures. And using the same template that we created, target. This is it. And let's make it for k. And we're good to go. Okay, see you in the next one where we finalize the texturing of the museum kit as well. 87. Texture Museum Specials: Now we're finally here. And in this lesson we will finish the texturing process and then import them and test them in Unreal. Let's see which one is this? This is the ornaments one. And this is a start with this one. And now the thing that I'm going to do is actually going in here and find a smart material that we created. And also there is no problem in reusing this part. I'm going to change some things about this matter. We have, for example, let's go in here, remove and remove, remove the base colors. And now we need to bring in another would be the base color for this basically. So let's go to the materials and in here we have two kinds of goods. Let's bring this one in. This is good. Let's go bring in making, try planar and make it rotate to 90 degrees. Let's add four times tiling. Now this is good. And adding a lot of details and making that really different to one that we created. But before that, let's go bring in a filter. And I'm going to add a bit of contrast to this color. A bit of contrast, not too much. Just like this one. And for the luminosity, this is good. And there's, this would as well. Let's try that. Again. For this one, I'm going to make it try planar four times and 90 degrees, but the color on this one. So in here as well, we're getting this wood paneling that is good as well. So on this one, Let's apply that. But I need to take this one and overly bright and database because although it's a part of the door, but I want to have more concentration on this. So I'm gonna go in here and just like this sharpen, I'm going to add a filter so that it affects everything below it. Let's go bringing the contrast and luminosity and make this one litre a bit. Put more focus on that. And a bit of contrast as well. Just something like this. Or we can actually use another different material on this. But let's go and bring in color and going this. And I'm going to bring in a edge highlight, to highlight a lot of these edges that we have to make it really separated. So let's go find it. This page is strong, is a good one. So let's go in the mask editing mode and bring the global balance down just a bit. And in here, I'm gonna go bring the color down. I only want a bit of edge highlight, something like this. Okay? Now, I believe that the texturing process for this one is done as well. Now again, I'm gonna go and export the textures. And again, using the same template and Target. And for K. Okay, they've got imported and now I'm going to bring up Unreal Engine and try to test these in the scene. And when we made sure that everything works, we finalize this chapter and move to the next one, which is actually creating shaders. And we're going to learn a lot of cool things there as well. Okay? Now I'm gonna go into this baked one, an important textures. And first I'm going to start with this. And the textures are in here. And I'm going to open, and you already know that I'm going to go take the normal unmask and do the changes on. And hopefully it didn't convert these into normals because they have a bit of normal shading. So for the masks, actually, I'm gonna go make it mask. And for normal, I'm going to go show all Atlantis details and flip green channel. And I'm going to do the same thing for all of these and get back to you when it's done. And how did them, and it's time to apply them on these. So I'm gonna go then this window menu and I'm going to drag a content browser so that I'm able to select the textures from here easily. And my textures are now in here. So I'm going to select this one. And I'm going to select these and create a materials by these names. Material name is now material 00 to. I'm going to create an instance and apply the textures that I can find it here in 00 to. Of course, these are Museum textures that are important. Now let's go important residential as well. And now I'm finding this 002 in here. Okay. Take days unimportant. And I will do the same for these ones as well. And now I'm gonna go just search for the material name and for example, copy that and want to bring this in here. I can see that those ones that have been created with this material are present. And that is because the naming convention of substance allows to incorporate the naming of the material. Onto the textures. Now I'm doing one demo for you to see that. Again, I'm going to this content browser in these materials. And these ones are just simple materials that we're creating for visualizations, not actual materials. So I'm going to take one from it. And for example, colleague zeros 02 and bring it up. Activate inputs. For example, we can bring this in here, normal to normal and mask to mask. And let's find it in here and upload that it applied to the wrong one because this has two materials. Let's bring the material selected and we should apply that in here. No, on here. Okay, now I'm going to save. And now it has been applied here. So this is the way I'm going to go and create the rest of the materials for these as well. And I'm gonna do that off the camera because we have been doing a lot of times throughout the lessons, then you already know how to do it. Okay? See you there when all of these are done. Okay, Now finally we apply the textures as well. And now they're looking sharp and crisp. Although for these ones, we may add a bit of darkening to get rid of some of these white values. And for this one as well, It's becoming to saturate it. And we're going to fix that. Other than that, I'm happy with all of the details that we have added in here. The woods are holding strong in for medium and even close up details in here. We have a lot of details. Now, congratulations for finishing the second iteration in here you see we went far away from some simple lad planes all the way to having a lot of nano geometry. We created a lot of things, learned a lot of cool optimization techniques and brought this statistics one. And of course, I forgot to create one for this. Okay? This one is now done as well. And we created a lot of things. And you see that we got from those floodplains all the way to this intricate details that we created. And personally I'm happy with the results as well. Now, until here, we have only geometry and base textures and we haven't created a master material. And the mass of material is going to give us the ability to control the base color, Roughness, metallic if there is any, and a lot of aspects about that material. And then we are going to create vertex color as well. For example, sometimes in this street, we might paint a bit of water. We might paint a bit of planks, a lot of things to make this really go to the next one and the next one also. Maybe we create masks for these ones as we create a second uv channel. These only have the first TV channel, but we're going to create a second uv channel, unmapped some dirt and grunge to them so that these are not so light. For example, this has some grunge from substance applied to this, but this one is the base material. And you remember that you use this base material on this and applied some grunge to make it something like this. And now we're going to do something like this in Unreal and make it real time. For example, you have the ability to control the amount of grunge, the amount of dirt cavity, normally strength on these. And we will learn a lot of techniques to bring this one to the final level. Congratulations for finishing the first, excuse me, the second iteration. We first started with modularity theory. And then when a way to creating the blog called for this and after that, creating the first iteration and making sure that everything is working alright. And after that, we came to second iteration, which was the longest chapter in the next one who will go for material creation to really finalize this one. Okay. And congratulations for finishing this chapter as well. Okay, see you in the next one. 88. Material Functions: Okay, everybody, congratulations for finishing the second iteration chapter. And of course, you can go as much as you want and refine them as much as you want. And you can go, for example, create some interiors for these. And the sky is the limit on how far you can go. But since this is a tutorial and we are a bit limited on time, we are sticking to the exterior parts. And of course, anything that you learn in here, you're going to be able to do that on interior as well. So now it's time for creating materials and everything that we have been creating so far. Just raw. It's just like ingredients that you put on the stove to bake them and you haven't still lit the fire. Their role just like that. And by incorporating materials so you can really customize them and start to give them details. For example, for a lot of these modular pieces, we're going to create a second uv channel so that we can play starts on those areas and we can add vertex blending as well, for example, to add some stains in here, maybe we start to introduce decals. We start to introduce water puddles and a lot of those things. And after creating this material and the lighting, the scene is going to be finally completed. Material and lighting together, they are one of the most, two of the most important aspects of any environment that you are going to be creating. And although we have put a lot of effort to make this as good as possible, he said without the good lighting, it's not really finalized. And if I go and take this directional light that is here than for example, try to rotate it to make these, some of these firms a bit more pronounced. You see now the scene is feeling totally different and we have a lot of cool details that are reading that you see with this lighting. Everything is dull. And we cannot see, for example, and separate the shapes from each other. And you see that this column, it is pillar, is exactly just the same. I mean inform and shape just the same as the P studies behind it. But if we take it out and start to introduce light and shadow, you see now we have a lot more separation in-between the forms. We can read them a lot better. So for now, I'm going to keep it though until the lighting pass. And the next one that is very important is actually the material. And you're seeing now a lot of them are similar pieces. But with materials we can customize, we can add a lot more details. Basically, the sky is the limit on how far you can go and approach that we're going to use for materials as well as just like modular. And you see in some cases, just like this one, which we have packed a lot of information into a single file so that we can move around and do a lot of things with for the material as well. We're going to do the same thing for every material. We are going to create a layer. And we're not going to create a layer for everything. We're going to create a layer and it's just like application form. And you can think of this one as an application form. There are a lot of predefined sentences. For example, these are predefined sentences. They are the same throughout, but there are a lot of empty spaces which you can fill in information. For example, for the material he can bring in Base Color. You can bring in information about how rough the material is going to be, how strong the normal is going to be, how it's going to interact with light. And a lot of these things we're gonna do this approach, we are going to create a form. And that form initially is actually without these variables, we are going to create something like this that is called material function. That is a prefab. We create a material function that has a lot of information about materials, about different materials. And then when we had that, we have the ability to do a lot of things. We can bring in multiple of these, for example, three of these and blend them together to create a vertex paint. Or we can use the second uv channel to apply some dirt and grime on top of that. So this is basically the approach we're going to go modular for materials as well. So that later on you have this form. And every time you are going to create a game, you have this. And the good thing is that you can move it around your project and give it to people. And if you are going to work in the same machine on the same project, let's say that you go and change something about this. For example, adding more information. For example, about emissive color. You add some information about emissive color and the moment that you save it, it's going to be shared throughout the team if you are working on a shared environment. And the good thing about all of this is that you can reuse them. They are versatile. And whenever you change something, it's going to be changed throughout whole project. And another benefit is that it reads a lot better. So let's go in here. In this starter content, I'm going to bring. One of the materials that is having a lot of nodes being connected together, just like this one, this creates only a single material. If you are going to blend, for example, use this way without material functions and you want to blend some materials on top of each other, you have to copy this node. For example, a lot of times with something like this, he cannot actually see what is what and what goes where. And basically these kinds of things, you get basically a mess like this which you can not guess what it is. And there are a lot of wires that you need to check to see if anything is right or wrong. But when using material functions, we use all of these and pack them into a single node. So let me copy the whole thing. And for demoing, I'm going to go and create a simple material function in here. So you just right-click go into the materials. You have the material in here. So material function, as long as the URL goes, it's the same as the Material Editor. You see this is the Material Editor. We have this button here. Instead of having this main node, we have this output. So now instead of using this and for example, copying that, a lot of times we pack all of this into a real function. So let's say that this is a material function. I plug it in here and save for now. Do not really about the different things in here. But I'm thinking only to get, now that we have this one, I can take it and bring it here. And now we see all of these functions have been packed into this single node. And the result goes here. If you double-click on it, it's going to bring you up in here and you can change them. And if you change something, for example, you take this one and remove the texture or do I basically any change? It's going to be changed throughout all of the projects. For example, you use this one in another material and you go change something in this material function. This change is going to be reflected in all of the materials, master materials that you are using this material function in. So basically, the way that we're going to go is creating a whole set of material with a lot of controls. For example, creating normals, roughness, a base color, and basically whatever we need for the project, and then make them variables. And right now you see in here, we have only result. And this result is going to be fed, for example, into base color or into material blender, or basically what, wherever you need it. But we cannot change in the gameplay. So in order to change that in gameplay, you need to bring in variables. For example, these material functions and love to work with texture objects more than a texture samplers. Of course, you can use texture samplers to act as a dominos Because texture object has some problems connecting to a lot of these nodes. So let's bring in object. And you see that texture object in here, and it's under the function tab. So now the thing that you're going to do is convert this one to a parameter and name it, for example, T for texture object. And I'm going to plug this into this. Now this is going to be following this one. And in here we're manipulating the UVs as well. So now everything that you put in here is going to be fed into this texture sampler. And then all of these manipulations are going to be done with it. And you see, when I drag this, It's not going to be connected to these wires, but we do a trick. We connect that to a texture of the texture sampler. Now he can not bring any texture in here. Although if I disconnect this one, I'm able to go grab any texture that I want. But if you bring this texture object, it's going to act as a dummy node so that we can use the functionalities of texture sampler by a texture object. So now the next thing in here, the ability to control the tiling. So in here, you can right-click in here and promotes a parameter. Of course this is a parameter, but the better way is actually to use function inputs. Function inputs are just the parameters that you can use to change things. For example, let's go and this material ground grass and create a variable in here. So I right-click this and promote that to a parameter. And let's see what this parameter, I'm going to apply this in here. So now that we have this parameter and the name is B, I'm going to save this. And these parameters gave us the ability to be able to change things in the runtime without actually needing to, without actually needing to open the Material Editor each time you are going to change something and then save go well change to see what it has changed. So let's go grab that. This is it. And now I'm going to let say that for example, I want to drag it in here to use it in. So now it's locked. And if we're going to change something in the gameplay, for example, changing anything about it. You right-click, create a material instance and drag it in here. And you basically get now the variables that are available in this. So let me go. And the tiling of that macro material was point. Seventy-five, never bring it. You see there's a bit of change happening in here, although not too much, but because this is a macro texture and not the best example. But you can see that by changing this, for example, this base color, I'm able to change a lot of things about this grass in the runtime without actually having to go to the Material Editor, find it and do these things. This parameter is good for Material Editor. But if you're going to use something like this in the material function, it's called function input. It's the same as the material parameter. Of course in here for every parameter, for every type of parameter, you need to bring something. For example, this is a scalar parameter. And if we want a color parameter, we need to hold down three and click in here to bring in a color. Then convert that to a parameter. Now this is a vector three or vector for parameter depending on if it has Alpha or not. And you go change it. And for example, you change the color in the runtime. But in here we have an input, and in here we can choose what type of inputs we're going to use. For example, Boolean is yes or no. A scalar is just like this one. And vector three is this one. We have texture 2D, which is actually this one. And that node is very versatile. And now we need to connect a scalar parameter into this. And if I connect this, it's going to give us an error because fellow tool is not compatible with float three. So this node is float to note, it has two channels, you tiling and v tiling. It's our Angie, but this one is R and G and B. And when you multiply them together, it, it doesn't know actually which channels are rich. So now in order to make that right, you need to either do the multiplying by a scalar or by a vector to a lot of times I go by a scalar. And now this is the previous value. Let's right-click. Or for preview value, Let's bring in a constant and plug that in here. So when I hit Save in all of the materials, I get this. So let me go and change the name of this one. For example, let's name it tiling. And when I hit Save, it should get updated in all of the materials. And if it doesn't, it's for a bug or current version of Unreal Engine 5. It should be updated and they should fix this bug in the future ones. But if it doesn't, I'm going to close this and then let's go find it. And when we bring that up, This has changed to tiling. And let's go to this. Oh, and it has changed to Thailand as well. Now we can parameterize this one, for example, I can right-click and connect that to a parameter, and it changed the name from this. And every time I save this now in the viewport, Let's go select this one and see the material instance. Of course, it should be connected to somewhere so that we can see the results. So let me take this and I'm going to take this and bring the results into base color for now. Now if I go and apply the material you see the tiling is present in here. And that texture as well as present. We can use any to exert that we want. So this is basically how much of your functions work. And that is what we are going to do in this tutorial. We are going to create material layers, each one in a material function, and then mix those together to get the result. For example, for this walls, we're going to make this one the base and maybe create another material so that we can make that, for example, the dirt that goes on top and then the dirt that goes in these cracks or the overall dirt that we paint. The whole point of this lesson was to actually see what the material functions are and how actually we can use them in our advantage. One more thing that I understood is that this one needs to be converted into a blueprint so that we can bring in one of these windows in here and use it. So let's go in here and convert that to a blueprint. And bring up select the actor. Now this one is the base and everything that we put in here is going to be children of this. So now let's go and open up this blueprint. And in the viewports tab, I'm going to select all of these so that I can copy them there. So this is it. Just hit control and C and come in here, control V. And it brings them up in here. And I'm going to go for global transformations. So let's deactivate this one. And I'm going to bring this until it fits right in here. And I'm going to select this, remove it because this is now two ornamental. So let's go select all of these. And I'm going to bring it up in here. And now we have this piece finished. So easy. I can take this one, for example, Control D to duplicate it and bring it up once more in here. So I'm going to hit Compile and Save. Let's go find it in the browser. And while having all of these selected, I'm going to select them all right-click and convert to this blueprint, okay? Now this one is done as well. We'll create a simple window for this and finalize that. I forgot about this. Now, in the next one we're actually going the material creation process and we're going to create the first material function. And it may take a listen or to finish the material function. And when we created that, we start to layer in them. Okay, See you there. 89. Base Color Controls: Okay, everybody. In previous lesson we talked about the material functions and now it's actually time to go create some material functions. So I'm going to put them into material and I'm leaving this blackout folder. Of course I wanted to delete it, but since it contains a lot of these preview materials, for now, I'm going to leave it. And maybe at the end of the project where we disconnected all of these materials, we go and delete them. Now, I'm going to go and create a folder and call it actual. It doesn't matter what you name it. I'm just going to differentiate that from this blackout folder in here. And I'm going to create a folder and call it master material. Another folder and call this one material functions so that I can separate them and it looks like we had a bad character in there. So Done. And now I'm going to go in here in the material functions folder. Right-click in the materials, bring the material function. And for a good naming, I'm going to hit max F, standing for material function underline and just call it base layer. Now, this is the material function. And now we're going to create a master material as well. So let's go in here, right-click, and then here I'm going to create a material, just call it M for master material. And I'm going to just call vertex paint so that we know that we are going to vertex painting this material. So we're not doing anything in here for now, are only created this so that we know there's something. Now the only thing that we need to do is actually creating this node so that we have these controls to work with. So this node is called material. Material attributes. It has base color, metallic roughness, and a lot of things. And in here, I'm going to right-click and bringing material attributes. And we have a make material attributes, and it's the same node as this one, but it has an output and this output is going to be connected to here. Now, everything that we do in this material is going to be outputted through that. And let me do a demo. Let me save this. Now we have this material and if you are going to bring this, we either, we can go into here, grab it, and bring it in here. And now we have this result, but there's something wrong with this. We have only one node in here. It cannot be connected into either of these nodes. So the thing that we're going to do is actually one thing and a better thing is actually converting this one into a huge material attributes. So it shrinks it down to a single node. And when we drag this in here, it's compatible with it. And now everything that we do in here is going to be done in here as well. And another method which you can use that as well is dragging a note and just call for brake material attributes. So it does the reverse of that. It's taking those results than bringing in the base color everything for you. And if you are going to do that, you can drag the base color. For example, I do not want to use metallic or use a specular roughness. For example, opacity if you have any. And using these two methods, you can do that. But if you're going to, for example, change and blend things together, for example, you're going to blend the base color you need to create, for example, another material. Let's say that this is a stone material and this is a dense material. So if we're going to combine them together, we can bring in alerts. And we should bring an alert for everything that you're going to create. For example, let's see the base color in here and the base color in here. And this slope is actually taking a and B and we're turning based on an alpha. That alpha could be a vertex color. For example, let's go bringing vertex color. And everywhere, for example, that we paint red, we're going to see this third color and you drag in here. You have to actually do this for everything else. For example, if this material has normal and anything, you need to plug this one into alpha of any of them. For example, on the other side, we want to combine the roughness and the roughness of these two together and combine that into this roughness. And for example, we have, for example, a specular as well in here. And note that all of these above materials must go in the same inputs. For example, all of these are in a and all of these blue ones are in B. It doesn't matter, actually the order. You need to keep them all in the same place. And let's say that for example, I want to place the specular in here and the specular of this one in here. And I'll connect this one into a specular. And the things get worse. When you start to introduce more nodes, you get a lot of more wires in this. So that's why I really recommend you shrink this down to a single material attribute. And now to blend these, you actually need to do more things. You cannot use slurp in this one because it doesn't support the learner in this way. In other words, you can bring in material. Layer blend and you have a lot of these ones that you can use. So let's bring in this standard. And now we bring in the result in here. And it includes all of the base color, roughness, AO, and anything into a single node being connected in here. And then this is the dirt layer, for example. And then we have an Alpha that is the vertex color. And we simply connect that. If we have another layer, we bring it in, for example. And we bring this one again, connect that, connect this one in here, and connect this one into that. And then the green vertex color in here. You'll see that a better representation, all of those 30 nodes and things are packed in here in these pre-fabs and in the master material, we are having a more relaxed I looking at these, okay, Now I'm going to delete all of these and start to create things basically. And I'm going to shrink this down to this single node. Okay, now start to work with this one hand. The first one is the base color. For starting the base color, we first need to bring in a texture. This texture is not going to be a texture Sampler because as we said, material functions and love to work with texture object. So let's go and bring in a texture object. And now we're going to plug this one so that we can use the abilities of this texture sampler. This is only a dummy node and the main thing is this one. So now we're not able to parameterize this outside of this one. So to parameterize, you can drag and no doubt, and bringing the function input while, excuse me, I selected the wrong thing. Let's drag a note out. And I'm bringing in function input. And now you see that it has selected the right type of node, which is a texture 2D. But if you bring it, it's going to default to a vector three. So here, if you create a node, it's going to be the default. But if you drag and no doubt and bring it, it's going to be the thing actually that unit. So I'm going to plug this one in here and this one, Let's go and see why I'm using this texture. And the first thing is that the sRGB is turned on and all of our base colors are turned on. And the next thing is that it's one-to-one aid, but you want to eat and it's a very cheap texture. If I go into content browser and bring one of these as the base, for example, convert this to a texture object. Every time I'm going to copy this, the project, it's going to have this for k texture in it, and it's going to make it very heavy. So as the sample, you need to bring in something that is liked it a lot cheaper than that, so that you can have more optimization. I want to create texture is rarely, rarely, basically really cheaper than a fork a texture. So the next thing that you're going to have in mind, the sampler type in here, which for base colors you need to set the sampler type two color. Of course by default, it is. An another thing is go in here and source sampler study to shared wrap. This allows you to use more than 16 texture per material. So this is technical things to have in mind. And other than that, we need to have tiling system that we can, for example, bringing this tiling texture, you see we have titled this 12 times. So we need to create a tiling system and plugging into this UVs. So let's go in here. You can hold down you and click to bring in texture coordinate note. And the other way to bring that is search for texture coordinate. And it's in here, it's the same node. So now there's one thing that you need to keep in mind. This coordinate index 0 is the first uvw create. And for example, in Blender. If you go in here, we have the UV map. This is the first TV. And if we create another one, this is now you'll be 0 and this is UE1. And later on when we create the second UE channel for all of these, we might use this one for tiling, but for the third and things like that, we make this 11 so that we use the second channel. And you should know that unreal is zero-based. And it means that 0 in here is the first TV channel, one is the second movie channel and so on. So by default, it's tiling one-on-one, but we're going to be able to change this in real time. So drag a node out and bring in a multiplier. And this multiplier is basically multiplying. We have this one and if you multiply, it's going to make a two-by-two. So let's right-click. No, that's not right click drag and no doubt. And bringing a function inputs. So in this function input, we can name it basically. So let's go in here. And for the name of this one, I'm going to call it base color. For the name of this one. I'm going to call it. Filing. So it has a preview value as well. And for premium value, just bring in a constant or he can hold down one and click and select this one. This is only a preview value. It's not going to do anything. I'm going to hit one because the default of this one is one as well. Then by multiply because everything timed by one, everything multiplied by one equals itself, for example, two times one equals itself. So in order to keep them neutralized as possible, I'm going to use this. So let's take this one and drag it in here. So I'm going to take this hit C to create a comment and just call it tiling system. We have not done anything yet. So now I'm going to drag this one n Save. And let's go bring in the master material. And I'm going to call this one in. So instead of going in the Content Browser and dragging it out, I'm going to right-click. And there is a material function called and by default it's empty. So in here, you can go and write the same name. Let's hit F and Matt f base layer. You see now we have two inputs and one output. Then we can drag this one in. And it gives us errors. And it needs that, thanks to be plugged in here. So for now, we're not going to do anything. So let's hit Continue. Later on, we will come back and refine this more so than the first thing that we need to add in here is the ability to be able to desaturate the color. And you'll remember in substance, we had HSL hue, saturation and luminance, luminosity, excuse me, we are going to create those controls for this base color. So always for the first one, I'm going to bring in the saturation. And this desaturation gets the base color that you give it. And it's going to desaturate for you. It's going to convert that into a black and white texture. Now the node is called the saturation and 0 means no desaturation. We are getting the full color. And one means full desaturation. If you go negative, it makes it saturated. So that's ringing a function inputs. In this way, it selects the right thing for us. And since now the preview value in here is 0. The saturation by 0 means no desaturation. And if I take this and make it negative, Let's bring in a preview value instead and connected here. Then if I make this one, you see it gets desaturated. Just hit live update. And if it doesn't just right-click on it and start preview. Now at this saturates and makes it a black and white texture. And if I make this 0, we have no desaturation. We get the same basically, then if I go negative one, it gets saturated and more vibrant colors. So for the default, because I do not want to have anything applied at the default. I'm going to set this one to 0 and right-click and stop previewing. And I'm going to name this one. Albedos, this saturation. Okay, now if I save it, we can go in here and see that that will be the desaturation is in here. And I'm going to do one thing for the reordering of these. For example, having the textures in the same category, albedos in the same category, and so on. But for now, let's go and create the controls. So this is the saturation. And now we need to add a contrast. Basically, that is how dark or how shiny we want that to be. So I drag and no doubt there's a node is called power node. And this node basically takes the input and makes the contrast higher. It darkens the darks and brightens the white to add a lot more contrast. So let's start previewing this one. You see, now we have a lot more colors in here. The dark have become dark and whites have become wiser. So let's disable this. On 0. We get nothing on one. We get the same thing. And if we bring it up more, we're getting more contrast until it becomes pure black. So you see that in here, we're getting contrast. So for the default, I'm going to set it to one. And let's bring this one as the preview and drag this one out, bringing a function inputs. And I'm going to call this one albedo contrast. And this is going to be in the preview. And let's set it to one so that it doesn't change anything. So let's stop previewing node and we have created this one as well. The next thing that we're going to do is actually the ability to dark and the texture or lighten it basically. So I'm going to drag a node out and bringing the multiply, and let's multiply. Let's see, the effect to the default is one. We're now multiplying this by one. And you know that everything multiplied by E1 equals one. And if I make it 0.5, it becomes darker because higher values, for example, close to one are going to be white and 0 is going to be pure black. And if we multiply it by color bigger than one. You're basically making the colors whiter. So this is for controlling the darkening or brightness of the texture. So for the defaults, I'm going to set it to one, bring a preview value and set it to one as well, because this only needs a scalar value. So drag one out and bring a function input and you see it selects a scalar for us as well. So I'm going to connect that in here and name this one all Beadle. Brightness. This is it as well. And now we need something to be able to change the color of this one. You know, from the beginning, we were able to make the texture black and white by desaturation, add a bit of contrast, but it is power. And now we're making it darker or lighter in the same shade. But if we want to change the shade completely, you need to bring in a multiply again, but this time we need to bring in a color. For example, put the red color against the screen. So hold down three to bring in this vector three, which has three channels, RGB and B. And combining this, you can have full spectrum of colors. So for default, I'm going to set this to white. Because white is the default in multiply. It's going to multiply in all of the channels by one. So dragon, no doubt, and bring in the function input. And I'm going to call this albedo tint. Now, let's test it on this one. Final connected to base color, and let's see this one. So now you see we are getting the same base color. But if I go in here and change this color, for example, to read. Now we're multiplying that green by red, which results in the color to be red. So let's go back. And if you set this one to be red, that is a preview value and actually not so important. So let's hit Save. And now in here you see we have all of these controls. And it means that this is a base material. And later on, if we are going to create other materials, we can copy this one and drag nodes into create different materials. And from this single node, it can create millions of materials. So now that we have created these, let me take all of these, bring them up and I'm going to hit C and just call them albedo. So that we know that this is the albedo controls. Let's stop preview this one and hit Save. And if you're seeing some of these nodes being so badly created, you can go in here, double-click on a node to create a reroute node. And using this one, he can bring it up and make it better organized, just like this one so that they are not a lot of nodes crossing each other to create a bad effect. So now the next thing that I'm going to create is for a specular, because on these, we do not have a metallic and non-metallic is basically a single map you connected and it's good to go. There's nothing about it for the specular people use to create a separate texture for the specular, but I'm going to use the base color to create the specular from. So let's go in here to be able to visualize that. Let me disconnect that and go in here and bring this one so that we can use the base color. So let's go bring in a material, bringing a texture, excuse me. I'm going to bring this and select this texture. So let's bring it in here. And I'm going to connect it in here. And you're seeing that the specular is all the same in here. If I go and make the roughness 0, you are seeing full reflection of the light. So let's make it something like this, but there's something to change about this. The realistic is that the darker parts of the texture, or not shining as much as the lighter parts of the texture. And in here you see a lot of the darker parts. So we need to separate these darker parts so that they are not so reflective. You see in here, this is fully reflective on roughness 0. Roughness is basically how rough the material is going to be for something like water, you need to stay close to 0. Then for something like coal or concrete or things like that, you need to stay between 0.9 or those kinds of values. And it's a value between 010 means not rough and something like a mirror. And one is going to be totally rough and not reflecting any light pack. So now we have the specular and this specular is actually controlling the shininess, how shiny the light is going to be, and how this one reflects the light back. So to create something from it, we're going to borrow the red channel of this. So we see in these darker parts, we should not have as much light to shine through. The reality is that in here, we're getting the same result. So I'm going to drag this one out and there is a node that is called dot product. This dot product needs inputs. Let me start previewing. This needs an input and a B, which is needing a constant. So I'm bringing this n with 0. We're actually not saying anything. So let's bump it up with one. We're getting something like this. Let's go for two. Or you see, it's selecting between these colors. Now we have this one. Now we're going to connect this one into this specular. So let's go stop previewing this. And of course to control that, we need to clamp that because it goes beyond 0 to one and a specular needs to stay between 0 to one. And there is a node which is called clamp. And this basically you divide a Min and max for it, and it's going to always stay between 01. So let's connect that specular. So now the CDF fact, let's take this one and make it 0.5. And this is the result without a specular. If you make it one, it's going to be totally non-reflective. And if you control an L to shine a light through or hold down L and shine the light you see you're not getting any after reflection back. And if you make it 0.5, it's going to make it just something like this, something in between. And if you drag this one in and control this one, for example, let's make it for, you see that on these areas we are getting more reflection, but on darker areas we're getting less. So this is a representative of the specular. If I make it lower, it's going to go pure black and not shining anything. And let's see the material. Now, it's not shining anything. But if I make this one, for example, point to, it's shining a bit of light back. If I make it, for example, 0.8, it's shining a lot of light back. So this is a control that is optional. You can either use that or leave that. And to make the shader a bit more optimized, Actually, I'm not going to do that, but if you're going to do this is the way to do it. You can take this, bring it here, and connect that in the specular. This is as easy and for this one also, you can drag it into the red channel of this. And this is created for optimization purposes. So now who created this one? And in the next one we will actually bring in the pack texture, which is this one that is having RG and B are roughness, G4 height, and before ambient occlusion and start to use this in the material creation. Okay. See you next time. 91. Vertex Blending: In previous lesson, we created this final master material, which is actually this one token instance from it to test it. And we saw that what capabilities that gives us. So now we're gonna go and introduce more layers into this. And for the measures just like this one which are non, non-IT measures, let me go into nano visualization and mask. Right now. Nano it does not support vertex blending. Of course, you can pre-baked a vertex to the mesh itself into ZBrush or planter or whatever program that you have. But for now, there's no way actually to vertex blend on top of nano eight measures. Now, the thing that we're going to do for these wet meshes that are non-ionized pressures, we're going to create a vertex paint material that is copying this whole thing. And then trying to blend them using the height, vertex blending and some other changes as well. If you bring in, for example, this and want to blend them, the note that we are going to use for this tutorial is called material land. That is it, then this itself is a function. And if you double-click on it, you see that there are a lot of nodes in here being packed together to create this function. Then of course what I understood is that it has some controls for the blend, the height and things like that. And we can already go and start to remove this height intensity and contrast from here. But nothing is actually a stopping us from leaving that. I'm going to leave it. But if I found this one to be more intuitive, I do not change these. I'm not going to delete them. Of course you can go and delete them, but we have something in here to control the blends. So you bring the results into here, into material a. And the results of the other material that we are going to create into the results material B. And then we have height of this one, which is this height that we created. Before. You see from this texture, this mask texture, we talked a green channel, which is actually the height channel, and drag it in here to create a separate output called height. And for the next one as well, you're going to do that. And then we have vertex color in here. And we're going to bring in the vertex color node and assign, for example, for the red. I'm going to paint a concrete material on top of this. So that is what we are going to do for now. I'm going to take this one and delete it. And I'm going to create a new material, but I'm not actually going to create it from scratch. I'm going to use the same master material function and then take it, take the whole thing, Control C and Control V in here. Okay? Now we created another material, but for now, in order to separate these, I need to go in here and change the name. On these, change the name and change the name of the group as well. Because if you, if you do not change the name, for example, I want a tiling on this one to be two. I changed the tiling two2. Now let's go up and see here, you see that hurling of this one has changed to two as well because both of the materials share the same name. If you change something there, you're going to get it reflected in here as well. So let me go. And again, looks like I press the Control Z sometimes, uh, let me bring it out. And you see in here now the tiling as well as to set two to the first thing that you need to do is actually go in and change the name of this one. You can either add something before, for example, material hasZero to underline, or you can add this one after the name. But the most important thing is that the name should be different from the one above it. Or if we brought in three different materials, they should have different naming. So I believe that it's easier to put the name in here, not a real 0 too. And just go copy this one. And when you select a one below it, you can simply click in here and add the name after that one. So this is easy. It's only to separate the parameters from each other. And later on, we're gonna give them different groups as well so that they go to their own groups. So now I'm going to paste the name after all of them and get back to you. Okay, I changed the name on all of them and now it's actually time to go select these and put them in the group that they should be. So after that, because the textures and these are different. I'm going to select them individually, okay, now it's in group two. Now we're going to blend them. Actually. There's something important to tell and that is I brought these materials, they are free and I got them from nets and they are free and I can share them with you as well. So as always, I went ahead and created something. Of course, these are jpeg materials. They can they are not substance materials and they cannot be changed. They are scanned materials and they are available for free on net and I'm sharing them with you with the project files. So as always, I created a preview material in substance as well as this or a material. And let me go in here and call it a as well. So this is the second one that I downloaded, and this is the mask one. And this is the result that you are getting here. I'm going to blend these two materials on top, on top of the breaks that we have, as always go under on the graph. And export outputs at bitmaps and pour the format target is okay. And I'm going to remove this and only export the base color, normal and orange. And the resolution is already set to four k. Okay, Export. This is the result, normal base color and the mask one. The same thing goes for this concrete as well. Everything is alright, and I'm going to remove these and only export these two textures can export. And now I'm going to import them, which are these? Looks like three of them were diagnosed as normal map and there's something wrong with them because this one already has shaped that is close to normal map, so it has diagnosed it as normal max. So let's go in and try to fix them. This needs to be all advanced detail and then slip green channel because the normal is a direct X1. So for this one as well, I'm going to make sure that it is set to flip green channel. And now this one, by mistake has been set to normal map. So let's go set it to mask this one. Now this one should be set to mask. Sometimes it happens because this has a similar shape to this one. All blues and reds and purples. Unreal Engine diagnosis that has a normal map. So sometimes this happens and you need to fix it. So now I'm going to bring in the node that we need that. So right-click material blend, It's gonna be here. So now the first thing we need a vertex color. So let's bring in the vertex color node. And for the first one, I'm actually going to use the red one. Now we need a material a, and let's plug this one, the result of this one in here. And then we need a height. And the height is a height. So let's take the height from this one that we created before. And then we need material B, which is this one, this one into material B, and then height of this one into there. And then in here we have some scalar parameters. We can easily right-click that and promotes a variable so that we can check them inside engine to see how they are. And that is actually going to be very good created for us by right-clicking and promoting to variable. It's going to change the name for us as well. So let's promote this one as well. And right now, I'm not going to give them any default value. They're going to be 0 basically. But for the name, Let's add underscore, read after that. So that we know that these are controlling the vertex color for the red, red vertex colors. So I'm going to copy and copy the name in here too. All of them. Okay. This one and this one at the last one. Now I'm going to put MA, which is the material under material attribute. Later on if you needed something, for example, needed to bring in another material. This is going to have a height as well. This height is a combination of this height and this height together based on the vertex color and based on these values that you will put. And it's very strong one. But because we now only have two materials, we're going to use these only. So this is the vertex color. I'm not going to do anything with it, but in order to categorize these, I'm going to go, It's like this one. This is texture one. I'm going to collect them all as the texture one. Blending. Now let's hit save. And now we need to set up the material in here. And right now you see the second material has been displaced in here, and that is actually not what we want. We want a break to be shown. Now the second material is totally taking that. So let's go in the material itself, bring it up. And now we have some textures to plug in. Let's go for this texture is now this is what is actually getting shown here. Normal and normal. And let's go to there basically. And bringing this concrete. Now you see the concrete has been showing here, but we do not want that. We want a break to be the default so that when we paint textures using vertex painting, this one gets shown in the areas that specify for it. So this is the normal. This is the masked. And for the norm soiling normal as well, for the detail tiling. I'm going to bring this because you see, because this one has a lot of cool details and tiling that one will under materials will give us a lot of cool results. So now, one thing that we need to do to make this normal is actually going in here. And actually this one is going to be the material B. You see, we have plugged in into the material a and height. So the thing is pretty easy. I'm going to take the height in here, plug it into height, and the material in here to plug it into the result a. And this one is going to be the height d. And the material is going to be, this result is going to mature, we'll be input. So when we hit Save and go into level, it has been fixed. Pretty good. So now it's time to actually test the progress. So I'm going to Alt and left-click, drag it out. Amount of blending that you get is actually based on the wireframe that you add. So in here you see that we have a good amount of wireframe, not too much, not too low, a good amount. So in order to be able to paint, you need to select this and go into this menu and bringing the mesh paint. And then also you have the select in here as well. So let's actually go into this mode. And I'm going to delete this and bring these two side-by-side so that we paint on this intersection area to see if everything is going to be alright or not. So now, time to test. We have selected this and now let's go to Mesh paint. And I'm going to minimize this and let's go to paint. And in here we have these channels. So now I'm only going to paint with threat. So let's try to paint hold down Shift. Now you see it is actually getting shown in here and it's a pretty good one. So let's go for this intersection area. And you see the paint is flawless. They're very good. And you can paint different materials to hide the tiling, to basically do anything with it. So now let's bring up the material instance. This one is going to give us some results. So now this is the texture one. And in here texture when blending, we have some results. So let's go in here. For the blender mount, we can bring it up. It's going to help looks like this one is not actually doing anything for now. Let's go close and see the results in here. Let's disable that. And then we have the fall off. And I believe this should have something to do with the contrast there. You see in here. It tries to limit the fall off from the center point that you click all the way to the edge. If you increase it, you are going to get more contrast in these areas. And for something like concrete, it's acceptable to have something like that. If you increase it too much, you're going to get pixel sharp fall off, which is actually not so desirable for something like concrete. So now, see in here, now there's a bit of better transition. And then the next one is blend power. And this one actually again goes for contrast. And it tries to remove anything from the fall of, if you increase it too much, you see it's going to make it something like this. That again, this one is something good for concrete as well. Then this one is inverted, blend in positive. It's going to increase this until it gets the full effect. But in negative, it's going to basically invert or totally remove the paint that you have done. Okay, Now let's go the select and you see it tries its best to place the strokes as well in these areas, we have a good one. So I'm gonna take this, drag it back and try to paint some in these areas to see what we get. I'm going to take this shift a to select everything with these measures. Now we have these all selected, and let's go for this one as well. Shift a to select all of them from here. Now since all of these are using this material, I'm going to go into mesh paint and paint and try to paint with wet. So in here, let's try to paint and play some strokes and hold down, Shift again to place some strokes. And he's seen here, you can try to break the modularity using this strokes. Pretty good. For example, in this area which is connection point to the ground, you can go ahead and place strokes. This actually creates a good effect. Very good. The next thing as well is that you can go for a strength. And if you bring it to one year, basically getting the full effect. And also the height is getting into consideration as well. But if you bring it low, you need to place so much strokes. To get something going on, let me bring it higher or lower strength. You need to place a lot more strokes to get something that is desirable. And let's remove that. And then you have fall off. And fall off is basically how sharp or how tough the transition is going to be. So let's remove now. Very good. Then you have the brush size. If you make it a smaller, basically, you're getting a smaller transition as well as based on how much vertices you have in your measures. And the more vertices you have, the better transition you're going to get. Let's try to remove some of these strokes. And try to be some random on these. And try to paint. Let's make the strength bigger a bit. Okay? Now, this is the second layer of vert explained that we added. And you see it tries to add more material in the scene. And it's going to make that a lot better. Now, we're going to go into the master material and copy yet another layer. And for that, I'm going to drag this back. Select this one control C, control V. Now this one needs to go in B. You see that for the default material, we plug this one into b. So I'm going to select this one and plug it into material B and the height as well to hide p. Now let me connect this one in here. Now we need to bring in the vertex colors. So for the vertex color, Let's use green for this one. So this is going to be it. And now we're going to copy all of these, bring them, and try to connect them to their points. For the default value, I'm going to set them to 0 so that we can change them based on the material. So let's go create another one. And this one is going to be texture to blending. It looks like I did wrong thing. You see it changed these ones to texture too as well. So let's make it texture 1. First off, we need to change the name on these. So you need to go to parameter at something and for example, 0 to only this one so that it's different from others. So let's add a name to the end of that. This one, and this one as y parameters should have, should not have the same name. Now, we set this one up and it's time to go and create the second maturity and the third material, excuse me. So I'm gonna take this one copy and bring it in here and start to work on it. Now the next thing that we're going to do is actually taking this. And first things, you need to go and change this one from material two to material zeros three or basically whatever you named to give it. The whole point is that the name of the material should be different. The name of the parameter should be different from other parameters that you have copied in here, texture to texture. Let's take these. I'm going to put them all into texture do blending. And these are all into texture one blending. Okay, it's alright. Now, the height of this one is going into height a and the material is going to go to result. Now we need to take these, change the material from 0 to 203 in all of these. And I'm going to do that off the camera and go back to you when it's done. Okay. I changed the name on all of them now all of these have different naming, so I'm going to select this textures and set them to texture 03. And then all of these data are from the same family. Texture three as well. Now, select them all. And it's okay Basically now I'm going to save and go in here. And again, I'm going to take these two, drag them out. And you see the vertex plane data comes with it as well. So now I'm going to bring this brick material. And in here you see that this material is present, but because we have done the setup correctly, it's not getting shown in here. So we need to go and apply the textures on this one. So let's go. In the content browser, I'm going to go for textures. And this time I'm going to bring this one, okay? This is for the normal and this is for the mask. And then this one again for detailed normal. And I'm gonna go in here for detailed normal tiling. I'm going to set it to 20 so that we have a lot of detail in there. So let's go in here and bringing the mesh paint. Now, I'm going to go for paint, and this time, instead of red, I'm going to bring in green. Let's make the brush bigger a bit and try to paint. And you see, now I'm painting with Shift. And clicking in here, you see new information gets present in here. And if I tried to paint. With the same brush, it's going to remove that. So now I've set up that one in a way that I'm able to paint with shift and bring that. So now let's go in here and you see a very good paint. It tries to add in here. Very good. Okay, Now let's bring up the material instance. We need to work with the parameters. So this is the texture to blending. Let's apply it to fall off. You see, it tries to limit to the parts only. And then this one tries to remove that control Z to go back. And then this one is going to extend a bit. Okay, let's try this one. This one isn't actually doing anything. So this is the result that you're getting. The most important factor is actually the contrast. So let's make the contrast present and you see the height is actually getting taken into effect is seen here where the height was something like this. We get a blend between this material and the previous one. Now, let's try to paint these areas a bit and do something like this. And then let's go bringing the red one. And on top of this, I'm going to paint. One of the weaknesses of this material is that if you paint something, for example, with green, you cannot add the red on top of it. First, you need to remove, for example, go to green and try to remove some of it. And then bringing the red and try to paint red in here. This is one of the weaknesses of the problem. And you have to deal with it. Okay, now, I'm going to go and take these two and remove them. And let's go and try to paint some in here. Let's try everything. I'm going to select them and Shift a to select everything. And now go in too much paint so that we're able to paint with that. So go in here and try to paint some of that. He see how we can go in either adding a lot of cool details and makes that a special, for example, this one, although they are the same in every aspect, but the vertex point, it makes a difference. So let's go and select this brick material. And now I'm going to go for this one, for example, change the color to something else so that it reads well with the kids and it's not so perfect white. So let's pick a color from here. And now you see this is having a more color similar to what we have. So let's for the saturation, let's go for 0, and let's add a bit of contrast. Now you see this makes much more interesting results. When we add the paint on top of this. You have to have this one in mind as well. You can change the material to get completely different results. Now we're going to want to try to paint. You see, this is much more natural than that white strokes that we did previously. So try to be random in some areas. Right now you see, you're adding a bit of cool details in here. Pretty good. Okay, Let's do that. And a bit of oldness in here as well. Now you see in here how much a special details we have, thanks to the vertex blending system will create it, this one now. And in the next one we will continue to make up this environment. 92. Residential Second UV RGB: Congratulations for learning a new technique as well. In the previous one, you will learn that how we could add some details that would have been possible by using the default tiling kits we were using vertex blending. And how powerful this technique is to add some things in real time on the meshes without having to rebate we texture and anything. Now this is the result of the material that we are getting. We are getting three different materials combined together. And it's great. Now, I'm going to do one more. And that is using the second uv channel for this to adding details and for secondary channels, we need to create second uv channel in Blender and re-import the meshes. And this way you can add some tiling details into substance, create some mask textures in substance, and then bring domain so that they are black and white mask basically to tell where two is white basically do something and there's black to something else. So now I'm going to do first for this residential kit as always. So in here, I have separated all of the tiling measures that belonged to the residential kit. And you should note that the naming and everything should be consistent because when I want to import them on top of them, I want to be able to only export and re-import without any problem. So now there's one thing about second uv channel that is actually it doesn't require as much resolution as the first TV channel in a lot of details because in a lot of times we're only adding some masks. But there are times when you want to add detail normal and things like that to the secondary channel and you use that fully. But since we're only going to create some black and white masks, and those black and white masks actually do not need a lot of resolution. So you see that in here we have the full 0 to one UV space for this occupied. Now I'm going to go and create a second uv channel for all of these. And actually it doesn't matter the name of them, the name should be consistent, but as long as the name are the same, It's okay. Now I'm going to create the second TV channel for this. I'm going to create one UV, want shared UV four days, and one shared DB for this roof kit as well. Of course, you can place them all into the same one. But to get a better result, I'm going to go and do this. These are measures that belonged to the wolf. And these are measures that belong to the walls and things like that. So now I'm gonna go select these. Before that, make sure you hit Activate icon on this. So let's go take that. Activated is actually for representing the changes to see what we have done. So far. It's not that much needed, but it's good to activate it in here to see how many resolution each piece is taking. So now we have activated the second TV channel on all of them and make sure that this one is active, not the piece that is above it, because we are going to manipulate the UVs on the second uv channel. So now that we made sure that this one is active on all of the measures, I'm gonna go take them just like this one and enter the UV area. And since it is already unwrapped, I'm going to only hit pack. So let's set padding to one and this one to high-quality, select everything and hit pack. And this is good for what we are going to create because the second uv channel actually doesn't need a lot of details. And let's activate a pre rotate and V scale to see if we get something more. No, this one is better and it's okay with this one. Now, if we go in here, you see the size of the brakes have changed and it's and it's telling us that we were doing the job. Alright. Now, if I go and select every album and bring it in, you see in the second year we channel, it's taking as much space. But there's one thing. To note that for the second year we channel you want to, if you're going to bake inside substance which we're going to do. You want to make sure that you are in the 0 to one UV space. So for a piece like this one, we went outside of the borders of the UVs in the first TV channel, Berlin for the second year, we channel, if you are going to make it baked, it should stay inside. And this is something to keep in mind as well. Now, I'm going to go for these and make sure that I activate a second uv channel for all of them as well, so that we can see the result upon the exporting. I'm going to do a duplicate from this and clear the first TV channel temporarily that matches only usable for Substance Painter, because Substance Painter for now, that does not support the second uv channels. So we want to copy these measures, bring them in and make sure that we export these into substance and take the second TV channel as the first TV channel. So we're gonna do that just right away. So let me go take these. And I'm gonna go into edit mode. We're seeing the result in here and all I'm going to do is hit pack. It looks like it didn't select these. So first you need to select them all and hit pack. So this one is good as well. But let's do something because both of these have a lot of ways that UV space. So I'm gonna go select all of them now, let's make them different. So let's select this one. And let's do a rotation to see if we get something better or not. So let's set that to 08 pack. Of course we need to the activator rotate and it looks like no, we need to activate that. Let's go for this. And I'm checking different rotations to see if I get anything different and no. Okay, this is good. Now I'm going to take a duplicate from these measures. I'm going to drag these original ones back and I'm going to take a duplicate. And these ones only are baking for substance and the name you see have changed. And I do not care about that because I'm going to go and remove the first TV channels so that this one is now the main UV channel that we are going to export into substance. So I'm going to remove every TV channel from this kid and from this kit as well. So only go and remove the first TV channel and make sure that the second uv channel is now the new course TV channel. Because substance, as I told you, Substance Painter cannot utilize the second uv channel for now. So now I'm gonna give this one a new material. So let's go in here. This has a name is material. Let's add a material and just call it 01. Now. Because I'm going to export them into substance. And I want these to have same texture sets and these to be in a different texture sets. So let's take this one and make it 02. Now the preparation is done. Now I'm going to take this all and export them as FBX. Now let's just create a folder, call it second uv, so that we know these measures only have the second uv. So for the name, let's call it residential. That can be UV. And this is a sample really much hand. You might delete it later on. So now I'm going to hit Export with the layer selected objects here, exports. So now we're inside substance the same as all. I'm going to go to the folder and important. So right now we're getting to material sets, which is awesome. Now, the only thing that you need to do is actually go to texture set settings. And we do not need to add any color information. So we need to go in here and into bake HashMaps and set it to four k, makes sure the low poly is the same as high poly. And set this one to four-by-four. And we want to only bake this on top of itself. So let's activate height as well and bake it. And this baking is to make sure that if we apply knows where to put that mask on. And the only thing that we're going to work with in here are R, G, and B, red, green, and blue. Okay, now the bank is done. And if you go in here, for example, let's apply the dirt. Of course before that we need to bring in a material. So let's go in here and bringing the material for previous color, Let's set it to be red and apply that so that it utilizes the mesh maps that we have created to place that. I believe this one is a better one. You see are going to see that. So let me disable this and we're not going to actually texture these. We're going to paint masks on them. And what we are going to export as a RGB mask. So in here you see these channels, we have base color, metallic, roughness, normal, and height. These are basically the ones that are getting exported when we go in here and export textures. But now we're going to create a new texture. That new texture isn't going to be each of these. I'm going to bring in from this user channels, user 0, user one, and user two. And we're going to use these channels to paint. Let's bring in a field layer. And in here you see now we have user 012 in place. So let's make the user 0. Of course, for the default, I'm going to activate both of them and do a black so that the background is black, actually not transparent. And if you go in here, you can see the result, but let's activate it. You see now it's black in here. And it means that we have no information in the user 0. So now let's go, and now you see that it has built that up. So let's go for user 0. And in here I'm going to go, It's the leg, something. For example, let's select this one. And now you see this user 0 has been converted into a black and white texture. And it means that this is actually a mask. We're going to create three different user channels and assign one to the red, assign one to the green, and assign the latest one to the blue. And we do not want that to be so prominent. So let's go in here. And in the latest step you are going to export an RGB texture from this too unreal. So we can do one thing and then instead of having to look at this user 0, we can go in here in the material and you see we're not seeing anything in here. And that is because we need to have a mask to be shown. So let's go in here. And for color, let's make it black. And this is for visualization purposes. And you can totally take this easy and not do it. But I'm going to do it to see a preview of the texture that you are going to export. So for this one, I'm going to activate the color and set the color to be red. Now what this is only for preview and I'm telling you that it's only for preview. So let's disable that one. And instead of bringing in here, I'm only going to enable color and user. And instead of using that to bring the mask in here, I'm going to right-click in here, bringing a black mask. And now let's go these textures and select one that is actually useful for us. So now I'm going to take this and of course we need to add a fill as well. So let's add a fill. And now you see the red is prominent in here. So I'm going to add this one to the blank map. And you see that now the user 0 is in place. And instead of having these two manipulated separately, we are manipulating them as a pack. And this red color, as I told you, is only for previewing so that we know what we are exporting. For example, we know that on these red areas, we're going to apply a color or material or basically whatever you want to solve. Let's go in here. And for that, let's go and manipulate this. Let's make it try planar. Let's not make it try player. And let's go to UV protection. And I'm going to bring the balance down a bit. Okay, Just something like this. And you can do whatever we have done up until now, for example, you can add another fill it here and combine multiple fields to get the result that you want. For example, let's go set this one to subtract so that it removes some of those areas. So let's set it to multiply instead of subtract. Okay, this is good. And now we created our red channel on this. Let's go create a new layer, and let's call this Red. And let's bring another one. Now I'm going to bring in only color and the second uv channel. And for this one, I'm going to set it to green. So let's go in here and set it to RGB instead. And bring the red down, bring the blue down, and bring the brain all the way to top. Now we have color as well as the user 0, and now the green is prominent. So I'm going to go add a black mask and add a fill. Now, I'm going to use and select one of these. For example, let's select this one. Now you see a combination of green and red with a black background. And this black background is actually the main material that we have there. For example, we have the brick in here and on top of that these are being shown. And we're going to control some, create some controls to select that and make them weaken or a stronger inside Ron Vale. Okay, Now let's bring the balance down a bit. Okay? This is it. Or let's bring the balance up. And I'm going to bring in another one. And he set this one to multiply so that it's not so prominent there. So now we have orangey. Let's go create the blue one. Let's name this one. Green. For this one, I'm only going to activate the color as well as user to. So let's name this one blue. Of course, you can add a fourth channel and use alpha on it. But since Alpha is going to make the texture heavier, I'm not going to do that. So let's go in the Color and again, read down green, down blue, all the way to top. So now let's go create a black mask and add a fill on that mask. And I'm going to select one of these ones. For example, this one is a good one. Let's go make the tiling more, for example, two. And we can make the effect less a stronger. So now we created a RGB mask in here on the black areas, the main material is going to get shown on the green and red and blue, the overlaying things that you will create. So we created this one perfectly. Right now. We're going to do the same thing in here and then export them together. And upon the export, we are going to create a template that leaves all of these alone and packs these three into an RGB texture, just like the mask or a mask that we created before. So now let's go in here. Instead of creating that from scratch, I'm going to take this information and drag them in here. But before that, let's go before actually applying that, I'm gonna go bringing the same channels that we use, their user 0, user one, and user two. Now let's apply that. Now you see we get the same thing in here. Of course, you can go and select different procedurals on different channels to see the results. Now let's go for user 0. It's good on both of them. And user one is good as well. And user two is good as well. And you see in essence they are a black and white mask that we tell, for example, where we have the user to apply that color or material. So we created this one you can go and create, for example, go in here. And instead of having this Granges, bringing another grunge, paint, something by hand. And basically a lot of the substance painter functionalities are here with you. Now, I'm not going to actually do anything and I'm happy with this result. So let's go into export textures in here. And I'm selecting the same folder under resolution for them. You can export them with two K and there's nothing wrong with it. But since we have done for k, Let's add four K for these ones. So now on template, we're going to template and I'm going to create a new one. So let's create a new one. I'm going to name it RGB masking. Okay, now I'm going to add something basically in here. We have RGB, which is good for base color normal and those kinds of things. And then we have our plus G plus B. So I'm adding that. And for the name of it, It's only RGB. So we're going to select this one. And let's select, for example, name of the project first. Let's remove this RGB name of the project first, and after that name of the texture set, after that underlying our GB mask. And this is going to inherit the name of the project as well as name of the mesh, name of the texture set which we have in here. Then add RGB mask after that. So we have three channels that we need to fill. So let's set this one to target as well. Let's go in here and set it to target. And then in here, in the input maps, we're going to go down until we find this. I'm going to drag the user 0, which was representing the red into our, okay. And then the user one, which was representing green, to go into g. And then user to remember that it's under these two selected and select it and bring it in here. Okay? Now we have this template in place. Now it's time to go and select that. Its RGB masking to output template is that it's that for that one as well. So now I'm going to export, this is the result that we are getting and I'm going to import them into unreal. And here we are in Unreal. I'm gonna go create a new folder and call it RGB masks. And let's go unimportant. And these are the ones that we created so far. They got imported and let's look at them to see what we have in here. So the first thing, I'm going to set these to mask so that no color change happens in them. Now, let's separate the mask. This is the red mask. This is the green mask, and this is the Blue Mosque. The same goes for this one as well. We have the red, green, and blue. So now we're gonna go into the material and create a template so that we can use these into the material. So that is what we're going to do in the next lesson. See you there. 93. Finish Residential Building: In previous one we created the second year we channel for this residential kid. And now we're going to use this in the material creation process. So I'm going to go in here, select this, and let's go to the parents material, which is now in here. Now we have couple of options. One is actually creating new material layers and assign them to masks. For example, we can create multiple materials, but this is going to be a bit heavier on what we're going to do. Because this is going to create a material that is so heavy and a lot of materials in the same material. And you're going to use this on a lot of measures. It makes the performance drop. So what we're going to do is actually checking this one out. There's a node that is called Brick Material attributes. Now we can take this, this is the result of the vertex planned. And now we have different channels to manipulate after the fact. So it's just like a staging process. We have the first stage being the materials. And then after that, we can manipulate only the base color after these have been created. And it means that these are going to be get calculated first. And then the result is going to be fed in here. And then we're going to manipulate only the base color. And now using this, we're only adding, for example, vector three to be the color. And this is a lot. And by that I mean, a lot cheaper than going to actually create this material and being repeated over and over again. So this is good for optimizations as well. Now, I cannot take this one and plug it into here because does not support it. Now there's a node that is called make material attributes. And this is going to take that I'm going to go and actually plug the results that actually we're not going to manipulate in their places. So I'm not going to change the normal at all. The specular, I'm not going to change that. The roughness. Maybe we change that base color. We're going to change that. The ambient occlusion is going to stay the same. And let's apply the roughness as well. Since we do not have a metallic now, I'm not going to actually do anything with metallic. Now, this is exactly what we have been doing right now. The only difference is that the base color is going to be changed by masks. And this is a lot cheaper than adding multiple materials on top and creating what we want. So now I'm going to bring in the mask texture basically. And we're not going to import this directly because this is a fork, a texture and we do not want it to be repeated all over. So I'm gonna go and bringing a texture. And we're going to use a texture sampler. And before actually applying that, Let's go to this and see the placeholder that we did for this one. Okay, this is it. Let's find it. And I'm going to use this one in here as well. Let's go to C. We should apply it here. So this is it and the compression set setting is set to mask as well. So I'm going to take this one and remove it. And now the tricky part is that we want to set this one to work on the second uv channel. And for that we need to bring in texture coordinate. And you know that already we do not any tiling for this because these are not signing. Of course, if you can toilet, if we create Thailand, it's okay to toilet. But now we're not going to tell them because they are baked. But in this coordinate index, I'm going to set it to one. And this one is actually going just like going in Blender and setting. For example. Instead of setting this UV map, apply the changes to this. Now that we have imported that. Let me take these and I'm going to delete them. And right now I'm going to take this and export them into Foundry so that we can use them. So let's take this and I'm going to take them and export them. And just take them individually and hit Export. And then after that, we're gonna go and import them into unreal and check to see if they have the second uv channel or not. So this one, this one, and this one as the last one. So let's go to unreal. And I'm going to go on for example, for this one, let's go to the mesh, Right-click and re-import. Let's go in. And now you see we have this first channel which is holding the uvea inflammation or base color. And this one is actually the second uv channel that will create it. So let's go in here, and this is it. If we go, you see that this is the information, but you're seeing a third UV channel as well. And that is the light map you read around wheel has baked by default. So we do not want this because we are using lumen. A lumen is not really dependent on light maps. So we go in here. There's a generate light map UVs. We check this off and apply changes. And now you see we have only 2101 for testing. And to see what we're going to create, I'm going to plug this one into the UV and right-click on this and convert it into a parameter. So now I'm not actually going to change any name of that. So now there's than this lab, we are going to do the base color in a and this b. So let's go and change this one to read. So I'm going to use the red on that. So I'm going to plug this in here, plug the result right in here. So now let's hit save. And now we need to go in here, open the material instance to work with it. So let's go point that mask. It's a can not see that. And actually that is because we have not applied this one into the chain. So now this has been taken into account. So we'd save. Now if we go in here you see on the places where we have red, this red is getting shown. Right now. It's not using the material that we created in substance. So for that, I'm going to go up, check this one, and we need to go and find the RGB mass that we created. So this is the RGB. Let's apply that. And this is not, I believe that one. So now you see how beautifully restored it to overlay some colors on top of what we have created. And it's only manipulating the base color. And it's really, really cheaper than adding different materials on top of each other. And everything that you do, for example, the first layer is the tiling material. The second and the third layer are assigned by the vertex planes. And the fourth layer and beyond is applied by the vertex, excuse me, by these RGB mask that we pay. Now this was a real demo of what we were going to do. And after that one, we're going to create RG and B into the mix and convert this one into a parameter as well. And as well as creating some controls to make the mask a stronger in some areas, weaker in some areas, adding contrast fall off and basically those kinds of things. Okay, we're going to do that now. So if you want to know how the loop works, because we are going to do a lot of work with this one. Let me go and I'm going to create a basic material to see what the lab does. So in here, I'm going to bring in alerts. You can help hold down L and bringing an alert. Let's apply that in here. And what this loop does is actually it's going to take the a and B and combine them based on an alpha. So now I'm going to bring three, excuse me, two vector for this. I'm going to make one of them red and the other blue. Okay, Just something like this. Let's bring this to full blue. This one is going to go in a and a in here is where the black mask is showing, and B is where the white mask is showing. And now by default, it is actually a 0.5 situation by default, you see in here it has written 0.5. It means that it's taking them and blending them on 0.5. And it means that we are getting half from this and have from this. But you can customize that. For example, for alpha, we can bring in black and white texture. So let's go in here. And I'm going to bring this one in and use that. So let's bring it and lets us start to visualize this on a plane. So now I'm going to bring in the red channel. And before that, let's go visualize the red channel to see what it is. So this is the red channel. Channel itself is basically a black and white mask to tell where it's red, apply something and where it's black applying nothing. On here. You see that the places where it's black on the texture, we are getting a and we're in the areas where it's white, we are getting B basically. And to better visualize, Let's go in here and set this one to be black and this one to be white. Now you see that actually happening in here perfectly. And this is it, it acts as a mask. And this a is going to be the underneath layer, which in this one we brought, let me bring this one. We brought the whole thing as the underneath layer in here in a, and it means that whenever we apply a mask on where it's white, apply a color that we sell it based on the red channel. This is actually work that is going to do. Now let's go down. I'm going to select this one. Select the store, and let's go find it in the Content Browser. Looks like we haven't a reimported this one. Let's go note that when I hit very important, it's going to fix. So when I click here, you see this is the first TV channel and this is the second year which I know we haven't done that. We did the changes only for that one. So we need to go on all of the kids and re-import them. Now it doesn't have the second uv channel. The moment are going here and re-import. You see those problems get fixed because now we have the second uv channel, right ear in here. Perfect. So now I'm gonna go select this one. And in the material view, I'm going to hit this option to replace that for us. So now you see it's showing the mask for us, but it's not actually great because you are seeing a lot of these jaggedy loans and that is because the mask is mapped wrongly. And to make it good, we're going to go and tell this one to sample these colors on the second year we channel. So note that when I happen now you see we are getting the basic thing that we got in substance. Again, to better visualize that we go, I'm going to bring this brick texture, bring it in here. And when I apply that to a, you see on the areas where we have nothing, it's showing the underneath layer. And on the areas where we have white, it's going to show us this one no matter what it is, if it's a color, I mean, if it's every color that you have or basically whatever, it's going to show that for you. So let's make a permanent color. And now you see that the soul, this lab, you want the thing that I do not want to change to go in a and actual thing that you're going to add in. The basic thing is here. If you have the second TV channel, you want to make sure that is applied as well. So now what I'm going to do is taking the smashes, these ones, it re-import. And as you re-import, they should be fixed. And in here you see there are a lot of bad lines in here. And that is because we do not have a UV channel on this one. So let's go to Import based mesh. And now you see they are fixed and we're no longer seeing those bad meshes. So this is fixed. And you see we added a layer of dirt on top of this. And to make it more natural, Let's go and bring in a darker color. Just something like this. Let's save, of course we're going to parameterize this as well. And you see now the effect is a lot simpler. Now we're going to fix that. Let's go in here and make it actually a white color so that we can change it there. So this is going to be converted into a parameter. Now let's call this one red underline RGB masking, so that we know that this belongs to the RGB masking section. And this is masking. And let's go put that in the same folder as well. So for visualizing, let me make it red. Now hit Save. Now we can go in here, bring up the material instance, and try to change the color on the fly. Let's activate it. And for example, here, you can do whatever color that suits your needs perfectly. Okay? Now that we can change the overlay color, I'm going to go and add more controls to the map itself so that we can extended and those kinds of things. So after that, I'm adding a multiply at a power as well. So to bring in power, right-click and hit power. This power is good for adding contrast and removing fall off and those kinds of things. So always you want to make sure that if it's for the second year we channel, you want to bring in and map it to the second uv channel. So let's bring in a constant, hold down as and when you click, it's going to create a constant parameter for you. So this one, I'm going to call it red, mask. The strengths and apply it in here. Apply that in here, and connect this one in the power. And this one I'm going to call it red mask contrast. For the power, I want to set it to one and for the multiply one as well so that it doesn't change anything on the fly. So now, instead of connecting this one directly into alpha, I'm gonna go and connect this one into alpha. So let's go save. And now in here we have the ability to extend, remove, or basically do any kinds of things that we want to the mask. So we have the strength and let's increase the strength to say it's going to make it very stronger. And to contrast, you see it adds a lot of contrast. Here you're seeing a lot of pixels, sharp lines. Let's do one more thing. And that is adding, add node. Add node is going to overwrite anything. You see by this small supply. Not only it adds, multiply a strength, but it's only going to add to the places where we have already the mask. And a lot of these areas are going to stay on touched. For example, if we go. So a greater value, you are not seeing anything being added. So let's go place an ad in here. I'm going to take this one, plug it here. And normally I'm going to set this one as the default value to 0 because I do not want to add something to the mask by default. So let's call it overall. So that overly, it adds something to the texture. So now this is it. Let's bring in this one. It looks like we haven't connected this one into the chain. So it's not showing here. Okay? So now it added. So that's a strength is or should be one by default, because it's a multiply power as well. It should be one so that we do not change anything. So this default value is actually subjective and it changes from time to time. So let's go in here and now here not seeing anything, because this string is set to 0. Let's bring it back to the default value. And now using add, I can add, multiply the effect too much. For example, if I'm going to add a lot of it, I can, you can bring in the contrast, bring it down, remove it, and to do anything that you want. Okay, we created this and now let's go and create a folder for these. I'm going to put them all in the Masking folder. So this is the masking. And let's make it with capital M. This one. Let's save it. So now if I save and go in here, these are all in this folder and of Berkeley, correct? So let's set this one so that it's on, touched on by default. So let's go in here. And instead of program, let's call it RGB mask. Now, this is it. Now we need to add more blends, to add more details. We need to add another lab. And you know that this is going to be into a, because we want this one to stay on touch where it's green. And after that, I'm going to copy this whole chain of nodes and connect the green in here. And instead of red, I'm going to call green. Anything in here, I'm going to first make the red green. And after that connector results of this one into the alpha of this. And then I'm going to take this one and make this one green as well. Let's go in here and turn off the red, turn on green and connected in here to the B. And I'm going to connect it to the base color. So it looks like you need to extend this a bit to get the result. Okay? Now you see the green has been added as well on the areas where we have a green mask. And perfect as just like this one, we can go extend the mask, remove it at contrast, and do whatever you want. Then the next thing that we're going to do is bringing in the blue. So again, I'm going to take these, let me take them and bring them up a bit so that we can change them. So let's create some folders around this. Let's create a comment and call this red mask. This one is going to be called green mask. And let's copy the contents again. And I'm going to call this Blue mask. Now, let's bring in the blue, the blue mask in here. And then create another loop. So this does not apply to the base color. Apply this one into a, and I'm going to create one and call this one blue masking and change the color to blue. And this color is for optimization visualization purposes. Later on, we will change them to something that we need. Now, we need to take this one and connected to the chain. Okay, we have RGB in place as well. Now, we can go in here and watch the blue as well. So we created this one for this building. And now let's go to the material instance and try to customize it a bit. Of course we need to go and change this one to blue as well, so that we have control over that. So just replace the blue with green than the good thing is that the groups and everything are okay. They are in Masking folder and all of them are doing alright. Okay, now, let's go in here. And here we are. And it's perfect, but it's just like somebody has painted, so we need to go and bring this one on. Now in here you see that we have the blue and then control, so blue, green and uncontrolled, so green, red and then the controls for reading. So now let's go and change the color to something suitable for the blue. Let me go and change the color. So I went ahead and after some experimentation abroad in some colors. Exactly. I went ahead and picked up the color from these soda. It's reading with that better. So you can do whatever you want to do. Now we have this, let's control the colors. Let's bring in the contrast, a strength for the blew up. You see that happening in here. But normally you do not want to go beyond one because it creates this funny effects happening. So let's go back. And the moment that you go up here saying bad colors in here. And then he can go and after these places saturate node so that they do not go beyond one. So let's go bringing the saturate connect this one. And this is very important for masks. Every time you do, a lot of times you want to put a saturate. So hold down control so that you drag this node and put it in this output and this one in here. So let's bring in another saturate node. And this saturate, as you know, is a clamp and it's locked between 01. You cannot customize that and it's cheaper than the actual clamp node. So let's take this one as well connected Save. So now you see that effect is gone. And if I try to increase no longer on getting those effects. So you see this is happening. Let's go back and try to increase the strength or the other mask. And it's actually like a paint effect. And actually I'm loving this one very much. Looks like a painter effect that is, that has been raised over the time. So I'm going to keep this and let's go see about this one. Let's change it to something else and bring it up. And you see it can be some color patches and things like that. Let's bring the strength up. And this is very good. But now I need to go in here, select another shade. And it can bring in different colors. You're building. It's creating a good effect. So let's pick a color from here. And it's actually a good one. So now this is how powerful you can go. The first layer, we added the base color and after that, some painting, vertex painting, and after that some masks to be overly on top of everything. So let's go, let's go, let's go. This one as the default. And this one as the default as well, to stay a bit neutralized. Now you see how much dirt we are getting on this building. It's very good and it hides the tilings as well. And one thing you want to understand is that because these are not tiling, the mask that we have been tiling on this is broken. You see now, although the texture itself is tiling, but the mask is not. And that is because we have packed a lot of information into one UV. And if we go in here, you see it's not tiling actually. If you want to make it tiling. So that when you tie this, the mask tiles as well, you want to go and make sure that as well as the first UV channel that is actually 0 to one UV space tiling perfectly. You want to make sure that this one as well gets tiling from 0 to one UV space to stay tiling. That is something to consider. But because in here we have some scene covers, just like these pillars and things like that. We have no problem using them. Okay, now you see it has added a layer of age on top of this building, which is actually quite good. And now once surprised, thing that we're going to add, and that is, I'm gonna go select, for example, this one that has the vertex color baked to it and apply this material on that. So let me pick the material from here, bring it up. I'm gonna go apply this brick material on top of that. Now you see we are getting the brick material as well as those things that we do that we baked. And it means that this already has the color on top of it. And let me go back on the materials. Let's go into this block code and bringing this vertex color. You see, this is the amount of vertex color that we have. Red, green, and blue are on Place. And if I go in here, there's the previous one you see, because this one reading with that, It's actually applying all of those dirt on top of this one as well. One good thing is that if I go let me go back again. Let's go in here and pick up the material. Again. I'm going to copy, copy and instance and apply that on top of this. So let's go back and there are some things that you can do to make it this one more customized. So let's go in here. In this texture blending. Let's go in here and make them all 0. And you're going to notice that it removes a lot of the dirt from there. So let's go in here as well. Now let's go in here. You see that by changing that, we are able to change the color to something else based on that vertex colors. And of course this one now It's showing that concrete material. And you can do anything that you want to do with those vertex colors. And we're going to talk about this as well later on. But it's surprised to know that the material that we have created two vertex color is also applicable to these ones as well, because these have the vertex color prebaked on them. And we did that inside of ZBrush. And this is the vertex color that you're going to do inside on real. I mean, these materials, not these overlay masks. This lesson is done. And then the next one, we'll actually go and refine this even more. See you there. 94. Museum Second UV RGB: In previous lesson, we finalize this building, and now I can tell that we do not have anything longer to do with this one, but there are some remaining and that is actually going and reinforcing these as well. So because we created the second TV channel and we didn't apply the material on them to test them. Looks like by really important that the UVs are reversed. So let's come in here. It looks like this is it. So let's go in the first TV, take it and rotate it 90 degrees and place it back in here. So now this should be fixed. So let's go and right-click and re-import. We've got this one, correct. Now, let's see about these and these are alright as well. So let's select them all. I'm going to go and bring that material, this brick material, and apply it to all of them. Excuse me, we should have gone there and apply the material. So now this is working. Alright. The second uv is there, everything is there. But if you want and you are seeing anything, he can go. And let me say this. You can go in and start to vertex paint materials on these. So let's go for red for example. And we can bring in some materials on the places to hide. This seems a bit just like this one. Example in these areas, bring something to your best to try and hide the measures from tiling. So much. So this is it. Let's go for this one. We can take that and apply some more in here to hide the meshes. So let's go back. And right now, it's looking a lot better, has less styling. And it's great hand, Let's go for this one. And this one as well. I'm going to apply this material. These get the same material. Now it's alright, of course, this is tiling pedophilia going to fix that you can go easily and nobody is stopping you from vertex blending. But right now, that is not my priority. Now the second thing that I'm going to do is fixing this one as well. So let's go for all of the wolf kits, which is this one. And all of these and hit we import. Nothing has changed, but I believe that the rotation of this is wrong. Let's go in here and rotate that 90 degrees first before applying that. So let's take these 21 of them should be right, one of them should be wrong. So let's come in here and add one more import. Now, this is alright. And this one is alright as what everything is okay? But there's something to be fixed about this. That is, the fact that we need another mask to derive these darts. And you see we're getting a lot of these. So I'm going to right-click. And from here I'm going to create a roof and select this one. Let me call this roof brick actually, okay? Because these are roof moles. So I'm going to select these two plus this one, and go in here and apply that brick roof. And in here, there's a difference. And that is, you're gonna go in here in this RGB mask and bring that RGB mask that was from there. So I'm going to bring this one in. And now you see those odd things are gone. And we're good to go. Okay, Now let's go create the next one. Looks like I'm going to delete this material. So the next thing that I'm going to do is creating one for this. So always I'm going to take my material instances from this brick because this already has the material setup. And it has these thirds available as well. But if you want a more neutral, we can do that as well. So let's go pick something from this, and let's call this one. I underscore default. Okay? And in here is default, and these colors are in here. But let's go remove this one and take that from the brick because this one is better. The more you underscore the fault. Because this has some things set up in here, which is great. So now what I'm going to do is actually going and changing the blending. Now I'm happy with this. I'm going to go in here and take everything from this will, from now on we take material instances from this. So let's go and call this 100 score roof. Okay, now it has changed in here as well. Now, the only thing that you need to do is actually going in here and apply the roof textures on that. And this is the color normal and the mask. Now we are changing this. Now we need to go and select all of these. Dad use the same material. So all of them have been selected. I'm gonna go rose to this one and change the material to that. So the roof material has been changed, but something is wrong and that is the tiling of this. So let's go select this one. The tiling should be set to one. This is the first thing. And the rest of it is actually good. And doesn't actually matter if we change it because player is never going to see that. Okay, Now we continue to even add more variations to the modular kitchen, this building as well. So now let's go for this one. And I'm hitting Shift E to select what is there actually. So let's select all of the windows and for making sure that everything is alright. I'm dragging them out. And after this one, I'm going to drag in one and call it on my Windows. Okay? Now, the good thing about this material is that there are a lot of things already set in here. Of course, because this one is a new one, we're going to go and create RGB mask for that as well. But for now let's assign the material to them. This allergy Windows. And let's go to the textures and I'm going to find that tiling one that is responsible for this and that is this red brick alternate. So let me go here and I'm going to drag this on top of where they should be. So for this one as well, we have that filing one as well. So while having all of them selected, I'm going to go into details. I'm only underscore alle windows. This is it. Now. It's tiling to ice. So let's drag them out. You see that? It's tiling twice. But I feel like that is a good one because the size of the brakes is actually similar to the size of the books in here. Then I'm actually liking that. And now it's time to go and create the second uv channel for these as well. So this is what actually we need to do. And I'm taking everything and drag them back and as well hasn't been used as well. So I'm going to take it and delete it. These two windows are the kids that should be actually created. So now, as always, I'm going to drag a duplicate and take these two originals back and take these. So let me drag this one back. And I'm going to go and actually let's take these and bring them. And before actually taking these back, I'm going to create a second uv channel so that I can transfer that to substance. So let's go in here. And in the UV maps, I'm going to add another UV map and on this one as well. And make sure that you select that and activated, select this one and activate it. And since these are already you route, the only thing that we need to do is actually go in here and hit pack. It's done, and it's the best thing that it can do. So now I'm going to take these dragon back and Shift T to bring a duplicate. And I'm going to take these 2 first, remove the first UV map, and then these two are ready to be imported into substance. And for the material, let me go in here and just call it Allie windows, so that we know this is what is going for alley. So I'm going to export this one as an FBX and all of the folders I'm creating a substance folder so that I know these belong there. And actually one thing before creating that file, I'm gonna go take all of these, create a folder for them. And let's call that default RGB so that we know will drag this and it's going to work. And then it's only a matter of scrolling through here, changing the oranges and you do not need to set these preview colors and things like that. So I'm going to right-click and create an, a smart material and it's it. Now I'm going to create a new form. And this is the file that I'm dragging in with all of the details. Okay, it's alright, and the name of the material is alright as well. Now I'm gonna go take the material set as for k and anti-aliasing to four by four as well. And see you in the waiting is done. Okay, Now it's done. And if you drag it out in here, you see it works. But there's one problem and that is actually we do not have those users 0 channels and all kinds of things. And if I go in here, you see there's no UV, user 0 or user one channel. So you want to make sure that before applying that a smart material that we created here, go in here. Bringing the user 0, the first one, user one for the second one, and user two for the third one. Now, let's drag them and now they're working. Now, if we go in here, you see that user 0 is in place, is there too as well? And user two as well. Okay, That is a personal choice if you're gonna go and change the oranges and things like that. But to save a bit of time, I'm not actually going to do that. So let's go and export. And here it is. Let's go and find the RGB masking which you had. And let's set it to target. And to k is good for this one. So I'm going to export and I'm going to go in this RGB mask unimportant that. So it is, and I'm going to import it first things I'm going to go and make sure that this one has been set to mask. Okay, everything's alright. And now I'm going to take this and drag it in here. And now it's no longer showing those outlines and those ugly things. And if I go back, you see it changes. And in here you are seeing some problems. But if I go and drag this one, you see now it's a lot better. So now let's go and change some things about this. We can go in here and we can go to top as well. And try to give this one a new color that is different from the one that is neighboring to it. And a lot of times you want to stick between these mutual values. Okay? This one, Let's make it brown. Saturated brown. For this one. It's okay. We did this one as well. Although it's only some pixels that are being shown. And a lot of it is hidden under these measures that you have created. But if you're going to see that, it's the result. Okay, let's go back. And we did that as well. And now it's time to go for this museum kit and do these as well. So now we're in the museum kit and I'm going to drag this back and drag these two out. These are the only ones that we're going to work with. Because when we look at the museum kid in here, we have this one, this one, and this window that is repeated or lacrosse. And I believe that this row is using variation to, this row is using variation one. Okay? Now we have totally for measures that need to be UV route. So I'm gonna go in here and select these. And everything is alright. And one thing that I forgot actually was that I need to go in here, take this and re-import these two meshes. And I didn't export them. So my bad, I'm going to take these and these two that have second uv is I'm going to take them and export them and they're going to be overwritten on top of those files. So in here again, let me take them. And if the re-import is alright, we should get a change in these layouts. So let's go for this one as well. Yeah, it did it. But one thing I forgot. Actually, I want to cut this piece from here. So let's go in here. And I'm going to cut this extra piece and remove it. So simply from here to here, delete, from here to here, delete as well. From here to here, delete one last time. Now let me export them and taste test results under right-click and re-import. Now it's done, okay? And you're saying the result in here perfectly, so you want to make sure that you re-import them as well. So now we are in here and I'm going to create a second UV for all of them will as always, go in that menu and create a second uv. Now, make sure that you activate them so that you can preview the results of what you are going to do, okay, on this one as well. And now I'm going to go in here and now I have everything. Let's hit a to select everything. And I'm gonna go to UV Packer and it rotate. Now I should hit Combine as well. So this is the best that it can do. Now, I'm going to take this, drag it back, take a duplicate. And as always, I'm going to take the first TV channel and remove that because substance doesn't support the substance painter doesn't support stuck in UV channel and we need to make this one the default, okay. Now it's done. And I'm going to take these and export them as FBX and create a folder and just call it second UE limit to select that object and export. One more thing to save some time. You can actually go in here in this edit and project configuration, instead of creating a new file and doing all these kinds of things, I'm going to go Select and find that FBX file and bring it. Now the project is set up. The only thing we need to do is actually going and baking, bake. And it's done. And we need to make sure that in this texture settings, we're bringing the user 012. At the same time, I can drag this on top of this. This is the result that it's getting. It's good actually, it's a decent result. Of course, you have the freedom to go and use whatever image that you want, whatever texture that you want, and whatever procedurals, excuse me for saying mesh. Mesh was wrong. Okay. Now, first I'm going to go in here and change it from unnamed to museum so that it exports the museum with the file and we're able to diagnose that better there. With all of these settings exports. Let me make this one for k. It's done. And now we need to do the blender side of things. And that is taking these and overwriting on top of the existing files. So exports, exports and this one, and this one. Now we need to go in here, find these and try to be important. So this is it with this one. Re-import for this one. And this one as well. I need to find them. So this is the file. I'm going to right-click on this and hit Import. And if you're going to see, you can go in here and see that there's UV 01. And to make sure that you have a bit of optimization, you can go. It does generate light bulb UV. Check this off. If you're not going to use light my boobies, which in our case we're not going to use. So let's go in here and re-import that texture. And this is the museum file. And let's go and materials and actually create one for this one as well. My 100 score museum. Now we need to create the textures and bring them here. And right away, the tiling should be set to one. Okay? Now I'm going to go into tiling textures and find the museum kit, which is this one and normal in here, and the mask in here. Okay, Now we created one thing. And now I'm gonna go and select all of these museum pieces, including these as well. So I'm going to go, this is the museum one that we need to import. Important that, but there's a bit of shading problem that we need to fix. That is actually, let me go bring this up. That all happens in here. We need to bring in the mask that actually belongs to the museum. Now you see we're getting a better shading, but you need to change some colors to make this one better. So let's go in here and bring these mass colors. If you want. You can also add vertex painting on top of them as well. So let's go in here, bring this up. And I'm going to pick from these shades. And one from here. And this one from here as well. This is alright. And if you want, you can actually go and start to paint using vertex paint on this. But since this one is a luxury building, I'm not actually going to do much on that because the storytelling, this is being taken care of very much more than that. Residential will link. So let's go for red and try to paint. You can see that we can paint. Very good and get some details. Okay, this is done. Now. We are done actually with this, and we're actually done with architectural pieces. And for the next one, we're going to take care of these nanoscale meshes that already have the vertex color baked into them. Okay, see you there. 95. Using Vertex Color: Okay, everybody in previous lesson, in two previous lessons, you actually created secondary channels for this modular kits. And now it's actually time to go and create something for these as well. Of course, we can go and use the same smart material and drag them on top of all of them. And by that I mean, we can go and use this material for all of the night measures as well. But I'm not actually going to do that and remove this second uv channel for the nanotube measures. Of course, you can go and create second uv channels for these, bring him in and use them. But since I want to be more performance, I'm gonna go and do another variation of this. Take a duplicate, and let's set the name to vertex point underlying knowledge. Now we have another variation of this master material, which we are going to remove the hole that can UV logic in here. So that is easy. I'm going to go and bypass all of these and connect our results into here. So easy. Now we have the second uv channels separated, and I'm going to take them and delete them so that we have a bit of more performance on them. So after this, I'm going to start again with this residential kids. So let's just start with this store. And I'm going to right-click and create a material for it among hundreds score door. And we need to plug in the textures in here. So I'm gonna go to textures in the bake textures, I believe it exists. This is it. Okay, Let's activate this. This is going to be the base color. This is going to be the normal, and this is going to be the mask. Okay, now, let's go find this one and bring into my underscore door. Okay, right now, you see no change because everything in here is set to default. And I didn't create the vertex color for this one as well. If you want, you can go into ZBrush and create some vertex colored data for this. But one thing that I'm going to do is actually going and darkening the material. Let's go into Brighton. Let's make it a bit darker. It's better. I do not love those whites to be shown. And I can bring the contrast as well a bit. Okay, it's all right. It's a better color that I'm getting from this burnt wood type of color. Let's go for this one. Actually, I'm going to take one from this nano it and call it MOU a 100 score window shop. Okay, now we're going to bring in that exercise, which I can find it here. So let's go bring it up. This is the fields, this is normal, and this is mask. And now this one should be actually assigned to one of these. So let's remove them or underscore window shop to see if the information that we're getting here is right or wrong. Okay? This is alright. And now we need to create one more for this one as well, because it has two materials. Okay, I'm gonna go in here, bros, and take an instance from this. And the name is okay. So in here, I'm gonna go and bring in the texture that belongs to that one. Okay? This is it. This is the mask and this is the normal. So now this is going to be plugged in here. Now it's wrong. It's the door file. So again, I'm going here and manually find that. Okay, this is doing all right, and the mask as well. Now one thing that I'm going to do is bringing in that road normal material. And let me see how much I can tie that. Let's go for tiling normal detail and set the amount to 20. Now we're getting much more resolution. Now let's go for contrast. Add a bit of contrast to the color. Okay? Now this is better. Then we have these ones which you can actually go and start to plug in the materials too. But actually I'm not going to do anything to them because I do not want to make this building so much having dirt actually, it's good to have some resting points for the eyes as well. So let's go and do something for this. And I'm thinking that this is good as well. This has already a lot of details on it. And it's okay. So let's go for here. And we can do some things on this building. So let's go find this one. And in here I'm going to go on this dragon material out. And I'm gonna make this one the default that we are getting, everything from it. So let's make it the default and call this one eye. Now we're going to add some parameters into this, including the texture to add texture three informations. Let me unlock them. Then we take instance from this. And the only thing that we have to do is actually plugging in the first texture information. So on here, let's go and find the textures that we're going to plug in here. So again, I go to the textures and let's plug this one into the first one. This is the normal and this is the mask. For the third texture, I'm going to bring this normal and mask. And now I have this one. I actually save it. And now I'm going to grab from here, I'm going to call this one MOE pillars. We know that this is going to actually cover both pillars for us. So let's go in here. And this one is going to be the road, this road normal. And let's go for the tiling and let's actually make it 20. Okay? Now I'm gonna go apply the pillar textures into this. This is the normal and this is the mask. Now I'm gonna go select all of them. Select this one as well. Let's go in here. Am I hundreds core pillar? Let's go. Pillars. Okay, this is it. Now, let's go take a look at this. And now we're seeing a lot of the texture being shown. And that is because of the vertex colored data. So we need to fix some things about this. So let's go find this. And that is actually because of this one. So let's go take the texture and make it darker a bit. So let's go in here and find the tone to something just like the colors that we have here. And I can add a bit of more contrast as well. This is the effect of the vertex color. You can go and remove that as well. And now let's go for this one as well. Add a bit of more contrast to the texture. Now, it's a lot better. But you are seeing a lot of repetition detail in here so you can go and rotate this. Sometimes they get something different every time. The reason that we set the pivot to be in the center is that actually by rotating this we get different details every time in everywhere. So this one done as well. This one. And for the above as well, Let's go rotate them randomly in different directions. Okay, Done. Now you see we have more richness into this pillar is actually, if you do not want these, you can actually go and try to bring this texture blending values down. For example, let's go in here. And I'm going to change some of these values to get something. For example, you can add this one to get some information, but I feel like it's not to natural actually. Okay, this is good. Now the next thing that we're gonna go is this one, this square pillar. So I'm going to go into the materials from this one. I'm going to create an instance. Am I going to score the score pillars? And now it already has the second material and third material setup for us. And the only thing that we need to do is applying the texture on this. So again, let's go and bring in the road answer to toiling. To be two. You get some more details in close ups. Let's go and textures. And I feel like this is the information that we want. This is the base, this is the normal, and this is the sound. Let's go select all of these. And they are in here as well. Let's go my 100 score, square pillars. So in here, it's obvious that we need to go and select some, some of these colors and drag them down. So we can go in here and take this texture, bring this shade to something like this. This is better and we can make it darker. Let's go for brightness and bring this down. And totally, I'm happy with the progress so far. And if you want, you can invest more time and play with this more. Later on when we bring in the lighting in, we can see more of the details as well. You can invest more time to bring in more details into these if you want, actually. But right now I'm going to stop this lesson. And the next one is going to be actually the lights last one in the shader creation process. And we're going to create something for these ground pieces, no matter if it's a street or alley or anything. And we're going to bring in a new layer so that we can paint water as well. Okay. See you there. 96. Finishing The Vertex Paint: Okay, We'll materials section. We also learned how to blend things together, how to make adjustments to the materials. And now it's actually time to create a material that is our final one. And this one is going to actually have the vertex color. We're going to use the blue vertex color to place the water in these ones that are actually on the ground. So you can either create it in here and create a switch for it. For example, turn off the switch to turn off the water puddle actually. Or he can go and create a new one that only is used for these kids that are underground. So I feel like I'm going with the second one. So let's go in here, right-click. And this one is actually as well, is going to have three layers of materials. Then we could use this masks to actually bring in some extra features. And after that, we're going to create the vertex color for water in here after that. So I'm going to go right-click and duplicate and this one, I'm going to call it underlying water. Okay, Now this is good. Let's save everything out. And now to test our results, I'm going to test them on here. As always, I'm going to create a new default one from here. So am I a 100 score vertex with water puddle underlying the false, okay? This is the default one, and I'm going to create that. So let's go in here and for the default, so I'm going to bring in texture to add texture to three, so that we have the ability to vertex paint on some areas and add materials and the vertex plane down some areas more to paint water. So Let's bring in these as always. And for the third one, I'm going to bring this one normal and to our HA, okay. Now let's go for the detailed normal as well. I'm going to bring in the road and so many times. So now let's go in here. And I'm not actually going to do anything with this. Let's go. And I'm going to drag something from here and call that my boundary score, died walk. Ok, now in here I'm going to find the textures of these. Let's go in here. And these textures are in here. And I'm going to apply the material on that. So this is it and this is the normal, and this is the mask. Now we have these masks as well, but for now, you can go and change the strength of all of them to 0 to basically disable them. Now, or the red as well. Now, this is it. And I'm going to go select all of these and including these ones as well. And in here, I'm going to go and my sidewalk, it's here. Now the only thing that we need to do is actually toiling this two times. So let's go for tiling study to two. Okay? Now I feel like we could change the color to something that ritual. And for that I'm going to go and change this one a bit. For example, this one. No, this one is too dark. So let's go and find it in here and add a bit of change only to that, then I can bring the contrast up as well. Okay. I feel like this color is a lot better than the next thing that we're going to do is actually go into the normal, flatten and make it negative one. So strengthen the normals and you see now the normals are more strong. So let's go add vertex paint. So you could either say this or you could delete them. It's your own choice. But to make more optimization, can go take them and delete them. But I'm going to keep this connection. And I'm going to keep the specular. Roughness is going to be changed and normal is going to be changed as well. But the IO, Let's leave it to be, so we're gonna do the changes after this. And instead of having those second UV masks in here, we're going to add a new base color. So after this base color, I'm going to bring it out. Of course, I'm going to bring in a lab and this one is actually going to a, and you know that when we are going to use vertex color, we're going to set the first one that is going to be untouched into a for B as well. I'm going to go bring in and color. And this color, Let's make it watercolor and plug it in here, excuse me, plug it in to be let's put them all in the water group. Now we need to bring in the vertex color and node as well. And we're gonna do all of the work with the blue one. So let's plug the result of the tarp into this and go see the changes. So now it completely changed that to black and I do not want that. One way to fix that you can go on after this one, bringing the 1minus node and plug it into alpha. So he'd saved. And now we have this in here, the result that we want it. Let's go to Mesh paint and select some of these. And I start to paint on them, but I'm going to paint with only who is the blue. So let's just start to paint. You can hold down shift. And now you see that you are painting actually black on this. And if I go in here and change the color to something bluish, you're going to see the result change so fast. So I feel like something like this is okay. Now this is telling us that we could do something to create water puddles on top of this. And I'm going to keep this one as the test. So let's go and do some changes. The first change that we're going to do is actually the roughness. I'm going to bring the roughness as well and bringing a linear interpolant. And this one again is going into a, because the, all of the nodes that I'm bringing in or go into a and I'm bringing in and a scalar, right-click and convert that to a parameter and call it water roughness. This one is going to be plugged into B and Alpha again in here. And I'm going to connect that to the roughness as well. So let's put this one into the water as well or folder and hit Save. Now you see in these areas where we have water, it's totally reflective compared to other areas in here. And you see that we have a falloff as well that we're going to use. So for now we have been creating the water color and the roughness information. And we're going to do the first pass to be so simple. And then we let her on, add more details to that. Now, we're going to do something for the normal as well. And I'm going to drag the normal, bringing the blurb or just bringing the assigned a Normal to it. And let's take this one and bring it here to the Alpha. And now we're going to create a water normal that actually has a pair of motion as well. So let's go find a normal map. I'm going to go into this content browser textures. And you have this normal in here that you can use. So let me, having that selected, I'm gonna hit T and we brought this in. But we need to add some motion to this. This is a still and not moving. So there's a note card called panel painter and he can hold P and bring that. It's here. And you can take it connected into the UVs and you can give it some direction, for example, that one. Let's bring in others and test them there. Now for coordinates, we need to bring in the coordinate, no texture coordinates. And let's plug it in. And let's tie this one, for example, eight by eight and connected here. And right now, I'm going to only connect that the normal to see if we have any normal being showing up or not. So now you see on these areas we have the normal being titled under normal is actually different from the one that we are getting here. And that is perfect. And now we need to do something to make this one actually move. So for that, we're going to use this panel node again. And we're going to bring in speed as well. Of course, you can go and put a speed in here. But I'm going to bring into a scalars right-click or right-click on this one converts a parameter and call it water. The speed x. This one. Let's convert that to a parameter and call it what, our speed y. And I'm going to take these and put them into the water as well. For this one as well, let me go bring in a multiply soda. We can tell this as well. So let's select this one and bring in a title and we'll call it water soil ink connected here. And I'm going to make this one the default one-by-one so that we can change this one to eight. Okay, now for this one, Let's go. And in order to connect these two into the speed, we need to bring in a pen denote append vector, which is this one, is going to take to, for example, this and this and convert them into X and Y are Angie and so on. For example, if you bring in 11, it's going to give you our one and G1, not just like add that connects outputs that too. So I hope you understand it. So let's go in here, Save. So now let's go and save that in here. I'm gonna go and in a speed x, Let's put something like 0.2. And now you see this is moving actually, looks like these to our speed x. So let me go. And this one make it y and turn it to 0 as well. Hit Save and Okay, now you see this is moving only horizontally. And using SPDY, we can add others as well. And the more you add the number, the higher the speed is going to go when you see something like this is actually very chaotic. So let's go and put one in here. Okay, Now we are seeing only one layer of water moving. And the good thing is that you see the reflections of these buildings being displaced in here. And that is a greater effect. So now I'm going to add another layer of water. To do that. I'm going to bring this one out. I'm going to bring this one in here and do all of the changes in here. Let's go in here and bring in a multiply. And I'm going to bring that to here and this one here. And I'm going to copy this whole thing and do another one. Let's go connect this one into here. And there are some changes that need to be made. So let's name this one water toiling underlying be, because this is the p. Now this one p underline what our speed x and this one be underlying who are speed v? So now let's hit Save. And now let's go see the changes. Now the tiling of both of them is the same is at eight. So let me go in here and title this one even more. Let's put it to 16. For the water speed. Let's set this one to one. And you see more water breakup happening in here. And let's set this one to one as well. So now if you look at this here, you are able to see the who're animation in here, which is good. Okay, now, let's go in here and set the color to be darker a bit because this is not actual, actual color water. So this is okay. And that is really dependent on you if you want to have more or less from that. And I'm actually seeing a bad shading in here. You see this is there are some jaggedy lines in here which will need to correct. Let's go point this one by selecting it. And this belongs to the sidewalk, sidewalk kit. So I'm going to open that in Blender. So here we are. Let's go to Solid mode and you see the bad shading happening in here. So right-click Shade Smooth and right-click on this one, Shade Smooth as well. And the same goes for this one. Let's go Shade Smooth and one for here as well. And I'm going to take all of them and hit Export. Now in here, we should be able to find them. So this is it. I'm going to take them all and hit re-import. And now you see that bad shading is gone. And now we have better geometry in there. Okay? Now the most basic setup for the water has been created and you can go and refine that even more. Now the next feature that we are going to add is displacing the water. When we need to solve, let's go in here. We're displacement, world position offset. I'm going to bring in alerts. This is going to be okay, and let's bring in the Alpha in here. And now we need to bring in another word, displacement that is manipulated. So I'm going to take something from this one and do a subtract. And we're going to subtract from the world displacement. So for this one, because we're all displacements or word position is having three axes. I'm going to bring in a vector three and convert that into a parameter and call it displacements. Okay? Now I'm going to set this black by default, and I'm going to plug this in here, like this one and bring this one into world position offset. Now let me go in here and take it and bring it into the water folder. Hit Save. So now let's go test that. But to test, we actually need to change this one. So something to know about this one is that this RG and B are x, y, and z as well. For example, or x is x, g is y, and B z as well. They are vector. Now the thing that we're going to manipulate is in the z direction. So we need to go to B. And because this is going to subtract from, so now I'm going to add n. Now you say this has been displaced ten units and bringing all of these as well. And when you try to paint more, whenever you're trying to paint, it tries to displace the geometry as well, okay? Just like this one, very cool effect looks like the water has eroded these parts. And even if we go try to play, you see that we are seeing true displacement in here happening. Okay? This is great as well. The ability to be able to change the surface of the material. I just change the color to something like this because I feel like this is more beautiful. So let's go and take this one as well. I'm gonna go for paint and try to displace the geometry on this part as well. Now you see. We no longer are able to see these intersect with each other. So this is very good. You can go on trying to remove the paint as well. You see the geometry tries to come back just like this one. And it's a very cool effect. Now, the next thing that we're going to do is actually taking the base color, the watercolor, and making it richer just a bit. And to do that, we're going to bring in another lobe and that is recolor. This one instead of two colors, it blurbs three colors. For the Alpha, I'm going to bring this alpha. And for the first one, I'm going to bring this. And for the second one, I'm going to bring this and there's another one. And I'm going to copy this one and bring it here again. Now let's take this one and connected and this one, let me make it watercolor p. Now, let's take this one and remove it. Now, it's going to learn the original color. And for the color that we add is going to use two values. So let's call it save. And let's go and change the color. We're seeing the result in here. Let's go for this one. You see that now in the middle, it's taking that color and changing it. So let's cancel. And I'm going to do that for this one. On the outside. I want that to be something more just like the color of the bricks basically, and not be so dark, just like that one. So let's go and bring this up. Not that much. After some calculations I came up with this. You can go and basically change what you want to do. Actually created this and now, let's go do some more things as well. So the first thing I'm going to go and remove this, just try to select these ones. I'm gonna go remove every vertex point data WE added. So now let's go and add some more. It looks like we have all of the channels turned on and that is not what I want. So let's go remove everything and you wanna make sure that you have only the blue channel. Let's go remove the green channel as well. And paint only with this one. Okay? Now it looks like we need to displace the color just a bit. So we bring up the material instance. And in here, Let's go take that back to the original plan. It's good. Let's go make this quiet black. Let's bring this one down. This one is a better watercolor. Now let's go for vertex point and try to remove some of this data. And it's okay in here, you can go paint as much as you want to create what you actually want to. So this is okay. Now let's go for this one, for this alloy a kid. And for that I'm going to go in the material tab and actually take my instance from this. I'm going to take that from it. And let's call it my alley. Because we have set up a lot of different colors for the water and we have this placement as well. The only thing that you need to do is actually taking these colors from the textures that are present here. So this is the base, normal and the mask. So let's go select all of these. And in here I'm gonna go a 100 score, excuse me, Alley, which is this one. So now the tiling is okay, and the color that you have is good as well. So let's go and bring in the normal and make it more intense that go from negative five. Now we have a more intense normal and it's better to look at. So let's go for the tiling and change the styling to one. And I feel like one is a better value. Let's go start painting. I'm going for paint and only paint with blue color. Let's bring the size down and try to paint in these areas. And then this center area as well. Just something like this. And let's connect these two together so that for example, these are connected. Okay? Let's do some more and bring it all the way to here so that it follows that shape. Now, this is okay. And I'm happy with it. Let's go do some more in here. In this right side. So again, go to painter and make sure we're only painting with blue. This is okay. And now the only thing that is remaining is the a street kid. And for this one we actually, we're going to have an intense vertex paint. So I'm gonna go here and pick up my material from this. So am I underscore street? Now let's try bringing in the textures. So tiling, I believe should be one. Let's plug in the textures. So this one, this is the normal and this is the mask, and that normally is okay as well. So let's go select all of them. Bringing my underscore a street, okay. Now the color has changed. Of course we can go in here and try to make that a bit more neutral. Just like the road material. This is okay. And in here, I'm going to bring in the same material, the sidewalk material. So that's easy. I'm going to bring that from here. This is the base, normal and cobblestone. And for the third one as well, I'm going to bring in another road, which is this one. So color, normal and mask. Now let's go paint some on these. First things. I'm going to bring in green and start to paint some of that road in here so that you see some changes in the color. Actually. Let's go back again. Or he can erase using this paint. So first, let's go for red and try to paint some areas. For example, you have this and this has been removed by the actual human activity. Just, let's try to paint some areas and try to be random on these. Okay, Now let's go for green. And using this green as well, I'm going to paint some areas and later on we will come back and give these a bit of more definition. Now we have much more robustness in here. So let's go for blue and try to paint some waters in here. So something like this, but let's not make that large. So let's go for the size and bring it down until very small portion. Okay. And this area we're going to paint, Let's make the paint continuous example to something like this, okay? Now, I'm happy with it. The only thing that remains is creating the material actually. So let's go to Select and only select this one and try to fix the materials for this one. Let's go up. This is it. Let's change the color to something more saturated and bring the contrast up only a bit. And now I need to make them normal, stronger. Not that much. Let's go four, negative four. Negative three is a good value. And let's go for this one. Let's add a bit of contrast. Okay, hit Okay. Now that I'm looking at it, this is too intense. The information that we have added is too intense on the street. I can go into mesh paint and try to remove some of these areas. Let's go for paint. And I can bring all of the channels and a star to remove. Actually, let's make the size bigger bit so that it's not so randomly placed. Something for this one as well. And I'm thinking about not adding the second road material, only adding this cobblestone and main road as well as some water. So let's go for paint. I'm going to now only paint with thread. Let's bring in some of that. And you see it's a better value. And let's bring in some in here as well. Now, let's make it continuous. Then this one is better, I believe. And for water as well, we can go and make that a smaller just a bit. Not to make that so intense. Okay, this is good. Now, of course we can go invest more time and try to build in more details that you want. And actually, this lesson is done as well. So this chapter, and congratulations for finishing this chapter, we learned something about the material creation and how to use that. In the next one, we try to add a bit of lighting as well as some proper placement to make the environment better. Okay. See you there. 97. Some Scene Corrections: Okay, everybody, congratulations for finishing this scene. But of course, there are some things that we need to change to make this scene even better. And now if we look at this, you see that the interior of the building is empty and we can do something to fix this one as well. So I have gone ahead and downloaded some free curtains models so we can use on these. Of course, I'm not really actually bringing in some complicated materials because these are sidewalks. And of course, because these are downloaded from net under license doesn't allow me to share this with you. I'm going to bring them in here just for the level design process. So I'm gonna go take this one. And let's go to Viewport. And I'm going to bring in the curtain model in here and place it right in here. So let's go and find one of them that suits this need. So this one isn't simple one. And I'm going to bring that and use it in here. So of course, the size is too much. Actually. I can go in here and I believe that I showed we scale it sometimes lower. Okay, this is it. And now I'm going to bring it and place it right in the center. And then we scale it. Some more. Example. Let's try point to. And now from now on, I can take and bring this one in. And it takes just a bit of experimentation to get this going. And it Compile and Save to see the result in here. Of course now you see the result per. This is going to hide that effect for us. Okay, I've got something like this. Let's compile and save. And if you see them being too bright, is because I have gone ahead and applied the subsurface on all of them. All of them are subsurface and two-sided. And because we have some point lights in here being rendered, this actually affects them really much. And if I take this light and delete it, you see now it's no longer getting effected by that light. Okay. Let me go back. And I'm going to take these lights, all of them. And I have put them in a folder and I'm going to turn them off. And this one is for it. And of course the color is too bright for my taste. I can go in the Color and try to bring it down just a bit. Now you see it's a lot better. Of course, they can create different materials for different parts, and maybe we do that, but this is good for now. So let's go for this one. I'm going to take this blueprint, bring it down. And I'm going to use this one in here. And of course the pivot is alphabet on this one, I believe. You have to pay this off. So we need to actually do something like this. I'm going to rotate that 180 degrees, excuse me, 90 degrees and then try to place it in here. So I'm going to pause the video and get back to you when it's done abroad, descend and Compile and Save. And this is the result that you're getting. I'm happy with it. Now for these ones. Of course before that, let's go and do something for this one as well. So I'm going to create new Blueprint Class actor, or let's call Convert Selection to Blueprint class and make that actor. So that when I turn this off, this actually disables. So now I'm going to bring in a curtain mole and place it here so that there's no visible interviewer problem though abroad this in here as well. This is the result that you are getting. So let's go. I'm going to find material, actually this one, and it's here. So create a material instance. I'm going to drag this material instance on top of what we have here on both of them. So I'm gonna go here and bring this one down so that it's a more neutral color. So hit Save. And let's go for subsurface color as well and bring that down. Okay, now you see that better form happening in here. And I'm actually liking this form. It's really good. Okay? Now, everything in here is more prominent. So now, now that we go back, we're able to see these, but there are some changes that need to be made. For example, I'm going to go find this one. And of course for the curtain and find materials. And that is this one. Again, I'm going to create a material instance from it. Let's call it just something random. And then I'm gonna go back and apply the materials on these. So let me go in here on the material and I'm going to bring the subsurface amount down. And I can use, for example, a red color or basically anything. So I went away with this color. Of course, they can make variations as well. For example, let me go in here. This is it. Now, I'm not actually going to do anything with this. I'm going to the details panel. And in this Details panel, Let's find the curtain model that is here. So I'm gonna go to Content Browser and select this one. And in this, let me drag this one up. And in here, I can assign that much area. Now you see I have different color in here, and we're totally good to use that. So let's go and give some more. Just in this way. I'm going to go Select, and in here, I'm going to select the curtain model, create a new variation from this example. Let's make this one red. So something like this. And bring the subsurface down as well so that we see the color perfectly. Okay, just something like this. And I'm going to, while having this one selected, I'm going to replace that with what they have there. So now the color is too prominent. I'm going to invest a bit of time to make the colors actually better. Okay? After some investing some time, I went ahead and change some of these curtains so that they are not so repetitive. So the next thing that I'm going to do is creating something for this. And again, I'm going to go convert this one into a blueprint and I'm going to make it harvest so that everything that we create going to be replaced on top of this. And there's no need for actually manual replacement for actor. Now, this is okay. I'm going to bring in a curtain model and place it here. So let me close out all of these. And this is the model that I'm going to bring. Now it's huge. We need to go and make it point to one in all directions to make it better. So let's bring it. I feel like I can actually re-scale it in a bit. Let's go in here, make it 0.1 again. Let's go to front view so that we're able to manipulate that better. So I'm going to take it and we scale it just a bit and rotate it as well. But if you want a bit more freedom, you can go in here and hold down Shift to be more exact. In this, let's apply that in Y as well. It compile and save. Now let's go see the results. Okay? This one is good as well. Very good result. We got there. But actually there's some empty space in here which we need to cover. So I'm going to go open this one up and copy these files from there. Okay, so that I can close the gaps. Just hit Shift and Control and C to copy and bring that in here. Let me take this one, open it and inherence just Control V to paste them. And now I can bring this in here. The only thing that we need to do is taking these walls and replaced them to get what we need. So this one needs to be scaled. And this one needs to be scaled as well. So there's this one as well. Let's go. We scale it, Compile and Save. Now everything should be alright. Okay. But I feel like for the color of this one, we can do better. So let me open that. And I'm going to take an instance from this. And I'm gonna make this one green, dark green, and bring this one to black so that we have no subsurface in effect. So I'm going to take this one and open this one up and apply the material. So it looks like it's not doing. Let's do that manually. So I did that. Now we're getting different color. Let's copy again, bring this one in here. And I'm gonna give this one a red color. This one is okay, but let's make it less saturated. Okay, Just something like this. And I should have selected this one and placed it here. Okay, this is alright. And I'm going to bring this one in. And it's okay. And I'm going to do some more for these as well. So for the first one, Let's start with this. Convert that to a blueprint class and go all the way until you see actor. This is it that may open it up. Then I need to bring in the curtains in here. And this is what I'm going to use in here. Let's resize it. Of course, in all of the directions. So 0.1 in all of the directions. To get the scale right. Now, I'm going to take this, bring it up and resize it just in this direction. So I'm going to bring it in front of it. Okay, that is it completed, so Compile and Save. This is it. Of course, I'm going to go take all of the materials and bring the actual color down a bit, make it darker. So for this one as well. And this one, last one. Okay, I did this one as well. Now, while having this one selected, Let's go right-click on it and Bros, okay, this is it. And I'm going to take this and all of these right-click and replace with this. Now, all of them have the same thing. Then I can take this one and go in here. Let's rescale it in y by negative one so that an inverse stat. And then bring it here in the mix to use it. After investing some time, I created all of them. And of course now we can go and create a glass material as well to place on top of these. And of course there's a glass material in here which you can utilize. So I'm gonna go select this one which is here. And I'm going to bring in a plane. Let's add a plane. And I'm going to just place this on top of that. So just something like this. And if you are happy with it, you can go into the front view and start to use that. Though, let's make it bigger. And now in, only in z. Okay, this is it. Now having that selected, let's go and apply the glass material on it. Now, Compile and Save. Now you see the glass material being applied and adding a good dimension in the sea. That's a very good one. And now that we have this one, I'm going to copy that and go to all other ones. I'm placed that as well to use this on these ones. So that's only a matter of bringing it, rotating and placing that, see how that works. So you need to place that. N. Lets go. This is it. Okay. You see now it's really looking finalized this class Mansuri and really gathered a lot of cool things in the C. Okay, let's go copy this, copy this one instead. And now we're in here. Now it's only the matter of taking this plane, bringing it, resizing and bring it in the front of the curtain. Bring it out a bit, just to resize and bring it in place and hit Save. Okay? Now you see it's really starting to look like a room. And I'm gonna do the same thing for all of these as well. Let's go for this one just selected because this is an instance, this is a prefab. Everything you do is going to be applied to all of the instances that you have played in the scene. And it's a huge time-saver. So now this is good as well. Now, happy with this. Let's go do the rest of them as well. So in here, Let's place it. And all you need to do is bringing that here. It looks like we have no we do not have anything. So I'm going to check the curtain, bring it back and bring it in place, and I start to resize it according to the size of the module. Okay, Compile and Save. Okay, Now you see it applied on all of these. And there are just some more remaining. This is the other kids. Now let me take this, bring it back. I'm going to place this right on the place. Okay, so easy. And this prefab system really allows you to do a lot of things that are so repetitious in one-click cell compile and save, and done. And I can really divide the scene before class and after class. Adding these glasses really added a lot of realistic minus into the environment that we are creating. Let's go for this one as well. Open it. And I'm going to bring the plane and start to use that on top of this. Just drag it back. And you want to place this in-between the curtains and the door itself. So save, and now this is done as well. Now finally, for this one, for this one it's actually a bit harder because we're going to create a custom mesh vertices. Because I want the mesh to actually follow this curvature. And after that applied to that, okay? This is the mesh that we have. Okay? Now I'm gonna go bring in a plane. This plane is going to be rotated in this direction and I'm going to actually place it in the mesh. Okay? Now, let's take it. We have a bit of resizing to do. Okay, now I'm going to apply scale and rotation. And I'm gonna give this a bit of tessellation to work with. So set it to sample and four is good enough. Let's see how much we have. First things, I'm going to go on top and bringing the proportional editing by hitting O. Now let's select this top row and start to move, G to move. And when you bring that, just try to increase that so that you get something like this. And for this one as well, Let's go take this and this and try to bring it back with a smaller circle of radius. Okay, this is good. Now we have created the plane right-click Shade Smooth. And now, final thing, I need to take this and remove it. We created the plane. So easy. So let's copy the name from this one. And I'm going to paste the name and call it window. And it's done. Now I'm going to export. Of course before that, I'm going to borrow the pivot from here. So as always, this is the method and now let me take it and export. I'm going to import that here. This is the mesh that we're going to use. Okay? I'm not going to make that night have that in mind. So this is it. I'm selecting that and opening this blueprints, which is this one. And I'm going to just take this and drag it in. You see that? Because the period is right, that has been placed right on where that we want. So let's apply that glass material to see how that works. And hit Compile. And now we need to bring this back a bit because I want to see the see the woods actually be in the middle of the glass and empty space. So what I'm going to do is taking this, drag it back until we get something like this. Okay? Now let's look at them. It's alright, just like the glass has a sticked to the woods. This was the last layer of change that we did. And of course there are more changes if you want to do, for example, copying these buildings, creating more things with them. You have the knowledge and you have the kid to start working with. So now what I'm going to do is actually taking this building and creating something in here with it so that it doesn't go into emptiness. We have something to look at. And I've gone ahead and created a folder structure. You see, this is the allocate. This is the museum kids. Of course, we should place this n. This is the residential kit. And now I'm going to select these two and move them into residential kit as well. So now let's go for residential kit. Now we have these, okay, and let's go for museum as well, because we created these blueprints just now. They're not in the folders. I created the folders prior to creating these sono problem. Now it's fixed. So Museum and I'm taking this residential kids. Let me go grab the contents inside it. And it's until here, hold down shift to select everything. And now I'm going to hold down Alt and drag it back. It created a building out of that. So let me see what we have here. Instead of that, let's hit Control and D to duplicate them. Let's drag them back. And there's some problem that we're going to fix. Let's place this in here and take a bit of time to create some bank buildings there. Now when people look at that, they're able to see some buildings there and it's not empty. So it looks like this needs to be fixed. Let's go to local and place it right where it needs to be. So now when people look at that, we have some buildings, they're pretty cool. So now I'm going to take the contents of this one as well, Control and D. And I'm bringing this one back. But since we only are able to see this content, I'm going to drag this just like this one. And I'm going to replace some walls with it. So what I'm going to do is taking this, bring it back. I'm going to create something with this, just like this one. And now I'm gonna take this and while being in the local mode, I'm going to drag it out, rotate it. It looks like I need to take that back just a bit. Okay, this is it. And now I'm going to replace it with the tiling wall, which is this one. So let's go and apply that. Now abroad this n. And I'm going to take these two and duplicate them. And now I'm going to take all and rotate them so that I placed them in the wall instead. Okay. Now let's go and see that. You see, now we're getting a cool result there. And everywhere we look, we have buildings. It looks like this is a backyard. And basically whatever story you can think of. Okay, I can finally declared this lesson finished. And you see how adding these details really take their environment into the next level. And in the next one, we will start actually lighting the scene. Okay. See you there. 98. Lighting and Post Process: Okay, everybody, congratulations for finishing this environment will learn a lot in this course. And now it's finally time to light it. And the same can be really broken or improved by the lighting. And there's a saying among lighting artist that I say lighting can make or break your scene. And that is how important the lighting is. Good lighting can really push up a medium level to a AAA level. Kind of bad lighting can really hit and destroy a AAA level to a PS1, their work environment. So now we're going to start lighting and we're going to use lumen. The lumen is actually the global illumination that was introduced inside Unreal Engine five. And it's a new technique and you can use it. Of course, if you started this project by Unreal Engine five by default, the luminous activated. But if you upgraded the project from you E4 and there are some things that you need to know. And that includes going into this engine. Of course, bring the Project Settings, go to this engine. And here you have the rendering tab. And you want to scroll down until you see it. Global illumination that should be set to lumen and reflection method to luminous world. And by activating them, it will activate the generate mesh distance field as well. And if you're gonna use ray tracing also, he want us support for real hardware ray tracing, as well as use hardware ray tracing when available. Okay, using this term, you are able to light the scene with lumen. And the first thing, let's bring in a post-process. I'm gonna go in here and in the volume or in here, just search for post-process. This post-process, as the name suggests, as after you do all of the things and light your scene and then finished lighting, you can use the post-process to add some finishing touches. But now I'm going to bring that and do something and that is checking the exposure to be in a good value. So we go in here and this post-process, dan, you wanna go scroll down until you see this enable an infinite extent. And when you check this, no matter if you're outside of the post-process volume also, it's going to take effect, but if the activated you want to take the post-process volume and scale it enough to encompass the whole environment. So this little checkbox helps you a lot of headaches away. So you want to scroll until you see this exposure. And in here, there are two settings. I'm not going to do with these, just for mean brightness, set it to one and format max brightness as well, sorry to one. And this disables the eye adaptation effect. When you look at the dark side hand and turn your head away towards the sky or somewhere bright. Some adaptation effect happens. So now you see, let me go into the dark room. And then if I go back, you see the scene gradually bloom up. And when I go from light place to a darker one, you see it gradually blows up. Then I do not want to cities. So we go in here and for mean brightness and max brightness as set this one, all of them to one so that it disables and we do not see that, of course, we have a consistent exposure throughout the whole scene as well. Then in this exposure component also, we have something to control the amount of global illumination in the scene. For example, in these areas that are not directly lit by the sun, it's totally pitch black. And you can increase this or decrease that to increase the amounts of lumen contribution into the scene. So he's using this one along so good the directional light, you can add a lot of light in the scene. And of course for now, I'm keeping that at one so to see what happens later on. So now everything in here is in the dark site and we're not really seeing a lot of those shapes that we have here. You see, although we have some pillars in here that are extruding out of the surface because this is not placed in the light and all in shadow, we're not seeing those fine forms. So now I'm gonna go check this one. Then you have one option that is holding control and l, right? Control and L. And then drag the light to test the different lighting situations in the scene and they totally reflect the way you want it. And it's a matter of testing to see what happens in the scene and what shape do you like the scene to have? For example, now the scene is having more shapes to it and you're able to see the forms and gets them a lot better than having them all in the shadows. Now, I'm going to experiment with it a bit. Change this around, change this widget around in all axes to see what I come up with. And it's a matter of personal preference. You can light your scene in another way. So the only thing that I'm going to do is going in here, you can either go hold down control and l, use this widget to light the scene or turn this one around. And this is going to do the same thing. You just look at the point that this one is pointing towards. And if I bring in control and L and drag it, you see that is moving with it. And it means that these two are bound together. Turn this, that is going to turn as well. Next one, you can go in here and try to use this rotation instead. So that is your choice. Now, I'm gonna go and rotate this to find a light angle that I like and get back to you. After some experimentation. I came up with this. And using this one, you see we have a bit of separation in these forums. And also in here we have something, the lightness going into this shadow, which creates a good effect. So now to determine on the color, you can go and either use temperature. You can either use this temperature or by the light color. And for light color, you never want to go to something like this. This is not actually what happens on Earth. Of course, if you're going to create something sci-fi or those kinds of things. So you can go with this method. But before going for the light color, I really recommend you to stay in-between these areas and not go too much on these edges. So the next thing is actually using temperature, and this gives you a blend between the cool color and light color. And actually depends on what actually type of scene here are going to create. And of course, I've decided that I really do not want to touch this at all. Let's come in here for light intensity. I'm going to bring it down. The scene is blooming too much. Then this one is a better value. And for now, I'm not actually doing anything with the directional light. And now let's go for exponential height value. And I'm going to bring this down. And you want to come in here and proceed to activate the volumetric fog. And this takes the fog and makes it volumetric and it blends better with the environment. So let's deactivate this. And in here now, we can go in here and in the fog intensity, you can really crank this up to a value. And again, this is personal preference and the fog is actually clamped to 0.05. But if you want to go more, you can actually go to anything that you like depending on the type of environment. So normally I stay with something like this or a little bit better. And you can check to see before and after, and you see how much depth it adds in the scene. And then we have this bug bite fall off. And it can really help you to determine the starting point for the height fog. And you see this is the height fog has been placed in here. And just remember what happens when I bring this up. You see, when I bring this up, the fog gets denser in these places. This is actually the ground plane. And normally fog in the ground level has the most density. And the moment that you go up the density decreases. So one way to get more fog in the ground level is actually taking this and offsetting a bit to the top so that you get a lot of fog in here, although we have not added a lot of fog in this fog density. So in order to make this one a bit better, I decided to move this down so that we're not getting a lot of fog in here. And using this height pull off, you can actually take this value and clamp it to a number that you want. This is basically what it does. And of course you can have the second fog data and increase a bit of more fog in the scene. Just something like this. Okay. And then in the skylight as well, you want to make sure that it's set to real-time capture. And of course, have the sky atmosphere in the scene as well. Because I believe it's not going to work without this guy atmosphere. And to bring in this atmosphere, if you do not have, it's simply go into this visual effects. And this is the sky atmosphere. And that is actually what it makes us unable to do something like this. You holding down Control and L, Let's go back to where we were. And in the skylight, there's an important setting and that is Intensity Scale. And this intensity scale is actually working in the places that are indirectly lead. For example, these whole building is now directly lit. But there are some places that are not actually directly at it, just like in these shadows. And if we crank this up here, getting more in these areas, for a lot of times you do not want to go too far from one in positive or negative directions, and you want to stay in-between. Similar ranges to stay PBR, true enters in direct lighting intensity as well, which adds a bit of more lighting in those areas. Then we have the light color as well, which is responsible for creating the color in this shadowed areas. For example, if I turn that to something like this, you see the color in the shadow places changes. So we do not want that. But it's good to know that there's something like this that you can imagine. Now, let's go to post-process. And I feel like we have added a good lighting in the scene, but post-process can even take this further. So let's go and see the changes. The first thing is bloom and not actually doing anything to bloom actually makes the lighter areas Bloom really. If you take a look at the sun and increase it, you see. This bloom happens and you're seeing something like this, which is not actually so natural. So I'm not going to actually touch the blue and the exposure as well. We have talked about it and then we have chromatic aberration. And this one create a circle in the scene and offsets the image based on that circle. And if I do that, you see the effect that it's happening. But of course, for having a natural environment, this is not actually recommended. But if you're going to create something like a horror game or a game based on old errors where there were a bit of actual chromatic aberration in the cameras. You can simulate that in here. Then we have the dirt mask and this mask and gets a black and white image and gives it to the scene. So if I bring in the intensity, you see that we get this third mask based on this. And if you change it, for example, to something like this, you get this. If you want to have some customized things in the scene, he can use that. So I'm not actually using that as well. So these ones as well are not something that we use. So now let's go to temperature. And in this one, using this term, you can bring it down to make it cooler, or you can bring it up to make it warmer. And now right away, I'm thinking that the scene has a yellowish tone that I do not like really. And I'm going to decrease this value to get something like a morning light that is rather neutral and not having that much yellow in the scene. So let's compare that before and after. And now you see it takes a lot of those yellows away, resulting in a more natural lighting. And I'm actually liking the effect and actually got some of that away as well by decreasing this value. And now we can see the before and after. And I'm actually liking this one more. And you can go into directional light and add a bit more intensity as well. For example, bringing this one to eight will result in having more light, but I do not like that. Let's place it in here. And the light you see has an emphasis on the forms. And in here we have a lot of the forms distinguished from each other. So again, let's go to post-process. And then in here we have the tint as well, which you can bring into 20 are seen to your liking. This one goes towards the warmer color, and this one goes to the cooler colors. Of course was something neutral. He really do not want to touch this or a bit. The slight change so that it doesn't break the realistic NUS of the scene. So I'm not actually doing that. And one of the most important ones is this global in the color grading tab. In here we have global shadows, mid tones and highlights. This global is going to change everything as one piece. For example, if you go and change the saturation to something like this, you see it changes the whole scene together. And it's going to change all of that together. And then closing this one, closing this global, we have the shadows. And the shadows is responsible for darker areas of the scene. And it totally ignores everything but the shadow areas, for example, let's go in here and I'm going to add a bit of contrast to the shadows. If I start to increase the shadows, you see only the areas that are darker get manipulated. So you see that this global is actually for the whole scene. This shadow is for darker areas. This mid shadow. Let's again increase that. This is good for places which are not totally door and not totally bright, basically midtones. And this highlight is for places that are exposed more towards the sun, basically whiter areas. Let's go in here, bringing the contrast. And you see in these lighter areas where our pure white, we're getting changes. So normally you want to stick to the global for changes and some of these if you're going to actually change. So let's go and revert these to the default and see what we are going to change. I'm going to change the saturation to add a bit of more blue light or blue tints in the scene. Then if you actually want, you can increase this value to get something more. Now I'm going to experiment a bit to find a good value that works with my taste. Okay, this is it. And now I'm going to bring this one up until here. Now we have the contrast as well. A lot of times I add some contrast in the scene to have a differentiation between the black and whites in the scene. And if I, if I increase that DC, we get darker in the darker areas and brighter and brighter areas. I always put a value from 1.11.2 or 1.25 based on actually what you need. So this one, let's go for 1. And it's okay. Then this gamma as well can make this even darker or lighter. For example, you can add more and based on a color. Again, I'm going to go find the value that I like and then get back to you. When it's done. This is it. I added a bit of a slight blue with a slight number. Then we have this gain as well, which is responsible for manipulating the luminance as well. You can bring it down to make the image darker, or may bring it up to really add a lot of gain in the scene. So you can go select a value and based on that dark in the scene or brighten the scene. And again, I'm going to experiment a bit. This is the result. Now that I'm looking at this, the shadow parts are too dark. Now you already know that for manipulating the shadows only we can go in this shadow tubs that we checked previously. And to make them a bit brighter, to have some more light in these areas, we can go to the gain, for example. And bringing the gain just a bit. And you see it adds more lighting in this shadowed areas. Okay. It's okay up until now. And I'm looking at different angles to see which one is good. And I created some bookmarks to check the different lighting situations. To create a bookmark, you can go, for example, hold down Control and two, and it creates a bookmark for you. Whenever you go back, just hold to it, brings it back to you in the same place that you hit the bookmark. So now let's go and believed that I'm not actually going to change anything in these areas. So let's close this out and then this makes misc, we have color grading look-up table, and Unreal Engine has some default lookup tables. You can search for LUT to bring these lookup tables and these will alter the colors to some colors else. For example, you can see that this actually changes the color to something else. And it's just like shifting the colors around to give them different values. And there are different colors that you can use. For example, this is daytime, this is morning. And this adds more balloon the scene and good for night scenes. But I'm going to use that daytime, which actually what I'm going for, rather neutral lighting without having a lot of yellows that we are seeing in the scene. And then we have this film, which are actually tell you not to change them unless you have a strong reason to. Their good for adding contrast. Blacks and whites in the scene. And then the Global Illumination method is already set to lumen. Lumen global illumination. He can turn on these studies and for Lumen, scene lighting quality, you can drag them up. And this lumen final gather quality is a good one as well, although it's kept to two. But you can go for, for ten, 20, or basically whatever value that you want. And it's going to improve a bit of lighting quality in the scene. Then we have the reflections as well. And this one also you can set to lumen. And for quality, you can match it up to ten, for example, it's going to make the reflections better. And for ray lighting mode, you can set it to hit lighting reflection. It's better for quality but decreases a bit of performance. So I feel like this is enough for lighting the scene. Of course, you can go further. I just wanted to have a separation in-between the values to separate the forums from each other, and to add a bit of lighting. And if you see some places are dark, you can use fill lights to add a bit of more lighting in the scene. And fill lights are actually Bakelite study replace for example, we can bring in a point light and drag it in here in this area to load it a bit more. But make sure that you go and change the intensity to something really lower. Add only a bit of the lighting, for example, let's go and check this before and after you see it adds a bit of more balanced lighting there. And this is a technique to darken or lighten some of the areas of your scene. And actually, I'm happy with this lighting. He can go invest more. He can go and change the lighting direction to totally get a new mood. You're basically free to do a lot of experimentations, to see what you come up with. And you see how this change of lighting actually changes the whole mood of the scene. But I'm happy with this one. And now I'm going to stop this. And in the next one Who will add some cameras and things like that. So that if you're going to take some screenshots here, are able to see you there. 99. Camera Placement: Okay, everybody, we finally finished the scene. And of course you can go and invest more time in it to add more lighting, different lighting situations and basically those kinds of things. And for a good lighting, you can bring in some references and try to light your scene based on those references. And if you have consistent reference package, you can actually light the scene a lot better than lighting that from the mind. And references are a good one to guide you through the journey. Now, who created the scene? Created materials, light the scene, post-process and those kinds of things. Now to add the final one, we're going to go and bring in some cameras so that you are able to take some screenshots for post posting on a portfolio and those kinds of things for bringing in the camera. You can either go in here and in the cinematics, you can bring in cinematic camera, actor or another way he's actually going in here. And it, based on the view that you're in, it's going to create a camera in that view. But if you bring in a camera from here, you must bring it and then try to bring it up to a rotation to find the angle that you want. Or you see the thumbnail of the camera in here. But another way that is faster a bit, he can go find the angle that you like. And in here, just create a camera in here, cinematic camera actor. And it places the camera right where you were looking at. And then to make the camera or even more better, you can go in this viewport and bring this viewport up and take the camera, right-click and pilot the camera. And this is the result that you're getting. But I do not like the lens in here. So we can go into this camera than try to change some settings. One is current aperture, Bring it out so that you see better quality in there. And one more is going into this film setting and try to change soda, we get those horizontal bars. So I'm gonna go in here in the Details panel, bring this one up, and I'm going to lock that soda no matter what we do, this setting is always there. So I'm going to bring this up and bring this one up as well. So now let's go change the camera settings a bit. Now you see we have these horizontal bars as well. But for the second one, let's go and increase this one. Something like this. I really like this cinematic bars. They add a cinematic feel to the shot. And you can experiment a bit to find a lens that you like. For example, bringing this one down a bit, and then decreasing this one as well. To add that feeling, Let's drag this one back and remove this one as well, so that we're not seeing a lot of those empty areas. So this is a personal choice. And now you see that we have an angle in here than the lighting shadow. Everything is working alright? And of course, the camera also has some post-process settings that are only bound to that camera, not the whole thing. And you can find that by scrolling here and to the post-process. And these are the settings that you can use to change it. For example, for color grading. If I change it, it's only going to change based on that camera. And if I go out of the camera, it's gone. So when you go to this camera, it enables that is per camera, you can start to use. If you're going to bring in more cameras, you can go to the angle that you like, for example here, and try to bring camera in here. But if you are happy with the lens settings of this one, you can take hold down Alt and drag this one out to create a new camera. Then you can go in here, pilot, and find the angle that you like. Paste it there and go back. So you have another camera to take a screenshot so you can go pilot the camera and it's better to go using this full window, using this one actually. So let's go and try to bring that camera pilot. And now you have this. And now we can take a screenshot from here. So for taking a screenshot, you go in here and high resolution screenshot. And then you can bring in the resolution up. Of course, this one's more resources and then hit capture. And if you put it to something like two, it's going to take a lot to render. And if you go to three or four, it's going to break, maybe depending on the complexity than the strength of your machine. So you hit capture, it's going to save you out there. And then this is the result that you're getting. And there's one more setting that you can use to boost up the quality for some screenshots. And that is the screen percentage and the default is a 100. So now we are below the average the screen as percentage. If you go to a 100. Now, this is the default screen percentage, but if you are going to go higher for some screenshots, you can go to 2ND and it sharpens the image a bit more. Now let me go and take another screenshot this time with a screen percentage set to 200. And this is double the size and it's going to even be heavier for performance. So make sure that you use it wisely or otherwise Unreal Engine will break. So this is with 75 per cent, which is actually below the average. And this is with 200 per cent. And it just like adding a sharp and effect inside substance, it's going to sharpen everything up to get a crisper image. So now that you know about camera placement and things like that, I'm going to pause the scene and get back to you with more camera content while hours of the camera, or created some cameras to take the shots from different angles. And again, target the screenshot based on those settings that we had. And this is the result that we are getting. Of course, I went ahead and added this horizontal black bar to make it more cinematic. Although it's included in the camera in unreal. But when you export it, you must manually place it are created at ten ADP image and then pasted them in and added this black bar on top of them. So this is the result. This is the first image, and then the rest of the images that I took using that this is a overview of the scene. And actually we created what else we got through to create this modular buildings. Set. This one with the focus on the alley. This one going from the residential all the way to a museum. And this one for the top. This one again, having a concentration on the alley. Of course we could go and improve this tiling texture by adding some vertex blending. So that's your choice to do basically what you want. So I took screenshots and you have the cameras available to you. And of course I'm sharing this screen with you. And the only thing that you're not getting is this curtain files because these were downloaded for free and I'm not actually allowed to share them with you. So this was it. This chapter is finished as well. And I'll see you in the next video. 100. Thank You: Okay, everybody, congratulations for finishing this course. And this is the final video. And we're going to recap on what we learned in this course. We went over the modular theory and then after that we blocked out the scene to make sure that everything is alright. Any see that those blackouts now turned into AAA prompts that can be used for creating a game. And they work in conjunction together very well. As throughout the course, we face some problems, solve those problems together, and basically learned a lot of more things. This was a great journey for myself, enjoyed a lot creating this environment and hope you did that as well. Learned a thing or two from this course, we'll learn how to create modularity for geometry, for materials and how to reuse as much possible as the data that we have already. For example, instead of going and creating a new brake material, we went and alter this red brick into something new in Substance. Designer, we created material functions so that we can duplicate them around, use them in project when we create different new materials, instead of going and creating them from scratch. We created vertex planned for this, created a lot of nice details and so on. And now you're equipped with the knowledge to continue your journey making modular environments. Now I hope that you have enjoyed that as well. We had a great time learning this and god bless goodbye.