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Create 3D Environments in Blender, 3ds Max or Maya & Unreal Engine 5

teacher avatar FastTrackTutorials, Premium 3D Art Education

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 Trailer

      2:25

    • 2.

      01 Introduction And Finding Our Main Reference

      23:18

    • 3.

      02 Continue Finding Our Reference

      26:24

    • 4.

      03 Folder Structure

      4:05

    • 5.

      04 Blender Layout And Navigation

      25:21

    • 6.

      04 Max Layout And Navigation

      27:34

    • 7.

      04 Maya Layout And Navigation

      31:11

    • 8.

      05 Blender Going Over Our Modeling Tools

      30:22

    • 9.

      05 Max Going Over Our Modeling Tools

      25:32

    • 10.

      05 Maya Going Over Our Modeling Tools

      32:46

    • 11.

      06 Blender Going Over Our Modifiers And Hotkeys

      14:59

    • 12.

      06 Max Going Over Our Modifiers And Hotkeys

      20:38

    • 13.

      06 Maya Going Over Our Modifiers And Hotkeys

      7:03

    • 14.

      07 Bonus Blender Splines

      6:18

    • 15.

      07 Bonus Max Splines

      11:57

    • 16.

      07 Bonus Maya Splines

      18:16

    • 17.

      08 Bonus Blender Booleans

      6:43

    • 18.

      08 Bonus Max Booleans

      5:27

    • 19.

      08 Bonus Maya Booleans

      5:56

    • 20.

      09 Introduction To Unreal Engine 5

      27:06

    • 21.

      10 Creating Our Blockout Part1

      35:46

    • 22.

      11 Creating Our Blockout Part2

      36:37

    • 23.

      12 Creating Our Blockout Part3

      29:57

    • 24.

      13 Exporting Our Blockout Assets

      4:49

    • 25.

      14 Blender Creating Our Final Modular Assets

      24:59

    • 26.

      14 Max Creating Our Final Modular Assets

      35:07

    • 27.

      14 Maya Creating Our Final Modular Assets

      27:06

    • 28.

      15 Blender High Poly To Low Poly Modeling Part1

      55:51

    • 29.

      15 Max High Poly To Low Poly Modeling Part1

      47:53

    • 30.

      15 Maya High Poly To Low Poly Modeling Part1

      38:58

    • 31.

      16 Blender High Poly To Low Poly Modeling Part2

      16:57

    • 32.

      16 Max High Poly To Low Poly Modeling Part2

      23:51

    • 33.

      16 Maya High Poly To Low Poly Modeling Part2

      39:49

    • 34.

      17 Blender Uv Unwrapping Our Pipes

      27:06

    • 35.

      17 Max Uv Unwrapping Our Pipes

    • 36.

      17 Maya Uv Unwrapping Our Pipes

      30:47

    • 37.

      18 Blender Preparing Our Pipes For Baking

      18:46

    • 38.

      18 Max Preparing Our Pipes For Baking

      16:21

    • 39.

      18 Maya Preparing Our Pipes For Baking

      13:24

    • 40.

      19 Baking Our Pipes In Marmoset Toolbag

      10:53

    • 41.

      20 Bonus Baking In Substance Painter

      6:40

    • 42.

      21 Quick Introduction To Zbrush

      16:22

    • 43.

      22 Sculpting Our Modular Pieces Part1

      22:24

    • 44.

      23 Sculpting Our Modular Pieces Part2

      17:28

    • 45.

      24 Sculpting Our Modular Pieces Part3 Timelapse

      8:08

    • 46.

      25 Turning Our Sculpted Models Into Low Poly

      10:54

    • 47.

      26 Uv Unwrapping And Baking Our Sculpted Meshes

      39:29

    • 48.

      27 Introduction To Substance Designer

      10:45

    • 49.

      28 Creating Our Concrete Material Part1

      39:43

    • 50.

      29 Setting Up Our Marmoset Material Render Scene And Balancing Normal Map

      20:11

    • 51.

      30 Creating Our Concrete Material Part2

      42:52

    • 52.

      31 Creating Our Concrete Material Part3

      40:00

    • 53.

      32 Bonus Useful Nodes And Techniques In Substance Designer

      18:59

    • 54.

      33 Cleaning Up And Uv Unwrapping Our Modular Pieces

    • 55.

      34 Introduction To Substance Painter

      15:00

    • 56.

      35 Texturing Our Pipes

      45:30

    • 57.

      36 Importing Our Assets And Textures In Ue5

      12:19

    • 58.

      37 Setting Up Our Materials In Ue5

      32:38

    • 59.

      38 Replacing Our Blockout Part1

      8:35

    • 60.

      39 Replacing Our Blockout Part2 Timelapse

      19:28

    • 61.

      40 Creating Our Decals

      37:49

    • 62.

      41 Introduction To Speedtree

      13:20

    • 63.

      42 Creating Our Ivy Part1

      38:49

    • 64.

      43 Creating Our Ivy Part2

      39:52

    • 65.

      44 2 Bonus Creating Our Additional Ivy

    • 66.

      44 Creating Our Ivy Part3

      15:20

    • 67.

      45 Doing Our First Lighting Pass Part1

      36:36

    • 68.

      46 Doing Our First Lighting Pass Part2

      23:57

    • 69.

      47 Where To Find Free Resources And Doing Level Art

      29:03

    • 70.

      48 Level Art Narrated Timelapse

      16:20

    • 71.

      49 Polishing Our Environment

      32:05

    • 72.

      50 Optimizations

      20:37

    • 73.

      51 Creating Portfolio Screenshots And Videos

      19:07

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About This Class

Create Complete 3D Environments in Blender, 3ds max or Maya & UE5

This step-by-step tutorial is tailored to teach you the complete process of creating an environment from scratch, regardless of your prior experience.
You will gain a comprehensive understanding of the techniques used in the industry, including modeling, sculpting, creating both procedural and unique textures, level art, lighting and composition, foliage creation, and much more.
This course is designed to provide you with a thorough understanding of the tools and techniques used to create professional-grade environments for games and other media.
Each lesson is presented in a clear and easy-to-follow manner, ensuring that you will be able to grasp the concepts and apply them to your own projects.

EVERY TOOL INCLUDED

We spend a lot of time and effort to include all major modeling tools such as Blender, 3ds Max, and Maya in this tutorial so that you can choose the tools that you are most comfortable with and use them to follow the tutorial. This allows you to learn the techniques in the software that you are most familiar with, making the learning process more efficient and effective.

In addition to the modeling tools, the tutorial will also utilize Unreal Engine 5 to build the final environment. Additional tools that will be used in the course are listed below.

25+ HOURS!

This tutorial contains over 25+ hours of content – You can follow along with every single step.

We'll start by planning our environment and setting up our project folders. Next, we'll introduce you to the modeling software you prefer and Unreal Engine 5, which we'll use to create a blockout of our environment. From there, we'll show you how to turn the blockout into final models using various techniques like modular asset creation, high to low poly asset creation, and sculpted asset creation.

We'll also cover how to do the UV unwrapping and baking of our models.

After that, we will go over how to create procedural materials in Substance Designer, as well as create unique textures in Substance Painter. Finally, we'll put the entire environment together in Unreal Engine 5, covering topics like setting up assets, creating materials and decals, lighting, level art and composition, and creating ivy foliage in Speedtree.

We will finish the course off with some final polish and create our portfolio screenshots and videos.

SOURCE FILES
All source files have been included in this project except for some Megascans models and foliage.

SKILL LEVEL
This course has been created for complete beginners to every software mentioned and environment art in general. While it is helpful if you already have some knowledge of the software mentioned, it is not a requirement.

TOOLS USED

  • Blender, 3DS Max, Maya
  • Unreal Engine 5
  • Substance 3D Designer
  • Substance 3D Painter
  • Marmoset Toolbag 4
  • Zbrush
  • Speedtree
  • Photoshop

YOUR INSTRUCTOR
Emiel Sleegers is a Lead Environment artist and the owner of FastTrackStudio. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment and Material Artist.

SOURCE FILES
All Source Files are included in this course Except for some addon assets like the trees.

CHAPTER SORTING
There’s a total of 61 videos split into easy-to-digest chapters.
All the videos will have logical naming and are numbered to make it easy to find exactly the ones you want to follow.

Meet Your Teacher

Teacher Profile Image

FastTrackTutorials

Premium 3D Art Education

Teacher

At FastTrackTutorials, we are passionate about empowering creators in the 3D art industry. We specialize in developing and publishing high-quality tutorial courses and learning content designed to help you master the art of 3D design. In addition to our educational offerings, we also operate as an outsource studio, delivering top-tier 3D environments, assets, and materials to meet the needs of our clients.

Explore our website to discover our full range of courses, each crafted to provide you with the skills and knowledge to excel in the 3D art world. Whether you're just starting out or looking to enhance your expertise, we're here to support your learning journey.

See full profile

Level: Beginner

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Transcripts

1. Introduction Trailer: Welcome to Fast Track Tutorials. My name is Emil Siegas. I'm a lead TD environed artist. And in this course, I will guide you step by step through the process of creating an entire environment from start to finish, even if you have little to no experience. We've made this course even more special by creating it in three different software programs, Blender, Tres Max and Maya so that you can choose the modeling software that you are most comfortable with. In addition to these programs, this course will also cover Zbrush, Mm Setubak, substance painter, substance designer, Unrealigen V, speed tree, and a bit of Photoshop. This might sound overwhelming, but rest assured that we have organized this course in a way that makes it easy to navigate. We'll start by planning out our environment and setting up our project folders. Next, we'll give you an introduction to the modeling software you prefer, and NualEngine five, which we'll use to create the blockout of our environment. From there, we'll show you how to turn the blockout into final models using various techniques like modular asset creation, Hydalopoly acid creation, and sculpted asset creation. We'll also cover how to do UV unwrapping and baking of our models. After that, we will go over on how to create procedural materials in substance designer, as well as creating unique textures in substance painter. Finally, we'll put the entire environment together in Unreal engine five, covering topics like setting up assets, creating materials and decals, lighting, level art in composition, and creating our IV foliage in Speed tree. We'll finish this course off with some final polish and creating our portfolio screenshots and videos. With over 25 hours of content, I'm confident that at the end of this course, you'll have the skills needed to create various types of environments, big and small. This course is designed for beginner artists, and while it is helpful, if you have knowledge of the software mentioned, it is not a requirement. This course will also come without generated subtitles in English, Chinese, and Spanish. I hope that you will enjoy this course and that it will have a positive impact on your life. Once again, my name is Emil Ligas and thanks for watching Fast Track tutorials. 2. 01 Introduction And Finding Our Main Reference: Okay, welcome, everyone, and thanks for watching this tutorial course. So before we get started, just like a super quick introduction. My name is Mil Sligas. I've been three environment artists, and I'm currently a lead environment artist with about eight to ten years of experience, I would guess, something like that. And I specialize mostly in creating assets and large scale environments. I have worked for companies like Ubisoft Entertainment on D Division two, the DLCs and some unannounced projects. I've also worked for playground games on Force Horizon, and I'm currently running my own studio, which is called Fast Track Studio, and you will most likely have gotten this course from our sub studio, which is Fast Track Tutorials, which dedicates itself fully to tutorial courses. So that's just like a super quick recap. And what we're going to go over in this course is, as you probably already know, we are going to go over the complete guide or introduction to environment art. And the goal of this course is basically not to show you like an introduction for every single software, but just go from completely start to finish on a beginner level and getting a full environment completed and ready in a video game engine, in this case, unreal engine. Now, we will be covering multiple different softwares. So for example, we will do a very quick introduction in both Maya, Max and Blender. We will go over, like, the specific tools that we would need and that we would often use when we create environments. And just like that, we will basically run through a bunch of different software to get the final result. These software include, so for the modeling, Maya, Max, and Blender, however, you can choose the one that you want. That's why we created the course with all of them. We will also do a bonus course on how to do UV unwrapping in RsmUV we will go ahead and show how to do baking in both mums and painter. So like you can see, we are trying to cover a broad range to not limit you to the software that you want to use. And, of course, we will give advice on, which software we recommend. We will also go a little bit over Zebras, and we will go ahead and go over substance designer, substance painter. And for the rest, we will go over Unle engine five and a little bit of Spettr. So Chapter 01, what we're going to do now is what I always do when I want to go ahead and create an artwork. It does not matter if it's an asset, if it is an environment. Hell, even if you're making concept art or if you're making, for example, like Cox's art, whatever. The first thing that you want to do next to, of course, having a little bit of an idea is to gather your reference. So what we're going to do is we are going to gather our main reference. Now, there are many ways that you can gather your main reference. So we have the first way, which I am going to use in this course, which is that we are going to use an AI image generator. This is something that I've only been using lately. And because of ATCL reasons, I only really use it for inspiration and images. I don't really like to use it to replace the jobs of other artists because that feels a little bit conflicting to me. For example, if I would use this to generate all of my concept art that I would need for commercial projects that would feel a little bit won. But I do like to use it to quickly generate some inspiration. For example, I want some inspiration online, generally what kind of environment I want to. Now, next to this, of course, we have Google Images. Quite a simple one. I rarely use Google images for my main concepts. Most of the time I already have quite a good idea. But what you can do is I do always use Google images for, like, additional concepts. So let's say that over here, let's say that, Okay, you want to create a castle. By the way, this environment is way too big to do for your very first environment. But let's say you want to create the castle, then you can go in here and you can go German castles over here, for example. And just like that, you can find, quite a lot of reference images. Of course, I'm sure that most of you know this, but like I said, begin of course. So I'm just really going to go over everything in detail. That is my favorites is ArtStation. So for art Station, what I do recommend is if you, for example, want some concept art. So let's say we want to make some Post apocpi. So here what I like to do is if I am looking for concept art in a specific area, I type in what I want. For example, post acalyptic and then press okay. And then in here, what you get now is you get everything. Three assets to the assets, whatever. So I like to go ahead and I like to go over here in sort. You can do likes if you want to have very popular. Artworks, but I like to go, for example, for relevance or likes. And then in the medium, I like to do digital two D to make sure that it is concept art. And then if you want, you can also go in subject matter, and in here, you can go environmental concept art and design. And now we are getting a little bit closer to some interesting concept art. For example, over here, this kind of stuff. Now, Okay, it's not loading. Let's do this one. There we go. So once again, this is way too complicated because concept art likes to go quite large, so we will go way simpler than this for beginner course. But it's just about the general idea. Now, with this type of concept art, it is a bit of balance. It's always very respectful to ask the actual artist to send the artist an image and ask, A, can I use this for a personal project? Now, what I would say is if you are ever doing a commercial project and you use a concept art to base it on, you always need to get permission from the artist because is the same as stealing because you are making money of their idea. If you are like a student and it is a personal project that you just want to, like, practice on, then most of the time, if you ask for permission and the concept artist does not say anything back, take it with a grain of salt, of course, but most of the time they don't really mind for, like, a personal project. But it is always best to just get some permission because you never know how the artist is. Maybe the artist used it for something else and they don't want to have anything linked to it. So that's why it's tricky to, like, to just risk it by getting the concept out like that. But yeah, most time they are happy to just give you permission. And, of course, if it is from a video game, for example, you use concept art from the last of us, for example, um, the last of us. What I find is that often big studios like that, they do not care if you're making it for a personal project. You can never make it for commercial, but if it is anything that is like concept out from a video game that is already existing they honestly, as far as I can see, they do not care. Once again, this is not legal advice. If for some reason, you use it in a wrong way, can always come to you if they actually really care about it and say that you need to take it down. So once again, these are my personal opinions. Take it with a grain of salt. I'm not responsible for anything that happens if you misuse my information in this case, as like a little disclaimer. But like the last of us, it has some great reference. And we are actually going to create something quite similar. Now, we will not create anything based upon lass. Simple reason is because copyright. This is a tutorial course. I am selling this tutorial course, and therefore, I'm not allowed to use anything because I use it for commercial rights. Often how it works in these type of cases. But we can still use it as inspiration. So there are many more ways. So for example, you can also go into the marketplace, and in here, you can often also find a graft studio where are you? Here, Graffit Studio. If you just go to their profile, they often have really cool. They also have a lot of character reference, but here they have really cool, abandoned reference here, this one. And it's often like many, many reference images like that. And that is also a great way to, for example, find good reference images that you can base your environs on. Like, this looks really cool. So, stuff like that. Okay. Now, just to flow with the hype a little bit, lately, image generators are really a big hype. It is quite conflicting as an artist because I can see value in it, but I can also see, especially later on, if they move over to Tred that it can threaten like on our territory. So what I like to do is I like to use image generators sometimes, and in this case, I will use it for, like, inspiration, but I like to use it at a minimal level. I don't like to replace other people's jobs in that sense, if that makes sense. Um, it's just like a personal thing. So I have no problem with people using image generators. Although, what I would say is that if you in my personal opinion, you are not if you, for example, some of those people that use an image generator, and then they say, This is my art work, and I'm an artist, that kind of stuff, that's a little bit conflicting to me because entering a prompt or entering some text, I would not really consider that art. And at this point, I will stop with my personal opinions. It's just trying to give you a right base to start off. Because I assume many people here are beginners to watch this. And the right base, I would say is use it with respect. And if you are a beginner, it is fine. But imagine like you are a concept artist and all of the big studios are starting to just use AI. That is not going to feel nice, stuff like that. So anyway, we are at about 10 minutes, so that's enough talking for now. So what we're going to do now is we have two image generators. We will be using DL E, and DL E is an image generator that is mostly a little bit more towards real life images. You also have mid journey over here. And mid journey, it's most about like, it can do real life images, but it's also a little bit more fictional. Let me say it like that. So what we're first going to do is we are going to use Dali together roughly like our main image, and then I will give you a super quick overview of Mid Journey. We will not be using Mid journey for this project because it's a little bit more complicated and I want something a little bit more precise, but I still want to show you. So Dali, it is free. You can go to labs dotai.com. However, you can also buy credits to do more generations. But you can do, I believe, 15 generations per month for free. So first of all, we want to have an idea. Now, when you want to gather an idea for your environment, it is good to have a plan not only what you want to make, but what your goal will be. So, for example, in my case, this is a beginner course. What will be my goal? My goal is to create a simple looking environment with interesting lighting. I want to be able to not have too many materials that I need to create, so not too many textures. So I want to have the textures to be quite simplistic because, else, it will be too overwhelming for you guys. I want to have a little asset in there, and I want to have a bit of foliage in there. So those are, like, a few points that I want to capture, and for the rest, I just needs to look cool and interesting. Okay, that's my goal. So you can choose your own goal for your portfolio, for example. The second aspect is, what do I like to make? Personally, I'm a big fan of post ecalyptic abandoned, and sometimes I also like to combine with, like, sci fi and stuff like that. That's the stuff that I really like. So, of course, before going into this, I already had a rough idea what I want, but we are going to go through this in real time. Now, there might be a tiny time laps where I will just, like, play around with the prompts until I get what I want, but we will go really close. So the first thing that I now think about is that if I have these things like I recently played the game Stray about the cat. Awesome game. Really love it. Love the art, love the gameplay, and stuff like that. And in the very beginning, they had, like, this really big, like, ravine made out of concrete, but like foliage and stuff like that. And I quite like that. I like concrete because concrete is often white or, like, grayish. And then foliage, because it is green, it gives a nice contrast. And we can do some interesting lighting. So let's go for something like a now you want to basically give in your pumped on what you want. So a large concrete ravine ravine. I think that's how you wide it with pillars on both sides and foliage growing growing on it. So Dali is really user friendly with the sentess that you want to create. So like a sense like this, it can totally understand. However, in mid journey, it would have a little bit of trouble to get exactly what you want like this. Now, after this, you can give it a style. You can do coma, and then you can whiten your style. This can be concept art is a style, stylized is a style. Here you can see, for example, painted. You can see like vector drawing. There are hyper realistic. There's a bunch of styles that you can use for this. Now, in our case, what I like to do is I always like to start because I want to go for something realistic and the default is realistic. I want to start without a style. So you then want to go ahead and press generate, and then we just need to give it a second to wait. Ta ta ta. And then we can slowly like art iterations to it like this. See? This is actually really cool. This is really cool. So here we can see some big concrete pillars and just like a bunch of stuff. So we are already getting quite close. Like I quite like having the overhead bridge over here. That is looking really cool. And it also reminds me a little bit of, like, the last of us too. But what I then want to keep in mind is that if we have bridges overhead, the lighting will be a little bit low. So what I can do is so large concrete ravine with pillars on both sides. A concrete. How do you call it? Aqueduct? Oh bridge. I can try bridge first and else and we will go for, like, aqueduct. A concrete bridge. Going across. We can try something like that. It doesn't need to be Oh, sorry, I knocked against my microphone. It doesn't need to be too precise. So large concrete ravine with pills on both sides, a concrete bridge going across and foliage growing on it. By the way, you will always have something different than me. It's an AI. It will never produce the same image twice, which is why I'm starting from scratch. But this can often take, like a little while. So I hope that we get something quite cool. Oh, this is really cool. Oh, I quite like this. The reason I like it is because it shows a little bit of that lighting over here and we have these large concrete pillars going on. And now, so you can click on it to make it a little bit bigger. So let's have a look. So this is also pretty cool. It's like a wall, and then it goes up, but I'm not completely sure yet. This one I also quite like. The foliage is quite heavy, but what we can do is I will show you how to make foliage, and then we can supplement it with some free foliage to, like, enhance the scene a little bit. I quite like this. I don't yet know what's going on on the floor over here, but what you can do is, let's say that you like this image, you can then go ahead and you can add variations to it. So you simply press variations, and then it will generate a few different variations. So let's give that a second to generate. Okay, so the flooring is starting to get a little bit better. However, a variation is always like, for some reason, they always look like less good. It's a bit weird, so hmm. What I'm going to do is I'm going to ty. I'm going to go back to my ravine, which is this one over here. And I'm just going to try a few more different ties over here. So, large concrete ravine with pillars on both large concrete. Let's do walls, large concrete walls with pillars on both sides, a concrete bridge going over across and ivy. Let's do ivy growing on it. By the way, you can also press generate multiple times if the images are close, but not exactly what you want. Okay. Sorry, I passed the video because I wanted to take a sip of my drink. So this is actually this is also quite cool over here. So we're getting quite close. This one is maybe a little bit too simplistic. I do want to make it look visually interesting. So we got like this one. So we can imagine being like a concrete bridge with, like, large pillars and then a lower bridge going next to it, and then maybe have a wall or something like that. So we are really just going to focus mostly on like a specific angle in this case. This is also quite interesting. Mm, this one is tricky, you know. Large concrete walls. Let's try generate again. Don't worry. You will save the images in here whenever you make an environment. So we are getting quite close. While we are at this over here, what we can do is we can try to find a little bit more of inspiration. So yeah, this definitely begins to toil that I will literally just handhold you in just going through everything. So this style definitely is like the last of us. The last of style. So what I can do is the last of us. I can go ahead and digital to the over here. And then I can just middle click on some images that I think are visually interesting just based upon the thumbnail. This one I quite like and this one over here, I am going to go for like an exterior, something with bridges and stuff like that. Yeah, there we go. Okay, so oh, sorry, that's the wrong one. So this one simple bridge, actually, that's not exactly what I'm looking for. Oh, I can still remember playing this level over here. I quite like the foliage over here, but it is quite difficult to do this in a beginner soil because foliage is quite difficult in general. Okay, so this I quite like. So it's like a large bridge, overgrown with foliage. And now, of course, over here, it is like a really large environment. So we would need to limit that. I quite like the lighting of this. So it's like a soft lighting. So what you can do is you can definitely press Download over here, and I will place this in my reference folder. I will go over folders in the next chapter. So I'm just going to download these. Just so that I can remember them. Similar, but quite cool. And let's do this one over here. Okay, so we have this kind of stuff. That's looking quite cool. So what we're going to do now is based upon, like, knowing this, we can go, for example, I will not go for a broken bridge. Once again, broken is quite difficult to make and way too complicated. I have utils on this that you can follow. So let's go back to mid journey, and let's try something else. Large concrete overhead bridge with concrete, support, pillars, and ivy growing on them. Let's try. This is probably going to be too much concrete, but we can just, like, give this a little try. Here we go. So we get, like an interesting, like, network of bridges that might be quite interesting. Over here. And now, so we now got these variations. Basically, the reality is that now I will just need to, like, play around with this many, many times before we continue on to get, like, something that I like because I kind of want to have, like, a balance between this over here and between like almost like this, like, just having, like, some interesting concrete pillars or something like this, like a balance between this one and that one. And that's kind of what I want to strike. And I just need to come across the right image. So what I will do now is I will go ahead and I will stop this video here. Next video, I will go ahead and I will time laps the beginning of it. But then at the end, there will be a real time chapter. So if you don't want to see the time laps, you can just move along it. And with any time laps that I create, I will make sure to also include a real time version, but just without audio because it is no use for me talking for 20 minutes about nothing. So let me just go ahead and pass the video here. Next video, I will just basically go ahead and just play around with a bunch of different prompts to get something that goes a little bit closer to what we have over here, just as a general inspiration. 3. 02 Continue Finding Our Reference: I Okay, so I think I found something. I found something at the right scale with interesting lighting and just like a nice concept. And it's like this type of stuff. So it's almost like an overhead bridge, but there's, like, gaps of light in there, and I will like this one. But with this one, I really like the extra gap that is in here. So we can definitely, do something with that. And maybe we can combine some interesting concrete structures. So for example, like this one, the concrete is quite basic, which is also quite nice. But I can remember before our last chapter, like we generated this one over here. Like this is quite an interesting concept to have the zigzagging in the concrete like this. So basically, let's see, where are we? This one over here. So I got this one and I have this gap here. Now, I tried to generate a few variations, but they went too far away. What we can do is so we have this one over here, and we can actually using Doll E specifically, extend the concept or change it a little bit. And I just want to show you the tools. I don't really need it because I can just do it out of my head, pretty much, but just to see if we can find something interesting. So if you have this image and you press Edit, there's a few things that you can do. The first one that you can do is you can use the eraser tool for which I can go over here at the Sitmle. And let's say that I want to have over here, uh let's say this one over here. Let's say that I want to maybe, like, remove this part. What I can do is I can click on it, and I can say, Oh, that's actually a tricky one. Um, gap showing the sky in the concrete bridge with ivy growing. For example, something like that. I have no idea if this will work. This tool, most of the time for me, only works with, like, Willy small changes, but nothing like heavily altering. But we can give it a try, so we can go ahead and, like, generate this using that variation. And if that doesn't work, I'm just going to give up because honestly, it's not worth my time because we can just leave a gap Oh, okay. Yeah, so it's tight. Twit it's best. What if I do gap showing the sky with concrete bridge and ivy growing and sun shining through it? I will do the ivy growing gun. Gap showing the sky in the concrete bridge and sun shining through it. Let's try something like that. Maybe that will work a little bit better. And after this, I will give up. But yeah, just like that, you can add small alterations to your concept. But of course, you are still an artist, so you can interpret things your own way later on. And that's what we also will be doing using something called a blockout. So over here, let's see what we have. We have this one, here that looks like ice. It is trying to have the sun shining through it. I think the reason it cannot have the sun shining through it because I told it to only edit this area over here. But, um, yeah. Okay, let's use this one over here. Cool. So, we now have a concept that we like. Let's say that we want to extend it a little bit. I also want to show you that one as the last one. So we have this concept over here, but we don't know what's happening on the other frame. What we can do is we can press this art generation frame. And then what I like to do is if you just select right next to it, what will happen is it is not able to interact with our current image as well. So what I like to do is I like to overlap it a little bit with our current image over here. Like this. And then what you can do is you can ask it to generate something more. So over here, what I can do is say, small overhead concrete bridge with sport pillars and foliage growing, um, in between the gaps, something like that. I have no idea how it will look, but it will try to match this to the style of our image because we have it overlapping a little bit. And sometimes it does a really good job, sometimes absolutely not. It's AI. Like, you just need to give sometimes. Like here, see, like a twit to match it. But then there isn't really, like, a lot of logic going on over here. So what I can do is I can check the variations. You'll see. Most variations make no sense at all. So I can go ahead and cancel. And sometimes what you want to do is I need to have the original prompt for this. What was the original prompt? Because often if I pick the original one, Over here. So let's copy the original prompt. So we had this one, and then we had this one over here. So let's add it generation frame, place it next to it, and then go ahead and say, large concrete corridor peels and overeat. Yeah, you know what, sometimes just doing the same prompt might actually work because of course, the same prompt will automatically be fairly similar than trying to do something completely different. So let's do one more generation in else. We will just leave it with this if this does not work. I mean, interesting. I try to kind of match up the road, as you can see over here. This one would make no sense. This one also not. Yeah, here. I just thinks too much that these are separate corridors. No problem medal, then we will cover this inside of the blockout where we will enhance the things a little bit. So let's go outside of Edit image. And then if you are happy with the image that you have generated, you can go ahead and you can just press Download over here. Okay, awesome. So we now have this done. So we have, like, a few main images that I placed in here. What I'm going to do that one can go away? I'm going to just go through and if I because I had a few more interesting images. So this one, I want to go ahead and why can I not download? Maybe because it's not like There we go. So this one I'm going to download over here because it is all about inspiration. Like we are not chrome to create exactly what we see. It's all about inspiration. I'm going to also download this one because this one also has some interesting elements going on. And let's see over here. No. No, there was one I like the lighting here. I like the lighting of this quite a lot. So let's just go ahead and download that. And then there was the one with the overhead, the interesting concrete pillars. This one over here. Oh, wait, it's because it is editing. So that means that I need to get the original one. Mm. There we go. This one's download that. And now we have gotten to the end of our history. Don't worry. You can always go to history over here, and here you can see all of your generations. So here we can just see, all of the stuff that we generated so far, which is actually quite a lot of images. I don't know if there's anything else in here that was really visually striking to me. This one I quite like. So let's just go ahead and also download this one. Okay, awesome. So we now got a bunch of reference images over here. And these images they will give us quite a good idea of what we want to get. So we got mostly these ones over here, and then we have just also some from the last of us. And if we grab our sorry, my screen is going a bit crazy. If we grab our main image over here. So when I see this, what kind of other reference would I need? There's two types of references that I often want to gather. One of them is the environment reference. This has to do with the mood, the layout of the environment, and just like the general flow and stuff like that. And the other one is material reference. So what I always like to do is I like to and I will go over the folder structures in the next chapter. But I always like to start with a reference folder and, of course, have a main folder that you call, whatever you want to call this project. In my case, I just call it source files. And in here, we have a main reference, and then I'm just going to also create a folder called materials. And in here, we can do texture reference. Materials and textures are pretty much the same thing, although it depends on the software. For example, in real, they are not the same. So we got this stuff over here. And then what we can do is we can, for example, let's say that we go to Google Images, and we can go for an Walkway with overhead concrete bridges. Yeah, I expect Like Google images is not like the pumps, so it's a little bit harder to get the stuff concrete with ivy growing on it. It's a bit harder to get like something interesting. But what I basically wanted to show you is that if you want to use Google Images, you can go ahead and you can go to tools. And then in the size, you can set the size to large so that you only get these nice large images. And this is more like this kind of stuff that I was just like, thinking about. But, yeah, it's a bit difficult to get exactly what you want. Concrete, bridge with ivy. Now we get, like, a little bit closer to what we want. Oh, every time you do a new search, you do need to set it back to large. So I like to just, like, middle click on the View Image tab. And it's just like getting, like, some general just like reference and inspiration from this kind of stuff. Like, how does it look exactly in real life? Because you cannot always trust AI with this kind of stuff. So let's say that we have this, and I will just use a bridge because it's easier. What you can also do is you can always just go to, like, related images. And basically, what I'm looking for is I just want to see how the ivy grows on the concrete and how that the concrete looks what the concrete looks like because of all of the ivy growing on top of it. If that makes sense. Let's do. So another thing that we can do, although this one I actually rarely do, but I just remember is we can enter an image. So what we might try is to enter our AI image, and then it will try to find visually similar images, which could be very interesting over here. So we can search. And here, see, so now we can get some really interesting stuff. Although I believe it is Oh, yeah, it's sending me. I used to just like visual matches, but it used to just have I believe image source. Oh, yeah, image source. Visually interesting, but then all of a sudden, it just does not give me what I want. That's too bad. I wish that Google made that a little bit better. Like, we can go into the website to find the images, but that feels like a little bit of a hassle for something like that. So I will just do, like, a few like this. And then, I guess, I can just drag in this image. Yeah, see here, this is why I don't like going into the website because most of these things, you cannot really get, like, proper stuff from it. But basically, so we have these images over here, and I'm just going to go ahead and I'm going to drag these into my scene, or into my folder. And then we have a nice amount of reference. I actually recommend getting way more reference than I do, but I don't want to prolong the search too much. So we now got a bunch of actual reference just from our general environment over here. The next one that we want is we want to have materials. Now, I on purpose chose this one because the only material that we really have here that we need is concrete and some decals. So this is great as like an introduction to substance designer because concrete is not too difficult, but still difficult enough that you will learn a lot from it. So what we're going to do is so for the concrete, I just want to get, like, a baseline for the type of concrete that I want. Now, with this, what I like to do is I have my own image library of, like, I just went outside and I search for images. What you can also do if you don't want to go outside, but I will, of course, include these images, is you can try to have a look on texture.com. And then if you go into, like, concrete, we can go over here for, like, I don't know, maybe, like, dirty or old concrete or bare. And here you can often find some images for, like, concrete and stuff like that. So it does have some interesting images that are, you know, like, a little bit damaged and stuff like that. And we can use those as a base, but I highly recommend getting, like, really high resolution reference images, and I will be releasing all of my reference images in the near future, but for now because I don't really have them. Once again, We can also do. And maybe this is a good time for me to quickly show you mid journey. So let's say let's try to generate a reference image of concrete in mid journey. It will probably not work because it's not the best thing for mid journey. So in mid journey, the way that it works, it works via discord, basically. So what you want to do is you want to, for example, join the Beta, and then it will ask you to sign up with your discord. So when you arrived at Discord, you will be able to see the Mid journey server. Now, if you have paid for Mid journey, you will be able to get your own personal bot. But I assume most of you are not going to just right away pay for this. So what you want to do is you want to go to one of the Newbie rooms. So over here we have, for example, this one, and here you can see that everyone can generate their own images here. So what we can do is we need to do, like a long scroll down. What you want to do is you want to press slash and then prompt. Do you know why that? Does Oh, no, sorry, slash, imagine. Slash Imagine, and then it will say prompt. Sorry about that. So you want to do slash, Imagine, and then it will ask you for prompt, which is the same as the text that we entered. So and someone is spamming. Buta. So what we can do over here is we can go ahead and you can have a look at, like, other people and what they are generating, dirty concrete while let's do old dirty concretoiil. Now, next to this, there is a few things that you can art. So you can do a comma and you can do realistic to make it like realistic. Here, you can see someone saying, like, hyper realistic. You can also someone saying like eight K and that kind of stuff. Basically, the two that I am interested in is some person is just like entering images. The only one that I'm interested is doing dash dash, and then you want to go ahead and you want to go for V four. And what this is it's a new version of Mid journey. It is telling Mid Journey to add a new version of itself. Oh, sorry, I'm getting distracted by the images so I can talk. It is asking Mad Journey to use the latest version, and then dash dash up Beta is basically the Beta for a new resolution style. So once we've done that, we can go ahead and press Enter. And then we just need to keep track of it by just using your skull wheel over here. This is why I have paid for it so that I have my personal bot over here. But let's just go ahead and see how it generates over here, and it should at one point, like when it is done generating, it should show our image. But I will just pass the video until it is done. And here it is. So you can see that it, tags you and stuff like that. And although it is completely not what I'm looking for, this is what I said about Mid journey being a little bit more on the creative side rather than the realistic side. If you would want to upscale one of these images, let's say, number three, we go one, two, three, four. So number three, we want to go ahead and just plus U three. And then it will put out a larger image, but once again, like this can take a while. So that's basically just like a super quick overview of M journey. I don't want to spend too much time on it. And just in general, you can also use Dali, of course, to just generate some concrete. So what I'm going to do is I'm going to have a quick look in my own library. Okay. So I found some reference images in my library. Now, I will go ahead and show you this. While I cannot stress enough, it is so important. Have high resolution and really good and detailed reference images. So this one over here is actually not very good. Now I look at it because the compression is really intense, but these ones over here are a lot better. So as you can see over here, I got an interesting reference image of some concrete. It's a little bit too damaged, but these are really high resolution reference images. Although I do wonder Oh, yeah, 6,000. So this one is an old one. My newer ones are 9,000 resolution. So that is probably why I see a little bit of weird sharpness going on. But here we can also see some light response and stuff like that. That's why I like to take my own images because I choose to do different angles and different close ups, which is really good because that means that I can just, like, see everything from the material. But also, I often try to capture, like, some lighting response like that. Here we have a much cleaner version, but you can see, this one is more what we will probably be going for to keep it a little bit simple. And then we will probably combine it with something like this in terms of, like, the dirtiness on it. So this is also like a really good one, as you can see over here. I can zoom in and get some quite interesting stuff. I am sometimes embarrassed that I should have set my camera settings is a bit different. But yeah, so we got some really good concrete images now, and then you can see the difference between my images that I took with my own camera and text.com, of course. Of course, if you pay for text.com, you can get high resolution images. But yeah, still. So, we now got our material images, and we have our environment images, which means that I would probably call finally I I can probably call the reference collection done. Now, normally, gathering this reference would go a little bit faster, but of course, I had to explain quite a bit. So with this done, what we're going to do next is we are going to go over setting up a project folders. So let's go ahead and continue over to the next chapter to do that. 4. 03 Folder Structure: In this chapter, I just want to go over our folder structure that we will be using. When you are working on a project, it is quite important and also quite useful to always have the same folder structure and to keep everything nice and organized. Especially when you're working on larger projects, you have to do this because else after a while, you just won't be able to find anything anymore. And the nice thing about standardizing, which means always having the same folder structure is that even if you are making a project two years down the line and you need to go all the way back to, like, a project two years ago, you will still be able to know where to find everything. So in here, what I always have is I always have a main folder. In my case, source files because I'm creating a tutorial course and not an actual project. But I would give this a descriptive name like, for example, this one would be like well, beginner tutorial or something or just like a concrete overpass, whatever. I would just give it like a name that you can remember. Then in here, we always have a few folders as the main folders. One of them is saves in my case. By the way, this is my folder structure that I use and that I find very useful. The Saves folder will contain all of my save files, including my modeling files, my texturing files, stuff like that. Then we will have a textures folder. In this folder, I will export and have any additional information to my texture. So for example, in my text folder, when I'm going to create my concrete texture, I will go ahead and call this concrete, or I like to do something more descriptive, so dirty underscore concrete. Actually, I don't use underscores anymore. You can choose. Sometimes I like to use underscores, sometimes not. It's a little bit of that's the only thing that I'm not very good at that I'm not very consistent with it. So we have a textures, we have our SAS folder. We also want to have an export folder. In here, we will export any measures. These measures can go to Cbs. They can go to Unreal, whatever. So speaking about Unreal, because we are working on Unreal project, I always have a two underscore Unreal folder. The reason I have this one specific is because it makes it easy for me to know that all of the assets in this folder can go to Unreal Engine. Finally, I will have another folder that I always do in capitals that I will call Unreal. So in here we will place our Unreal project. So let's see, Unreal texture saves. Yeah, that looks pretty good. We sometimes also have an other folder for additional stuff. But this is often my main folder structure. Then in here, of course, we have reference and then materials, all that stuff. Our Sage folder will not have anything in it. And if I need to create any extra folders, I can always do that during the progress. So what we will do next in next chapter is we will go ahead and we will go over the layout of various programs. We will go over the layout of Max, Maya, and Blender. Of course, remember, you can just pick whatever you want. You don't have to follow all of them. You just want to pick the one that you want. As a personal preference, I like to use Max. However, probably the most useful one to use is Maya. But if you don't want to pay for it, then I would do blender. That is my personal opinion and what I see in the game industry because not many game studios are still using Blender and stuff like that. And personally, I just like out desk programs more mostly also because of experience. So yeah, Max Maya blender. And I will just make sure that in the fine names, it looks logical how you can choose it. Okay, let's go ahead and continue on to the next chapter. 5. 04 Blender Layout And Navigation: Okay, welcome to a very quick introduction in Blender. Now, before we get started, one thing that I do want to mention that I also mentioned, I believe in the other chapters, is that we are only going to focus on using blender for our specific purposes, which is often environment art. This means that this is not a complete introduction to blender. Absolutely not because an introduction to Blender can literally be an entire tutorial course on its own. I will simply show you the most common features that you would use like 80 or 90% of the time whenever you are working on environment art within Blender. So what we're going to do in this chapter is I just want to quickly go over the layout and navigation. Now, there are a few changes that I specifically am going to do for myself, and I will also explain to you that when we arrive there. But right now, what I did is I completely reset it my viewpoint of blender to default. Now, over here, Blender works quite differently to Tris Max and Maya, which I just came from. So let's hope that I do not make any mistakes. Also, what I want to show you is that we now have over here a keyboard registration that I turned on. This way, you can see the keys that I am pressing over here, see, Middle click. And let's start with that. So moving around our viewboard, you can use your middle click to basically rotate around your viewboard simply middle click hold and then just move your mouse around. You can use Shift Middle click to pen around like this. And with these two motions, you can already pretty much watch everywhere in tree space. And, of course, a classic, you can use your scroll wheel to zoom in and out like that. Just like that. If you want to select something, just simply click on it, and now we have, for example, box selected. And if you are, for example, quite far away from it and you want to zoom in onto this box, you want to press the What was it? The dot on your numpad, if that makes sense. So like the delete or dot on your numpad. I don't know if my yeah, yeah, my keyboard registration doesn't show it very well. It's a weird one because the other software just use F for find or Z for Zoom in. But yeah, so it's the dot on your numpad next to the Enter button, depending on how your keyboard looks. Okay, and that is basically how we would move around in our Tweed space. I do highly recommend that even next digit oil, if you are deciding that you really want to use Blender, to also, watch a little bit of, like, a better introduction to blender, just to give you, like, a better foundation. So, okay, we are now able to move around. So we have quite a few viewpoints. Now, one thing is that blender loves their shortcuts. Let me say like that. However, I personally do not like shortcuts. So there's a few things that I will change around just to make my life a little bit easier. The reason for this is with the things that I'm about to change, it is because, for example, let's say this tutorial, right now, I am teaching you how to do tree mulling in Maya, Max, and blender. I'm doing all of them at the same time. So literally today, I have touched Max, I have touched Maya, and now I'm touching Blender. You can imagine that this along with all of the other software like unreal engine, marmoset, substance painter, designer, brush, it can become quite overwhelming with the amount of shortcuts you have. And that is my personal reason why I like to have Blender look a little bit more like all of the other softwares. So just to show you what I'm going to change, right now in default for blender, if you want to go ahead and you want to rotate your object, you can press R, and this allows you to basically rotate your object around based upon roughly where you are looking at. And I believe you can also do R, and then if you hold Control, you can snap rotate like that. You can also, of course, go up here into your what's called object properties. And in here, you can manually set well, 90 would not work. Here we go. You can manually set your rotation. Now, if you want to go ahead and you want to scale, you would press the S button, and that's where you can scale your model up and down. And if you want to move, you want to press the G button, and on the G button, you can basically move around. So that is the default inside of blender. Totally fine if you use that. However, blender also has a pivot point. And if I go up here to move, for example, you can see the shortcut right now is shift space bar G. That is not a nice shortcut. So we have move, rotate and scale. Once you start looking at all of the other three software, you will know that the pivot is often the default. And by the way, this stuff over here, you can just delete on. Delete just means removing it because we don't need it. So I personally like to use my pivot point. I just feel like some people say that it is slower, and in certain situations, it is slower, but I prefer it because it's more precise and it just works a bit better for me. You can also do rotate over here. And you can do your scaling in which I can scale in multiple axes quite easily like this and have more control over everything. So what I like to do is I like to set these shortcuts to the most common shortcuts used in any program like Max and Maya. To set this shortcut super easy, all I want to do is right click or move Assign shortcut and press W. Go to next one. Assign shortcut, E. Next one, assign shortcut, R. So now W ER, C. So now I can very quickly switch between them. That is one of the few things that I will change from the default inside of blender. Now that is done, it's just easier for me to, like, now move around and stuff like that. Let's go ahead and go over our menus. So up here, we have some classic menus. We have the file where we can save our scene. We can create new scenes over here, file, new general. Don't Save. There we go. Brand new scene, for example, we can once again delete this stuff. And we can export our models. Those are the main things that we want to focus on. You can also in here reset your entire blender to default, which would remove the shortcuts that we just set. It. Quite basic. It's just Indo redo, but of course, we would use the ControZ and shift contro ze, in this case, for blender to redo. And you have your preferences. In your preferences, you can find everything you need from dons, which we are actually going to use a few dons later on. But also just in general, like stuff about your interface, about your viewport, about your hot keys. Sorry, hot keys. Yes, that's the word. And the system and, like, a bunch of extra stuff that you might want to use. So in this kind of in this case, let's see. Is there anything I would want to kind of, like, show you. I feel like most of the stuff you would honestly never really touch. Yeah, you probably would not really touch it. I was just looking for something specific, but I don't think it's in here. No, yeah. So I feel confident that you would not really touch this. Most of the settings that we want to touch are in the bottom right. Now we have our render. This is if you are rendering in blender. We will not touch this subject at all because we are rendering unreal. Windows in which we can basically create additional windows, additional windows like this. Basically, the way the blender works is if we just go ahead and blender, you can basically create new windows, and then in here, you can select the window you want, for example. So let's say that I want to have a tree viewpod, This is a tree viewpod. Let's say I want to have like a UV editor for my UVs, I can open up the UV editor. I personally don't really use it because I use it in here. And next, what we have over here is basically just like layouts. I often work with just a normal layout. However, if you want to be more focused on modeling, you can go to your modeling layout, which we'll remove, for example, the bar at the bottom, the timeline bar for animations and stuff like that. If you want to do sculpting, the sculpting one is quite specific. UV editing is also quite specific, one that we will use. So there's just like a bunch of different bars that we would want to use. Personally, myself, I switch between layout and UV editing, most of the time. I don't really use sculpting inside of Blender, and we will also not be doing that because we will be using Zbrush for it. Okay, so the bar below that, we just have a few different settings. So over here, these are just like some general settings that you can use for your layout. The one that you would use most of the time is that in here, there are some settings that have to do with your transforms, and of course, you can here duplicate your objects. Although nicely enough, you can also see the shortcuts next to it. And we sometimes want to go in here, but that's something that will come in the chapter after this. No, no, not the chapter after this, but the chapter after that, I believe. So in two chapters, we will cover that kind of stuff a little bit more closely. The ones that we want to mostly focus on is here at the top. So first of all, we have global. Global is the direction of our Pivot point. Right now, we are moving in a global direction, so X, Y, and Z. But let's say that we rotate our pivot like this or sorry, our object like this. Now, you can see that our pivot point stays the same. But what if I want to move my object in the same rotation or in the same direction as the rotation? I can go from global to local. Those are the two you would use the most. And in local, I'm now able to basically move my object along the rotation, as you can see over here. Now, next this, we also have this one. This one has to do with your tree de cursor. You have your tree cursor over here, and the treaty cursor in blender, it's a little bit confusing. Personally, I do not like to use it, so I will simply not cover it in here. I do not feel comfortable also explaining you because I simply rarely use it. However, your Trini cursor would be used more in conjunction with your shortcuts if you are not using the IVA point. However, when you're using the BVPoint things become, to me, at least a bit more simplified. So let's just go ahead and set this rotation back to zero. And you can also by the way, if you want to set multiple pieces to zero right away. Oh no, wait. That does not work. Oh, yeah, there we go. You can click and drag, and then you can set all of them to zero. So just click and drag in your transforms over here, in your object to set it back to zero. Now the next one is snapping. This one we will be using quite often. Basically, snapping, you have a few snapping modes, and snapping means, if I turn on absolute grid snap, it means that it will, for example, snap along the grid. This is great if you need to do really precise modeling. For example, something that we call the modular workflow. We need to very precise modeling. So let's say that I go ahead and I duplicate my model over here simply by pressing Control C CtraV. Although I believe you can also use the duplicate Chef D you can also use. So it doesn't really matter Chef D. Duplicates it, but it duplicates it without your Pivot point, so you can kind of move it like this. And Contra C Contrave also duplicates it, but it will duplicate it in place, like in its own place. So next to the increment, the one that we will most of the time be using is vertex, also. What you can do with Vertex is if you move your model to another model, it will snap this model to its vertex over here, although do I have something set snap to center. There we go. So now it will basically snap your model wherever your Pivot point is to the vertex of this model. Vertices are these points. Don't worry. We will go over this later. They are the points that are basically connecting all of our faces and all of our polygons. So that is vertex snapping, and you can also snap to faces, I believe. But snapping to faces over here you can see that it will just basically move along on your faces. Go ahead and delete that. So that's that one. The last one over here is soft select and soft select, if you just ignore what I'm doing right now. Soft select is basically this. Let's say that you have a selection, and don't worry. We will go over this. What you can do is you can turn this on. And now, Oh, by the way, in your, that's annoying. I will show you that later on. Basically, with Softselect and on, I can move my pivot and I can use my scroll wheel to, like, softly select all of my wordss like this, which can be quite nice. So that is the soft select. Now, let's have a look. Over here, we have some viewpod settings. Most of these settings I will not really touch. These two I don't really touch. In here, we have a setting for wireframe, which will always show our wireframe on here, which is one that I quite liked and often use. And in here, we have X ray mode. X ray mode allows us to make our model see through. This is really good, and we will need to use it a lot, although we will actually set a shortcut for it. Right now, the shortcut is Alt and I actually like to use Alt x for that. Here, because ALC is set to my NVDA stuff, my recorder. So I can actually right click here. I can change shortcut Alt x. There we go. So now it works. The reason why this is handy is because if we are selecting in blender, one sec. Like this. I know it's annoying. We will go over this later. If we are selecting blender, it never selects whatever is behind your camera. But if you press Alt X and now select it, it will select throughout your entire model like that. And that's why X ray mode is quite handy. And next, we have some viewpoint modes like wireframe mode, shaded mode, and then we have also one with textures, but we don't have any textures and one that actually has that renders. However, we are also not rendering anything inside of blender. Okay, awesome. The little Tobar over here to the side, you can see that it was like a little arrow that you might need to press. Can I don't know how to actually show you that. Like this. So here, see? So there's this little arrow over here. If you just click on it. Here, you can also find your transforms. It's often easier because if I'm on this window, for example, I would need to navigate to this window just to change my transforms, or I can go in here and I can very quickly change all of these and make my cue bigger. And I can change all of these settings over here. Tool settings we don't use, viewpod settings we also really don't use. Viewpod setting is, for example, how close can you zoom in your clipping or how far can you zoom out before your grid starts to disappear? So if I set this to 2000, see? You can see that it takes longer for your grid to disappear. It's that kind of stuff, but we don't really need it, to be honest. So right next to that, on the right side, we have our scene explorer or scene collection, whatever you want to call it. It basically shows everything that is in our scene. Right now, it is a cube. But if I would, for example, go ahead and like I don't know, here. I don't know why it's huh? Oh, I have soft selection turn on. That's why it was moving. Here we go. So now we have three cubes, and now you can see that we have three cubes in our scene. So it just shows everything that is in our scene, which is really useful. So let me just create a new cube. I will go over that shortcut later on. Let's move this out. Here we go. Okay. So that is our scene explorer. We just use it basically to select Slove. And then down here, quite an important window. This window will have all of our settings. So whenever we have a cube, of course, it also has some viewpod settings, by the way. So up here, it has some settings for rendering. It has some settings. This one is also for rendering. This one is for rendering, lighting, pretty much. Ah, over here, this one is quite important. The scene properties. The scene properties, the only one that I'm often interested interested in here is the unit so the units you can choose like if you want to use metric or if you want to use imperial, if you are from America or from the rest of the world. And you can also say, how are we working? Are we working in meters or centimeters? So right now we are working in a meter, and I can see that this object is 2 meters by 2 meters by 2 meters. If I would say this 2 centimeters, you can see that it says 200 centimeters by 200 by 200. So it allows you to work more or less precise. This is something you will only really get used to when you do a lot of modeling, and you need to sometimes switch them up. This one never used it, and over here, this one, it's just like some random settings. Again, this is not a complete introduction, so I will not actually go over that kind of stuff. Now, over here, you have some settings relating to this one cube like your transforms. Honestly, to be with all of this stuff, you can also change your viewpod settings or something like that. To be honest, I never really touch this one because I have my transforms up here. This one is more important. It's the modifier tab. We will actually go over extensively into how to use this a little bit later. But modifiers are basically ways that we can manipulate our mesh. And they have a bunch of modifiers like adding more geometry, see, like this. And there's a bunch of stuff in here, but we actually have a special chapter just on modifiers and that kind of stuff. Now, next this we can ignore this tab, we can ignore this one because this one is for simulations, this one we can ignore. This one, it's the object data. Honestly, the only times that I will use this is for my UV maps, which we will dive into a little bit later and for the rest for my normals, if I want to do some outer smoothing. Once again, we will dive into that a little later. A tricky thing about showing you the layout first because I need to have you know where everything is located without actually being able to really show the tools yet because those come in later chapters since it's more advanced. And over here we have a tab for materials in which we can, for example, create materials and we can change the color of our object like this, see? And that kind of stuff. I can just go ahead and I can remove that one. So that is it for materials, and this one is specifically for some textures which I also don't really use. So basically, most of the settings in your model, you will be able to find over here. Okay, so I would say the last thing is that up here, of course, as I've already showed you, we have our move rotate scale, and then we have a hypertol which basically allows you to have everything in one tool like this, which could be also quite interesting if I never really use it just because of habit, because there's so much stuff that I need to, like, precisely select, see? Here, I'm already doing something wrong. So I just like to do them individually. Annotate tool, which allows you to basically if you ever I wish that three Max and I had this. So I can, like, very quickly give feedback. I can say, like, Hey, look, uh Okay, I cannot white because I'm on using my mouse. But I can just make these type of annotations, which is quite cool. And the cool thing is also like they are actually tree D, which is quite fun. Of course, it does mean that it rarely actually matches up properly. But I know it's a fun thing to have. You also have a measure tool which allows you to basically measure. So if I, for example, click here to here, I can see that it's around 2 meters, which makes sense. But of course, yeah, take it with a grain of salt. And the one that I'm really interested in is in here. If you click and hold, you can select using a box. However, you can also select using, for example, circle or like a eso tool. So if you ever used Photoshop or something, this is just like the kind of selections that you can make with this. I would say that that is about it. So the last thing that I will say, and then we will move over to the next chapter where we will go over the actual tools, is that if you select an object and you want to start modeling, you want to press the tab button. The tab button basically switches from object mode to edit mode. And in edit mode, you are able to basically add all of your changes like this. You can see that our bar has also become a little bit bigger. We will go over these tools later on. The only thing that I want to do is I want to also go in here because the shortcuts are different between object mode and dit mode. So I want to go in here, right click assigned shortcut W E, and R. Now there will most likely be a conflict. So let's see, W C here, there is a conflict over here, and R, that conflict basically means that we have two shortcuts that use the exact same function, and I know which one it is. So the one that it is using is right now E means extrude. However, I want E to be rotate because I want to set it like that. So what I can do is I can go to my edit and preferences. And I can find the key map. I can do this by basically clicking on key binding and typing just the letter E in. Now, in here, you often get a lot of stuff in here. But the one that you want to focus on is you want to focus on the Act I cannot see it myself. Oh, wait, scroll was not working. You want to focus over here on mesh, and then you want to have the extrude and move on normals. I want to set this one to So we already have this one over here. Let's do this one on Control. Actually, let's do this one Alt E, and this one on Control E over here. And that should do the twig. I don't think we have anything else? No. So mesh means the added mode, everything that is in mesh. Now, if I would press W E, there we go, and R, C. And I can still extrude by pressing Alt E. And I can also do the other extrude using Control E, which is like a setting, which I actually like more. I like to use settings more most of the time for Wi precise modeling. So that's the only little bit that I would show you just so that we are ready to go in the next chapter. So yes, yeah. In the next chapter, I will go over my tool bars because there is a tool bar that's called Quick Favorites that technically belongs to the layout section, but you need to understand the tools before I can go over that. So let's go ahead and continue on to next chapter where we will go over our modeling tools. And then I will show you, like all of the modeling tools that we have that we will often use. And yeah, let's go ahead and continue to next chapter. 6. 04 Max Layout And Navigation: In this chapter, we will go over the layout and navigation inside of TSMAx. Now, please keep in mind this tutorial is not a complete introduction to TSMx. We will only be covering the tools that you would most commonly use within Environct and, of course, the tools that we specifically need to create our environment. I still want to give you an overview. But I'm saying this because I recommend that once you have settled on the software that you want to use, to simply also watch an introduction Tutoria on that software. That is very useful even when following this tutorial course. So this is pretty much the default that you get in three years Max. I am using TSMx 2022, in this case, and a few things that you want to know. So first of all, down here, I have added my keyboard registration so that you can actually see the stuff that I'm clicking. Whenever you open up this viewpod and you want to make your viewpod bigger, you can select the viewpoint that you want, for example, perspective and press Alt W. This will make your viewpod bigger. So first of all, let's just go ahead and go over the general navigation, and then we will go over the layout. So for the general navigation, it's not too difficult. If you hold your middle mouse button, you can pen around like this. Your scroll wheel, you can simply zoom in and out. If you hold Alt and your middle mouse button, you can rotate around. And if you do contra Alt middle mouse button, you can zoom in a little bit more precisely. So once again, penning middle mouse button, Alt middle mouse button to rotate, scroll wheel to zoom in and out. So those are the three main ones. And that will allow you to go into every single axis you want. Now, next this, if we now go ahead and quickly, first of all, go over our layout because we need to create some stuff in order to show you the rest. What you will most of the time have is you will most time see this view. We have our top layout, and as I said, this is not an introduction, so the top layout has a few key things that we would like to use like saving our scenes, importing and exporting. Those are the three main ones that we want to use, and, of course, you can press or you can create a new scene, or you can press reset, which will completely reset your scene to default. There are a bunch of extra settings in At and in tools, I would say that in dit I rarely enter dit because I have different places where I can use the same tools. In tools, you can find your array modifiers. And basically, an array modifier allows you to if you drag over it, it will tell you. It allows you to very quickly copy and paste multiple models. The stuff that I'm talking about right now, this is stuff that we might go over later on, or we will cover it later on and actually show examples. This chapter is not about showing you examples. We have one to group, which means combining assets together in a group. We have some views, some viewpod settings. We don't need it. The creatab we don't need it because you can find it over here. The modifier step we don't need. Once again, you can find most of the stuff we need on the right side panel over here. Animation, we don't need graphs, we don't need rendering, we don't need the customize we will be using also. The customize is everything that has to do with your settings, your layouts, your hot keys, stuff like that. So we will go over this a little bit later on when we actually install some plugins that we want to use. Scripting we don't need, content, we don't need substance. The rest we all don't need. It's not needed for what we have right here. Then below this, we have a tab that we will be using a little bit more. So here we have a tab where we can link and unlink. So I will just very quickly show you by creating two cubes. Right now, if I move one cube around, it is a single cube. However, if I press the Link button and click and drag to the second cube, it basically Sorry, I had to do it the other way around. If you link it to the second cube, it'll basically link the objects together, so that when you move them around, they will stay in the same position together. And you can just press the unlinked button to turn it into oh, sorry, press the unlinked button to turn it into one object again like that. So that's those months. Over here, we have some selection tools. For example, right now, I can click and drag to Select. However, I can also click and hold, and you will see this with many buttons in TSMx. When you click and hold, you will get more settings. So here you can see, click and hold, and you can see by the tiny little arrow at the bottom. That one will show you when you can click and hold on something. So yeah, selection arrow. So we have this one if I click and hold and let's say that I use the lesser tool, I can select using the lesser Tool and stuff like that. These ones are move tools, move, rotate and scale. We don't really use these ones because we can use W, E, or R to basically switch between them, see? So rotate, move, and scale. So those ones we will of course be using later on when we do our tree modeling. I will go over the hot keys also a little bit more later on. So next to this over here, this one allows you to basically change the way that your pivot reacts. Your pivot is this piece over here. We call it pivot, and basically, it allows us to do any types of movements. And these are also called pivots over here. So let's say that right now it is set to view, and view is the same as that basically, it just goes X, Y, and Z, like this. You can see this little view pot button over here, and it shows you like, northeast southwest, it shows you the directions and in which case you are looking at. However, let's say that you rotate this object like this, and now that you have rotated it, you want to move it in the direction of your object. What you would then do is you would go from view to local, and then it will set it based upon the direction of your local object like this. Those are the only two we will really be using. So you have view, which allows you to set it like this. And I believe world is the exact same, here or see. World is the exact same one. The reason I say that is because in unreal, it's called world. So it might be easier for you to understand if you ever used Unreal. And then we have our local, which allows us to move it up and down. So those are those ones. Over here, we have some more combining stuff. We don't really use it too often. But you can see that it automatically changes. So if you select one model, it will use the model as its own. If you select two models, it will basically with a plus, it means that these two models will act. If they are one model like this, while if I would set this to, I believe, this one over here, they would act as their own rotation. See? So own rotation. And if I click and hold and press a little plus sign, it basically keeps the entire rotation like that. So those are those ones. Now, again, if this goes a little bit too quick for you, of course, you can pass the video. What you can do is you can simply follow along in the later chapters where we will actually be using these tools. So over here we have some snapping tools. Basically, what snapping means is if I select this one, for example, I'm able to click and snap, in this case, to my grid, my asset. This is really useful if you want to work very precisely. So you have a bunch of snapping options. The way that you can access these options is by right clicking, and then it will show you options. Once again, right clicking is again something that often opens up like an extra view like this over here. But I often only right click for the snapping options. So in here, I can choose where to snap. For example, if I only snap to vertices, nothing will work, but if I move it to one of my models here, see, it will snap to the vertice, which is the point that you can see over here to this model. Now, next this, we can also snap the edges, faces, a bunch of stuff. We will go over this a little bit later on. By the way, since we're here anyway, in these options, you can also find this one I would not really use too often, but you can also find the home grid. In this, you can change the size of your grid. For example, right now, every grid point from here to here is 10 centimeters. However, if you want to, for example, work with meters, you can set this to 100 centimeters. And now every grid point is 1 meter like that. So every time I move it, it's 1 meter. This is very useful for when you're creating larger objects, like we are going to do with our pillars. But for now, let's just keep it to ten so that we are back at default. And I can close this. Over here, we have some mirror options, does not really work like this. Just ignore what I'm doing right now. It's just because I need to show you something. So just give me 1 second. Yeah, you can see that it is really fast to model. Also inside of TSMC like that, but I will go over that later. So mirror options, see? It allows you to basically mirror, and it also allows you to basically hold copy, which means that you create two objects like this. Unfortunately, you cannot move your viewpoint around when you are mirroring. Just keep that in mind. We have some align options. You can click it, and then if you click on another object, it will give you some settings. And basically what it allows you to do is place this one object on top of the other object very quickly. We don't use it that often. These two viewpots over here are very important. We will be using it. You have the toggle scene explorer over here, and you have the layer explorer. Basically, the way that we use these two is we use them for organization. For example, let's say that we have created a model, then in order to keep things organized, we can press the plus button and we can say model 01, for example. What allows us to do is it allows us to, like, nicely hide it and continue on to our next model. This way, we don't have to keep things organized, make a new scene for every single model. We can have everything in one single scene. And the scene explorer basically just shows all of the models that we have in our scene. I will go over the window tracking later on. So over here, You guys probably have the default, which is this one. And this is basically your material editor. I personally like to use the simpler version, which is this version, and I always takes a second to load. So oh, no, sorry, it's on my other screen. So this version, it allows you to add materials, and materials are basically the textures and the colors. For example, if I press assign over here on this button, I can assign the material, and let's say that I go over here to this color, I can change the color of my asset. But of course, we would use it for textures and stuff like that. So that is the materials. Once again, this is one we will go for more. These three over here, they are custom and they are something that I will install and I will show you guys later on. We have some rendering setups, but because we are working in a game engine, we don't use them, and the rest you can pretty much ignore. These are some simulation stuff. And if you don't have the simulation stuff, you can always right click and here you can find some more. So this one is the mass FX toolbar. But if you right, click on the toolbar, you can add more stuff. So if you feel like you're missing something, you can probably add it here. Okay, so that is the top bar. Now comes the most important ones, which is going to be our modeling tools and our side bar. For our modeling tools, what you want to do is you want to double click over here on modeling, and then it will show up. It will remember that it is collapsed, so you can also always use it. Let's go ahead and first of all, go to our sidebar. So our sidebar has a few different views. We have the create, we have the modify, we have the hierarchy, and then we have motion. This one, I don't even know because I never used display, and we have our tools or utilities. Ones that you will spend most of your time in it's going to be de create and by far demodify because this one will contain all of the information for your models. We will sometimes use the hierarchy just to change our pivot and stuff like that. So very easy. We hold Middle Mouse button. I'll middle click to, for example, nicely position. Are seen. In this case, I'm positioning it to the front. It is a good practice to always position it to facing the front over here because that way you know you're facing forward. And let's say that we want to create a cube. We can simply click on the box and then click and drag. And then what you want to do is you want to click and hold again. Oh, sorry, I have snapping still turn on. I can do that again if you want. So click and drag and then release, and then you can just move it up. And that way you have created a cube over here. Now, with this cube that you have now, as soon as you press W, you go outside of the creation mode. So I do this, and you can right click, or you can press W to basically accept to press Enter, so to speak. So we have this cube. Now, over here, you can create a bunch of stuff in here. So have a look around. You can create spheres. We will, of course, go over this again. You can create cylinders. And honestly, these are the three that we will use most, but you can also create like Wi random stuff like a teapot. There's also a drop down where you can create some more extensive stuff over here and do some more functions, but those we will not really go over too much right now. Now, next this, we also have shapes. In our shapes, this is one that we might use yeah, we will have a bonus chap on how to use this one. And basically, in shapes, what you can do is you can create something called a spline. A spline is basically like a line. And if you click and hold the line, you can nicely, softly manipulate it. However, if you click without holding, you can also manipulate like this. You can see that I can very quickly generate special spins here. If I click again on the first point over here, I can close the spine, so I can press yes. So this way, I can very quickly click and hold to basically drag around my spine. Have a look at these settings. If it doesn't work the way you want it to work or the way it works for me, make sure that the initial type is set to corner and the drag type is set to Basier. So like this, we will often only use the line, but you can also create circles or rectangles like this. So that is just like creating the lines. So let me just here, do like a wave. There you go. Okay. Cool. So there's a bunch more stuff like creating lights, creating cameras, creating forces, all that stuff we don't need. Like I said before, not a complete introduction because I can literally Tres Max is so large, we could literally have a completed introduction as a standalone course. That's how large Tres Max is. So I don't want to overwhelm you with too much information. I will also do, like, a quick recap at the end of this chapter about, like, which tools we will be using the most. Now, let's select our cube. If you go over here to the modified tab, you will have your box that you just created. You can set over here still the length if you want to change it after, like this. So let's say that I set this to 25, and then I press tab to go into next 125 by 25. Now this is really nice because now I have a perfect cube over here. Next to this, what I can also do is if I just quickly go up here to default shading and turn on edges and faces, I can see my edges. I will go over this in a bit. So in here, I can add more segments. Once again, this will make sense in a minute. So here I can add extra edges, which allow me to manipulate things a little bit more. Like this. Let's say it to four. Okay, so we have that. By the way, the one here, let me just do this, your view will look like this, and I will show you how to make it look like mine later on. So we have this now. Now what we're going to do is we are going to go ahead and we can right click convert to and then convert to added poly over here. When you do that, it allows you to edit your asset, basically. So now we can add a bunch of edits to our asset. Now, what I will do is these tools and these tools over here, our modeling tools and the tools over here, along with our modifiers. This is so much stuff that I will make it as its own separate chapter, basically. So bear in mind, the next chapter will be about our modifier tools and how to actually edit our assets. So yes, this we will go over a little bit later on this one also. The last one I want to show you is the hierarchy tab, and in here, you can affect your pivot. This is useful because sometimes you want to set your pivot in a specific way. For example, let's say that now it's rotating from this point. Let's say that I want to snap my pivot to like this corner to rotate it from this point over here. What I can do is I can turn on Snap and make sure that vertex is selected over here. And then I can press effect pivot only. And then I can simply click and drag and snap the pivot, and I drag on the circle. I don't drag over here, but on the circle, that allows me to drag in all axes. I select the pivot over here, and I turn off effect pivot only. Now that I've done that, I can turn off snapping, and you can see that now I can rotate from this point. Next that I can also press effect pivot only and I can center it. This will automatically snap it to the center of your object. Also, one thing that I might have forgotten to show you is that we have also angle snapping. In here, what you can do is you can click on this. And this way, when you rotate, it will snap by increments of five. You can change these increments by right clicking on it, and here angle. It's right now it's at five, if I set this two, for example, 30 degrees over here. Now you can see that if you look at the numbers, see, it will snap by 30 degrees like that. So that is very useful. I always like to keep it at. Okay. So that is it. All I would show you now is our actual viewpod and then we will move on to the modeling tools. So because the modeling tools are, of course, the ones that we are interested in. In your viewpoard, you have a little plus sign in here. You can find some viewpoard settings. You can also restore the viewpod which is the same as pressing dw, remember, from the beginning. Now, next this, we can also switch over here between perspective and different modes like the top view, and for example, the front view and stuff like that. However, what I like to do is I like to press LW, and then if I just click or middle click over here, the nice thing is you can click to select it. But if you have an object selected and you don't want to turn off that selection, you can also middle click. And middle click will keep the selection of your object. And then you just press W and now we are in our top view. And just like that, actually, you can honestly even hover over your mouse, see? I'll W, W. So you don't even have to do middle click. It's just force of habit. Now over here we have some shading models. You can do a high quality shading, which doesn't really. You can see some shadows and stuff. But the one that you often want to use is you just want to use the standard shading, which is the fastest one and the easiest one. Now, you can go in here and Oh, no, sorry, I will show you that after this. So we have this one. Here you can show your random mode. So the edges and faces is the one that we will most of the time have on. But you can also change, for example, flat colors. If you need it for some reason, you can make it look like clay and that kind of stuff. However, we will simply keep it to default chaining with edge and faces. Those are the only two that we will touch. The last thing I will show you is that you can go up here to the plus sign, and you can go to configure viewports. These are your viewpot setting. So in here, if you want to set the anti alysing, which if you are playing any games, I assume you already know, and just look at the edges over here. When I press apply, see, the edges are softer. So that is the antializing. It just basically makes your edges a little bit softer. But of course, it does also take performance. I recommend setting your textures to 40 96 by 40 96 by 40 96. When you do this, you will show or the viewpoints will show high resolution textures. So if you ever create a texture and input it and it looks very blurry and not like the resolution that you created it on, this is why because you want to set this to 40 96. The last one that I want to show you is if you go to statistics, you want to go ahead and turn on triangle count. Total plus selection. And then or you can press this button over here or you can just press Okay. So what that will do is it will show you the actual plcunt. This is great for optimization. So it will show me, as you can see over here, how many polygons one asset is because since we're working for video games, we want to keep our assets quite optimized that they run nice and smooth. Yeah. So of course, there are some exceptions to the rule, but we will go over that later on. So over here we will show our Polycount, which is quite nice. You can press seven to turn this option on and off. Okay, I think like down here, this is mostly animation stuff like the timeline and stuff, so we will not be covering that. And I would say that the last thing is that if you open up a window, let's say we open up our layer explorer, just like any other software or most of software, you can click and drag. And if you just hold until it shows blue over here, you can assign this, as you can see over here to your site, and then it will always stay. You can also click and drag it using the top view like this. Here we go. Oh, sorry, you should have it just next to it. It's a bit tricky sometimes. There we go. So you can also use this top view over here to assign it. And if you then have, for example, also your scene explorer, you can simply click and drag, and then it will create tabs over here for your scene explorer. Okay, awesome. So this was a very quick overview of the layout and the navigation inside of Ts Max. In the next chapter for Ty Max, we will go ahead and we will go over how to use the actual modeling tools and how to do some basic modeling in here. So let's go ahead and go over this in our next chapter. Hey, von. I just wanted to quickly add a few settings that I forgot to mention. So they are actually really basic. So one of them is that if you go to your Create tab and you want to, for example, create a box, you can use a tool called the Oto grid. The Oto grid allows you to snap your box on the surface of another model. So as you can see over here, see? I can simply place my model on another model. This can be quite useful. Another one is that if we have our cube and let's set this to ten by ten by ten, and we convert this to an added poly, if you have a selection, let's say that we have a selection like this, but we want to select all of the vertices that are within this selection, you can hold Shift and click on vertex on the right, and now it will basically select all of the vertices at the edge of the selection. You can still go back into polygons and it will still remember that. And you can do the same with, for example, edges, as you can see over here. And of course, you cannot do the same with border and element. So that's another nice way that you can select stuff like this. Now, next to this, there's one more that I wanted to show you, and that is that you can select by angle. If I, for example, create a sphere, let's turn of outer grid, over here, convert this to add a pool and select a pace. I can select based upon angles. Now, I'm selecting every phase that has an angle or 45 degrees that is connected to my selection. If I set this to like 20, you probably need to go lower seven. Maybe sphere is not actually the best one to choose. 15 yeah, because I think all of the spheres because it's round, they have the exact same angle. So this might actually be the worst here. Yeah, okay. With 11, you can see that it selects everything that has this specific angle. But as you can imagine, this was not the best option. So normally it is like in really specific use cases. Maybe a cylinder looks a bit better where over here, I can select by angle 45 degrees, it will easily picket but if I do like ten degrees, 20 I probably still won't work. Oh, yeah, here. So with 20 degrees, it does. It is able to select everything that is connected to my selection by 20 degrees. So I just wanted to quickly show you these. There might be some extra stuff that I've still forgotten, but let's just go ahead and go into our actual modeling chapters later on, and then hopefully we will come across those, and then I will cover them. 7. 04 Maya Layout And Navigation: Okay. So in this chapter, what we will do is we will go over the layout and navigation of Maya. Now, at this point, what I have also activated is, as you can see over here, my keyboard registration so that you can actually see the buttons that I am pressing. So as I have explained at the very beginning of this tutorial course, we are laser focused on creating environment art for games in this case. So what that means is this will not be a complete introduction to Maya. We simply don't have the time because a complete introduction to Maya would literally be an entire course on its own. So I will go ahead and I will cover in general, the layout and the navigation. And then what we will do is we will cover some of the modeling tools, and we will also have some bonus chapters, which will give you a good foundation to use the tools that we need or that we most of the time use within specifically environment art. So here we go with, like, the layout of Maya. Now, there's a few things I want to start off with, and that is how to actually navigate around in your viewpod. So first of all, there are many viewpoints. So over here, we have a perspective viewbod. You can press space. And if you press space one, you can also find your front facing viewpod I believe, your left and your right viewpod. These viewpod you can you press space again. You can select and you can switch to the different viewpoints. Now, next is, if you hold space in here, what you can also do is you also have a few options, and these are the options in which you can also control your viewpoint. Sorry, it's not space, actually. Yeah, yeah, this space. Space click. That's it. Sorry, space, right, click, and then you can go also to your left view, right, view, bottom view, top view. So this is just very handy to navigate to your different views. I just wanted to white off the bat, show you this. I just kind of forgot that you need to, like, click on Maya, and then it's a bit messy, and then you can switch views. But I just like to press space, and then I can just, like, switch to the views like this. Okay, awesome. So in Maya, if you go ahead and you want to press Alt middle click, you can pen around your viewpoard. Alt left click allows you to rotate around your viewpod. Normal scroll wheel allows you to normally scroll. And I believe if you do contra Alt Mill mouse button, you are able to also zoom in more precisely, but you need to have something selected for that. Oh, no, sorry, sorry, not Uh, Yeah, yeah, I think you just need to have something selected. That's why it's not working. But honestly, I never really use that one. I just use my skull wheel to basically zoom in and out. So once again, old middle mouse button panning around, old left mouse button, going at and just rotating everything, and skull wheel to zoom in and out. Okay, so that is it for super basic navigation. This is something that you will get a little bit more comfortable with. I do also highly recommend that once you have decided that you are, for example, going to use Maya or Max or Blender, and you've watched our video, if you've never even touched these softwares, I do recommend that you watch some more extensive introduction courses or just even introduction videos on YouTube. So let's go ahead and go over our general layout first. Over here at the top. We have a layout. Which is quite a classic for most software. So I will only really discuss the things that we will be using in this case. In our file over here, we have some handy stuff like new scenes, opening scenes and saving our scenes just to save our progress. And in here, we will also handle exporting any models to Unreal Engine, for example, or importing any models if needed. Just as an extra, you can also go to recent files over here, and here you can find, like, files that you have recently opened if you just want to quickly, load them in. In your edit, most of the things that we have in almost all of these bars, we will have, shortcuts, or we will have it in our tool bar, which you can find over here. But I will go over this later. So yes, you can find all of this stuff here, but we wouldn't actually use it. In your edit, you can find copy pasting, but, of course, just use Control C, Contra V, and stuff like that. Duplicating, but you can use Contra D. So there's a bunch of shortcuts. You can group pieces together, which allows you to basic a group models into a specific group and change all of them at the same time. We have to create tab in which we can create some cubes. We can create some splines. Once again, we have shortcuts for that. Select allows us for specific selection modes, once again, shortcuts. Modify. In here, you can reset your transformations. This is handy if you ever have any bugs within your model and you don't really know what's going on. You can always just try to reset transformations, and that often works. We have some more specific modes like converting one model to another model, you can convert a mesh that is smoothed to a mesh that actually has polygons. And if you are a complete beginner, most of this stuff wouldn't make sense, so I will not really go over it too much. Our display display is quite nice. It allows us to basically display our grid in here, and we can also press the little square button. Whenever you see the square button next to a setting inside of Maya, it means additional settings. So in here, I can turn on these additional settings, and I can, for example, set the subdivisions to ten and press Apply. And now you can see that this will basically change our grid. And you can also set the units of the grid, which is quite nice. Next this yeah, heads up display is quite handy. In your heads up display, the one that we would often want to find is the Pol count, and it allows us to basically in here. It's these text pieces over here. It allows us to read how many polygons we have in our scene or we have selected. And for the rest, show and height, you often just use shortcuts and the rest we don't really need. In our window, we can find different windows, and let's already dive into this one because we can use it. There's a few windows that we want to actually use. In here, you can also find your settings and preferences. And here you can find all of your settings, your hot keys, Maya specific software settings, all that kind of stuff. What I like to do is there's a few windows that by default, you do not have inside of Maya and you want to open them up. If we just go ahead and we want to go to let's start with the outliner. Let's click on the outliner over here, and the outliner basically shows all of the objects that you have in your scene. With this window, you can just click and if you just hold over here until you see a blue bar, it will basically snap the outliner nicely to your view, and it will stay there. Now let's go ahead and go to Windows, and then we want to go to our general editors. And I also want to just add my tool settings. My tool settings are handy. If I ever want to change any whoops, let's move it in, like, the center over here. Come on, or to the site. Let's to the site. There we go. So our tool settings are really handy because it shows us some settings. If you just go ahead and ignore what I'm doing right now because we will go over that later on, you can see that when I have a cube selected, I can have some extra settings like editing the pivot, and the pivot is this tool over here, which allows us to move and rotate our tool. It also gives us some selection types and that kind of stuff. And you can also reset your pivot back to center. So quite useful to have, and we will actually make quite a bit of use to this. However, we will go over this more in deep when we actually do the modeling. So let's see, Windows, there was one more if we go to our modeling editors and grab our modeling toolkit over here and also drag it on here. A modeling toolkit also just like a few tools that we will go over when we have our MdingTols chapter. So for now, you don't have to worry about it yet. It's just something that you just want to already have to decide over here. Let's have a look, mesh bunch of stuff to change your mesh. With this one, what we will do is we will create a toolbar in this chapter, and then I will basically show you which ones we are going to use, and I will give you a very quick description. Same for added mesh and added tools, these are all tools we can use to manipulate our mesh. In our mesh display, we also have a few, but we don't often use this. The only ones we really use are like the softened edge and hardened edge, which I will go over a little bit later on. We have a curves where we can create curves and we can edit them. Once again, we have a different window for that. Same for surfaces. Same for the form, UV unwrapping. This one is quite nice. So the UV unwrapping, basically what UV unwrapping is, it is displaying your Tweed asset into TD so that you can apply textures to it. But textures is something that you would create in TD and it would be an image map. Now, what I like to do is I like to just go ahead and open up my UV editor over here, and I like to move this to the site like this. And let's move this one to this side over here. And the reason I'd like to do that is now I can just click on the top, see? And now it will basically just the UV editor and I can make it smaller. We'll just be here to the side. Because when you are working on game assets, specifically, you will be using the UV editor quite a bit. So you can just go ahead and have it over there. So that is a nice layout to have right away. So UVs and the rest we don't really need because we are not going to use it. Over here, these are just some shortcuts like opening and saving. These shortcuts over here are really nice. These are the snapping shortcuts. What you can do with this is if you turn, for example, on snapping with grid, your model will snap to the grid, as you can see over here. This is super useful if you want to work very precisely, which is something that we do often need to do when creating assets for games. We can also snap splines, which are curves. It kind of depends. In some software, it's called splines. In Maya, they call it curves. But for example, in Max, they call it spins and Blender also. But I'm just going to try and keep it to curves when we are working with Maya. You can also snap to points, and snapping the points is basically this. Let's say that we copy our model and we snap to points, we are able to snap our model to the points of our other model. And the points in this case, is ertzes. You can find your here see these ertzis. Don't worry. I will go over this menu later on that I'm showing you right now. So that is a snapping. For the rest, you have some more snapping settings which we will not go over. Uh, the symmetry tools over here, I never actually use, and these are rendering tools, and this is license information. So that's basically it for the second bar. You have over here, you can change your bar if you are specializing in rigging or animation. It will basically change the top bar, as you can see over here, see? And it will show you different tools. However, of course, we are not working with rigging or animation, so we don't really need it. Next up, over here, we have our tools bar. This one is quite important. Your tools bar, it is basically like a shortcut bar. It allows you to have a lot of different shortcuts for different topics. But of course, more importantly, it allows you to create your own custom shortcuts like I have here. These are the shortcuts that I was talking about. So I can literally have the settings that I use most of the time in my meshes or ddt meshes or mesh tools. I can actually create a shortcut for that so that I can very quickly whenever I'm working, I can very quickly, I don't know, I can, select the model, select both of them, press combine, and now it's like one model. So I can very quickly change all of these settings. We will be creating our custom toolbar. However, I want to leave that to the end of this chapter. So here you can just find a bunch of different tools all depending on the topic that you want to make. Let's get back to this one later on. So over here to the right side, we have some selection modes. You can go ahead and you can do a lesser selection using this button, a normal selection like this, and you can move, rotate and scale. However, you rarely use these buttons because for moving, rotating, and scaling, you would simply press W for move, E for rotate, and R for scaling, and that's how you would very quickly switch between the two. I have not ever seen an artist actually use these buttons up here unless it's for very specific reasons. Okay. So over here, you also have like what I showed you with space, this stuff. You can also do over here by C, switching between these different areas. But once again, it's not really something we use. So the windows that we are our outliner shows everything in our scene. This is going to be our cube, a group that I created that I was not supposed to create, and our cameras, which we have over here. So right now we don't have too much, but if I would, for example, duplicate this, so it throws it into a group, I will go over that later on. Hold shift to duplicate if you don't want to do it in a group. So there's a few ways that you can duplicate. You can pass Control C contro V to copy paste. However, for some reason, it always arts it into a group. You can hold Shift and move to duplicate, or you can hold Shift D contra sorry, contra D to duplicate. So I will go over those shortcuts in the next, yes, that will go in the next chapter. So I'm just looking at my notes. So that is the outliner. Right now, we're really focusing on just the layout. Our tool settings over here just has a bunch of settings for tools, as I showed you before. So tools of interest is changing our pivot like that, and resetting it. It is also axis orientation. Right now when we want to move our model, we are moving it on the world axis, which means we have X, Y, and Z, very precise. But let's say you rotate your asset and you want to move it in the direction of your rotation, you can go up here from access orientation, from world to object. And now it will rotate or it will set your pivot points in the direction of your object like this. So that is very useful if you want to make any changes like that. Preserved UVs allows you to edit your model without changing your UVs. You will only know what this means if you actually know what U VN reps are, but that will come a bit later. And we have some cool stuff like, for example, soft selection. If I just go ahead and oops, Wong shortcut. If I just go ahead and I will I don't have my shortcuts turned on. Of course, because I was going to make the hot keys for you guys. Let me just do it manually with my tool because I need to show you something, but of course, I was going to make the hot keys with you guys together. So I actually reset all of my hot keys. Anyway, so in our tool settings, let's say you have a selection and we will go over selections later on, you can go ahead and you can go up here to soft selection, turn this on, and it allows you to basically here, select based upon the radius. So if I set it is quite low and it's quite sensitive like this, whenever you have something selected, it will basically softly move everything with selection. That's why it's called a soft selection. And the rest of the settings I don't really tend to use often. So now we have our modeling tools in here. We just have a few tools that we will go over in our next chapter that helps us with the modeling and things like extruding, although we would use shortcut, but it's like a classic, see? A classic one, extrude, stuff like that. There's a bunch of tools in here. We will go over that a little bit later. I already explained the UV editor and the UV toolkit. They are all about UVs, but of course, UVs are going to be their own chapter because it's really important. It would not do justice if I tried to quickly explain it here. We have our channel box and our layer editor. So these two are quite important. The channel box contains all of your transforms from your model. Let's say that I want to I have my model over here. You can see that the transform change. Let's say I want to set it back to the center of our scene, which we need to do later on for Unreal engine. I can Oh set them individually to zero. Or what I can do is I can click and hold to drag everything and then set it to zero. So just like this, and you can also change the scale, I can set the scale to five, and now my cube is bigger. Over here, this is history. History is the way of Maya to say that the muddling is non destructive. I personally don't really use Maya in this way myself, but you can always whenever you do a function, it will be saved here, and you can actually change it and you can also heres you can control it. I already broke it. So it is very specific. So yeah, it is really specific towards the settings that you use. So it doesn't work with many settings. If you want to get rid of your history, you can always, which you often want to do because the longer your history, the slower your scene starts to run. So sometimes you simply want to go to oh, God, I have mine in here. So my tool is in here. Edit, delete all by type history. That's the one. And when you do that, you can see that the history is gone. This is something we will go more in depth over in the actual modeling chapters. And down here we have a layer editor. A layer editor is great to organize things. Let's say that you have two models, but you want to nicely organize them. You can select the model and press this little button over here, which will apply a layer and assign your model and call this, for example, if you double click. Oh, it's over here. Model 01. This now allows you to very quickly with pressing the V, turn this model on or off like this. So I hope that you can imagine that this is very easy for organization, especially if you need to have another model in the exact same location, which we will need later on when we are actually working with Unreal engine, yes. So that is it for our layer editor. We also have an attributes editor, which is almost like a detailed settings tab. In here, we can, for example, change stuff like the material and some quick properties. So it's almost like it is a settings tab but it's like a summary of all of the settings that are on your model. We only really go to this channel whenever we want to vary quickly, for example, change the color of our mesh like this. See? If we want to do Vers on very quick functions, this is a great map to basically change that. And I want to try and set this back to Original there we go. Yeah, good enough. So that's what this tab over here is for. Now, down here, you have some animation taps, but honestly, we are not going to cover those because we are not going to use those. Okay, so now the most important menus are going to be few port shortcut menus. So the way that Maya works is that you have a lot of viewport settings. You can access them by, for example, pressing Shift, and it is always the right click button. So right click. If you click and hold, you can see that now I'm holding Shift, I have a menu. If I do not hold Shift, I have a different menu, if I hold Control or Alt. Oh. Oh yeah, sorry, if I hold Contra shift, I have another different menu. I always forget which ones they are. But most of them are in the modeling tools, and of course, you have space. So let's go ahead and go over them. Space, I rarely use. I only honestly use it to quickly switch between my viewpoints. The biggest one I use is Shift right click, which allows you to create new models. All of the settings you see here, you can also find at the top. Here, create polygons, but you can see that this is a lot slower than shift right click. So let's say that I want to create a cube. I shift right click and I create a cube over here like this. You can also always, if you need to, you can go and go to the settings, which is the box over here, and then you can set very specific settings into your cube like width, height, and depth divisions. So let's say that we have a cube over here. Now, in this cube, what you can do in here is if you go to your channel box and layer editor, you are actually able to go into your cube, which is the polo cube here, and you can still change the settings here. So let's say that I set my segments to five, you can see that now my settings are nicely set to five. So that's one of the times that I use the channel box view over here. So when you have or when you have an actual model, that's when more menus start to get disclosed. If we now shift right click, we get a bunch of tools for our models. Most of these tools we will not go over, but they are tools like cutting up our model, filling holes in our model, optimizing our model, extruding stuff in our model. So there's a bunch of stuff in here, combining, separating, but most of the settings that you find here, we will actually add to our toolbar. You can also control Right Click. And with Control right click, you have some selection options. So let's say that I first of all, right click, normal right click, right click allows you to switch between vertex, edge, face, and object. And vertices are the points over here. These points are always connected by edges, and these edges make up faces. So a vertex is always connected by at least oh, no, sorry, a vertex can be standalone, although it would not work. Usually, a vertex is connected by a minimum of two or three edges. The edges over here, they are created, and a pace is often created when there are three or more edges that are enclosed into it. So, for example, if I select these two and do just like a setting here, see, it is still a pace even with three edges. But if it is lower than three, it's not a face. So basically we use this tool to very quickly switch between our different selection modes. And then we can use our top bar or we can hold contro right click to change our selection mode, like growing our selection, see? And that we'll basically select everything around our selection. We can select these two edges, which basically converts our pase selection to an edge selection. And just like that, we can also go to vertices, which will select all of the vertices connected to our selection. And then we also have a menu that is shift right click, which is the menu I most of the time use if I'm not using my toolbar, and it allows us to basically do a few different things like the ones in this menu that we will often use is extracting faces and duplicating faces. What this allows you to do is allows you to basically detach your face from the rest of your model. And over here, you can also bevel stuff. I will go over this in the modeling chapter. I think it will be too much information if I do this now. For the rest, all I would say is that selection mode. Double click allows you to basically select all of the edges connected. This, of course, does not work with vertices, but with phases, it allows you to basically select all of the phases connected, which in this case happens to be the entire model. Double click allows you to do that. Normal click holding Shift allows you to add to your selection. Holding Control allows you to remove your selection. If you click here and then double click on the one next to it, it allows you to ring your selection. So this way, we call it a loop. And this direction over here, if we double click, we call it a ring because it's like a ring that goes around it. If you, for example, have a vertex, I said before selection mode, you can click Control Right click, and then you just basically move your mouse, and that's where you can navigate the menus. You can grow and swing your selections over here. And yeah, the those are the main selection points that we would use. So double click Shift Double click on faces will once again, just loop around our selection and just like this, you can just select all of your meshes. Sorry, my throat starts to hurt a little bit, so I will stop talking after this. So just do not make this too overwhelming. Those are your selection modes. And once again, depending on the vertex, you'll see, your menus change. So shift right click with VertCs has a different menu than with faces. So in our next chapter. Oh, sorry. Yeah, you know what? I will do the tool bar also because we are having quite a long chapter. Next chapter, what we will do is we will go over our toolbar and then we'll go over our modeling tools. I think that is a better split than spending another 10 minutes in this chapter. So let's go ahead and continue with that chapter next. Sea. Okay. Sorry about that. We are almost done. I forgot to show you one extra tab, which is the tab up here, which is actually quite important. This is your viewpod tab. In here, you can find some viewpoard settings. But what we are most interested in is that in here, you can switch between your wireframe mode, you can see over here, your shaded mode, and the one that is more important is to wireframe unshaded, this one over here, which basically shows our wires on top of our shaded model, which is very nice to look at. You also have a mode where you can show textures, but, of course, we don't have any textures yet. We have a mode where we can show lights, but we don't have any lights in our scene yet, and some more stuff like screen space ambient occlusion, which is quite cool and motion blur. But motion blur, yeah, it does not really work. Basically, what the screen space on ambient occlusion does is if I, for example, move to meshes and I turn, for example, off my wife frame. You can see that over here, it creates a little bit of occlusion in between the corners, which can sometimes look quite nice. Although in this case, it does not look very nice. Now, lastly, what we have is we have over here a isolate selected. If you simply select a model and press this button, or you can press I or contra I Aldi. Okay. I forgot what the shortcut is because oh, yeah, shift I, that's it. You can press Shift I, and that will isolate or you can press this button and that will also isolate your mesh over here. Speaking of hiding, you can also press H to height and shift H to unhide. I have a button over here for Show in my toolbar. Later on, we have a chapter where we are going to create our own custom toolbar. We already did, but I, of course, forgot to show you this part. When that chapter comes, you can find this by going to, let's see. It's in here somewhere. Um, modify or display. Display Show and then Al and you can add this one to your toolbar. Basically, if you have hidden a bunch of stuff and you don't know yet any more which stuff you have hidden, you can press the Show Al button, which will just unhide everything. And lastly, although I will show you this later on, it is something that I forgot to show you. If you hold J and then rotate, it will snap rotate in incumbents of 15 centimeters. You can find the incumbents over here. If I set them over here to 90 while you keep holding J, well, of course, 90 would not work. 30 because it's a cube. If I do 30, you can see that over here, it snaps in increments of 30. So those are a few small things that I forgot. Unfortunately, that's the thing when we work in a large software like Maya, I just sometimes forget about some really small stuff. You also up here have Xray mode. I don't use it too often. Xray mode is nice if you need to see one asset to another asset, for example, like this, and you just want to select something specific. But it's quite a specific thing. People most time use it when they are modeling from an image. That's most time when they use this stuff. So that is all I wanted to show you. And now let's go ahead and continue on to the next chapter. 8. 05 Blender Going Over Our Modeling Tools: Okay, so in this chapter, what we will do is we will go over the modeling tools inside of Blender. Now, this one is so I also created chapters on Max and Maya, and I need to switch things around a little bit because Blender is just so different. This all works a little bit different. I cannot really keep everything contained into, like, one small chapter. So what I will do is, first of all, I want to go ahead and I want to show you some of the tools. I want to show you how to create a menu on where to place those tools. So in here, as I said before, you can use the tab button to switch to dit mode. This is always needed whenever you want to have an object over here. Let's get started with our object mode over here. You can just look at it at the top, like that. So let's say that we have this object over here, and let's say that we have two objects. Now, one thing that I want to show you is a shortcut. So if you select an object, you can hold Shift to basically select another object, not very difficult. So this will also go over selections and stuff like that. In blender, selections are ordered. You can see it by the color. Even if I have, for example, three objects over here, you can see that this one is now yellow. Now this one becomes yellow or orange and now this one. And this is basically because there are some modifiers and functions inside of blender that actually need to have an order in how you select stuff. Keep that in mind. This means that the one that is orange is always active. You can always click again by holding Shift on another object, and that will become the active object. This will become more useful later on. So for now, it might not make much sense, but when we start working with materials and stuff like that, it does. Let's say that you want to edit this. In the latest blend of versions, you are able to select all of the models and then press tab to go into Edit mode over here. This used to not be the case. However, if you want to, for some reason, combine all of these models together into one models that you don't have to select all of them, you can press Control J over here. And now you can see that now it has become one model and it will behave like one model, something I wanted to show you. So yes, as I said before, Blender has a lot of shortcuts. I will first of all, go over the shortcuts that I actually use. And then what I will do is I will go ahead and I will show you my way of using blender that is a little bit more user friendly when you use many other softwares. So another shortcut that I like to use is in the default of blender, it is E for extrude. However, in the last chapter, we changed this to Alt E. And Alt E just does simple extrusions like this. I also changed one to contra E, which does extrusions along normal. So what is that? Basically right now, if, for example, extrude on a corner with Alt E, you can see that it will basically pick the average direction of this corner and it will push it out towards that direction. However, what if I want to extrude this based upon the direction of every phase. So this phase is pointing up. This phase is pointing left. I want to extrude all of them at those directions. What I can do is I can press Contra E, or I can go to extrude pass along normals. You can also do this one. And if I just press CtraE here, C, if I press that one, you can see that now it will ty to push the faces along the correct direction. Of course, it will look a little bit strange, and this is because the faces, of course, get pushed together over here. There is another one if I press Contra E, and that is extrude individual faces. Extrude individual faces allows you to basically, as you can see over here, extrude the faces as if they are their own little thing. So that is something that I wanted to quickly show you over here. If you ever do the extrude faces along normal, and by the way, you can find these settings up here, see? So you can just set your own shortcuts if you want. What I recommend, and this is a trick that I often use in other software is that you go to scale. You just slightly move your top scale down. And whenever you change something inside of blender that has settings at the bottom left, you often get this little window with the current settings. As long as you don't click anything else, these settings will change or will stay, sorry. What I can do is on the Z axis, which I can see is now less than one. I can set this to zero. And this means that now it is perfectly flat. I can go here and scale it flat like this, and I can see that this is the Y axis, although you can also read it up here. Y axis. I can also set that one to zero, and now it is perfectly flat. Just like a Wi handy trick that I quickly want to show you that we will actually be using quite a bit. Speaking about these settings, these settings you can actually use with like a bunch of stuff. So let's go back into our object mode because I forgot, the most common thing to show you. And that is how to create objects. Now, to create objects, I believe you can go to Object over here, and is there like a Create button? Maybe they don't have that. Basically, the way that I create objects is I press Shift A. When you press Shift A, you get a special menu that has everything you would want to create everything from your meshes to curves or splines, however you want to call it, to, for example, lights and cameras and stuff like that. So I can go to mesh, and I can, for example, say, I want to create a cylinder. Now, one thing I wanted to show you is that just like that, whenever you have a cylinder, you can see down here that you can choose the amount of ertzes which is like the polygon count of your cylinder. You can also choose the radius, and you can choose the depth if you want to have something very specific. You can even set the positions if you want. Super annoying inside of blender is that as soon as you press any other button, like I move my cylinder, it removes those settings. I can no longer change them. Willy annoying? I don't know why they still have that. There are plug ins, of course, to fixes, but I feel like that's the thing with blender. Like, they fix it by having community plug ins, and I feel like that's not always the right way to do stuff, which is probably, in my personal opinion, why Blender is my least favorite program to use. But for you guys, of course, I will use it. So, don't worry. I do have actually, a couple of years of experience in blender. Just doesn't mean I like to use it. Same is that I know how to use Sebush even though I don't really enjoy using it too much. H anyway, let's go back into our edit mode. Now, another one that I want to show you is by pressing I. I is the inset mode, and the inset mode basically like insets, I don't know how else to say it, your mesh. Once again, you can see settings based upon the I. You can imagine that this can go quite quickly. So I can press, for example, I, and then I can go to Move tool, move this down, press I again, press Alt E again, press I again, press Alt E again, you can see that I can very quickly create interesting shapes like this. Just like that, see? So once you get to know these two, they are actually really powerful to use. Now, let's go a little bit back to selecting, for example. Selecting in Blender is often sometimes a little bit messy I find. So you can press one to go into Vertex mode. You can press two to go into edge mode, and I really apologize. I should have showed you this before. I'm so focused on the tools that I forget about selecting. You can press three to go into your face mode. So this is how it works. Vertices are needed to connect everything. So that's why you have vertices. Vertices can be standalone, but they are useless. So often you will have at least two edges connected to one vertice. Like over here, you have two. Edges are basically the lines in between the vertices, and you will always have or at least the edges always need to be connected by a vertice. And then you have faces. Whenever an edge is connected by three vertices. So right now we have four, for example. But even if for example, Oh, wait, because I don't have my shortcuts. Sorry, it's because I don't have my shortcuts. There we go. Okay. I will set up these shortcuts later on. So then I get a bit confused. Yeah, even though it's three verts, as long as it is three, it will be connected, and it will be able to create a face. And the faces we call polygons. Next to that, we also have another one that I want to set, but that one needs to be shortcut, and that is four. Right now, four does not do anything. What I like to do is I like to go to select and then I want to go to select Linked and Linked. Right now it is set to control L. I want to right click change my shortcut to four. This is once again something that stems from Max and Maya because I like to call four elements select. It basically selects my entire model. This is super useful for when I, for example, have Models over here that are, for example, intersecting like this. Let's say this, and I join them together. I can now press four to select all the individual models. So that's why it is useful and I can move them and do whatever I want with them. Or I can, of course, delete them. Speaking about the lead, that is another one. The lead has a lot of options inside of blender. So if I press delete, you can see over here that there's so many options. The one that you want is the faces, and that one will delete the pass. You are also able to do more specific deletions like VertSs which will remove all of the vertices and everything connected to it. You can also do dissolve phases, which Oh, no, wait, that one does not work. Only phases, sorry. And that will delete only the face, however. As far as I can remember, that's the exact same thing as phases now that I think of. Only edge of face? Yeah, honestly, just use faces. I don't know why I'm trying to show you like all of these other ones because we simply don't have it. If you want to remove edges, so let's say that we go ahead and we select this edge over here. And what you want to do is you want to go ahead and come on. I've got a it was select Alt. That's it. So if you want to select like a loop around, you can then go ahead and you can select one edge and then hold Alt and then select the edge next to it. And that will basically loop all the way around. And the way that this works is if you want to, for example, delete this one edge, you can press Delete. And then you can say only edges and not only edges and phases. This time, you want to go for Dissolve eedges? Yeah, dissolve eedges. And that will only remove the edge, like you can see over here. And it will leave nothing behind. So those are the two we want to use. We want to use pass if we just want to do normal deletions and dissolving the edges if we want to remove an edge without actually removing any phases that are connected to it. So now that we have done that, as I said before, selection, you can press Alt to select like this. If you want to select more, you want to press Alt Shift, and then you can select more loops, as you can see over here. See? So that is another way to do that. You can just simply hold select something. You can hold Control and select an edge further down the line, and it will try to find the best part to this edge. So if I go here, see, it will try to find a part towards this edge. Personally, I only need it if, for example, just want to quickly select like half a face or something like that. For the rest, normal selecting is by holding Shift, if you want to add to your selection. And of course, just like clicking selects a single thing. So by holding Shift, you can add more stuff to your selection. Now, in phases, Alt is also a loop. Control, does the same thing, and shift does the same thing. So it is pretty much the exact same thing for selecting of pass. Yeah. Okay. So we got that one done. Another one is, as I showed you before, you can click and drag to select. However, in blender, it never selects the backside. To do this, you want to turn on X ray mode, which you can find up here or you can use the shortcut. In our case, we set our shortcut to Alt x. And then you can select all of the edges around it. So that's quite nice. You can also select the etching if you want to ring around it. We call this ring. What was it Control? No. Oh, God. Alt, Contralt. There we go. Contra Alt. Sorry, brain freeze. It's because so many software that I'm using today and it becomes a bit confusing. Contra Alt and clicking again will ring around your mesh. So it allows you to basically select not the loop, but like the ring. It doesn't really matter where you select the ring. I can select one here and then go over here, and it will still work. So that is mostly like the main selection points that we want to work with. So let's go ahead and press Alt click and create a loop here. One of my last shortcuts that I want to show you is Contra B. Contra B, and this is the one that I actually Oh, sorry about that. Ah, Contra B is the one that I actually favor inside of blender compared to any other software. So with this, we can add a chamfer or a bevel, however you want to call it. The cool thing about this one is that you can use your scroll wheel to basically add more or less segments. So you can very quickly make this like nice and round or just make this like quite harsh. Soon as you click again using your left click, you can see that now it stays in place, and I have a bunch of settings. So in here, I can still change my settings. I can even change, the shape, so I can have this inserted or pushing out and all that kind of stuff. So there's quite a few settings that you might want to play around with in here. Just like that, we can very quickly create interesting shapes. So that is mostly it for our shortcuts. There is one more, actually, one more. But I believe I'm not sure if it's already the right shortcut. If you press Contra R. Oh, sorry, go in edit mode. Contra R. Okay, it is right. Contra R allows you to basically place an edge. I cannot I thought contra R was not the default, but it looks like it is. If you want to place one edge, you simply click and now you can move to place the edge wherever you want. Once again, over here, you can still later on also change it. If you press cdr again and you use your scroll wheel, you can place multiple edges like this, and then you can move them also around again like that. And over here, there are a few settings that you can use. This is super useful, something that we will use many times whenever we want to, for example, create some new pass, and then we can go ahead and we can, for example, select our faces. There are some more selection modes like you can go to Select, and in here, there's like, for example, Checker Deselect. Check or D select is this one. For example, let's say that I have a loop, I can go to select, check or D select, and it will select every other phase. At which point I can, for example, do Q Q. Contra E, extrude pass along normal, C, and I can extrude this. So there are a bunch of selection modes that you can find in here. Other one is growing our selection, and it is NonpaDPlus and nonpaD minus. If you press that, sorry, I think we need to hold Shift. Yeah, control. Sorry. Hold Control plus. And that's why you can grow your selection. And Control minus on your non PAD will minimize your selection. Anything else in here that you really care about. To be honest, not really. Art? Oh, yeah, here you can art your models, but I don't care about that. Mesh, this one is tricky to explain because it is like for bug fixing. So in here, we have some merging and we have some splitting and separating. Let's focus on those first. Of course, we have duplicate and extrude, but we don't really care about that. Let's start with merging. So if you go ahead and you can go to mesh and merge, there's a few settings that you have over here. At center at cursor and collapse. So collapse will basically merge everything into one singular point. At center actually does the same thing. So if you go mesh, merge at center, it will collapse everything into the center of whatever points you have selected. And then we also have B distance. The way that B distance works is, let's say that we go into vertex mode, select a bunch of vertices over here. There we go. The B distance one. Merge. Don't worry. I will show you how to create a custom menu for this later on. It allows you to basically merge based upon the distance of measure, see? The higher I set my distance in the bottom left, the more it will try to merge things together like that. So that is it for merging. Split. Basically, what the split does is, let's say that I want to split some of my model. I can select this model and then I want to turn this into its own model. I can actually also right click and press split, which is why or I can go to my mesh, split and selection. What it does is it will separate this model from the rest of the model over here. Yes, yes, that is correct. So we have that one to split. I was a little bit confused because this is how to split it. However, if you want to separate your model into a new model, you want to use separate. So over here, if you go to separate and separate selection, now it has become its own model. See, we are now in object mode, and it is now its own little model over here. That is the separate selection. Let's go ahead and have a look. So these ones we don't really use. These ones we don't really use. The shading. The shading, I can show you. Yeah. Let's go ahead and I'm just going to create a new cylinder to show you. Right now, if I turn off my wireframe mode, you can see that this cylinder does not look very nice. It has, like, all of these quite harsh faces or polygons, yes. So what you can do is you can actually apply shading. Shading is a way to basically fake the look of your model to make it seem like it is nice and hipoly and it does not have all of these faces over here. The way that you would do that is or you would right click and press shade smooth, shade outer smooth or shade flat. Or you can, of course, find them also in here if you want to do it per pass in your shading over here. So just to show you, right click, Shade Smooth makes your entire model look very, very smooth. Shade flat makes your model look very sharp. Shade outer smooth, basically arts the shading based upon an angle. So here you can see that we set the angle to 30, which means that every face that has a 30 degree angle will be shaded. But because the stop face over here is a 90 degree angle from the rest, it will not be shaded, and that is the correct look for a cylinder. I can also go in here, shade out the smooth and you can see that that instantly looks a lot better already. Just like that, you can also manually do it. You can go into your faces, manually select some vases, and then you can go in here and you can go shading and you can make these faces flat. And then if I go, for example, to my object view, you can see that now these faces are hard shaded. So that is basically our shading. Um, wow, this chapter is starting to go on for really long. I don't think we are able to fix to finish this in one chapter. So I will move a bit of stuff to the next chapter in which we're going to go over our modifiers over here. So over here, we have a bunch more pieces over here, so we have Vertzs. But the annoying thing is that these menus, they change based upon our mode. If I go to Vertex mode, they often Oh, no. Okay. For some reason, I thought they would change. Vertices, we are able to extrude vertices. We don't use this. Most of this stuff, honestly, we never use. I rarely go into the vertex mode. The edge mode, extruding edges is the same as just like extruding faces. You want to select an edge. And then if you press Alt E, it would extrude this edge out. Extruding edges we don't use too often. So what else do we have? We have our bridge edge loops. That one is quite important. Bridge edge loops, what it allows you to do is, let's say that I delete this vase. I now have a hole in my mesh. What I can do is I can select two opposite edges like this, and I can right click and here I can find them also Bridge edge loops. Or I can go up here to bridge edge loops, and that will basically bridge, make a bridge between these two edges, which creates a polygon. So now that one is also fixed. Let's see. Subdivide unsubdivd we don't use those. Loop cut and slide is contra R, the one that I already showed you, and the rest, honestly, the rest we don't really need right now. Faces, extruding faces, I already showed you inset, I already showed you triangulate faces. That one is very specific. It basically is if you have all of your faces, you can go to face and triangulate, which will basically arch triangles. You often only really need this. Yeah, you need it for very specific cases, but there is a modifier for it. So here, there's like a modifier that's also called triangulate that is more non destructive. It often has to do with or cleanup if your mesh is really messy and you want to clean it up by connecting some stuff. For example, over here, you can see that all of these vertices, they are not connected by anything. So one way that you would be able to clean up is by going to face and triangulate phases to connect them. However, this is actually a really bad way to do this. The official way and the best way to do this is by pressing inset, and then by going to your mesh, merge, and then collapse them. That is the official way to properly fix that kind of stuff. So yeah, I would not really worry about it too much right now until you actually need it. Phil field is quite interesting. Fil is similar to bridge. However, it is able to basically fill in multiple pass at the same time. Yeah, I think these ones, no way, these ones would not work because there's nothing here. Let's say that I have a bunch of faces missing. What I can do is I can go ahead and I can go into my object mode most of the time or sorry, not object mode. I can go into my Addit mode and then select on my edges. That's the one. And then I can go to face and I can press Fill. I know. Okay, fair enough. This one does not work the same as that it does in Maxomya. I rarely use it, so that's why I guess what we need to do is we need to select all of our edges over here, face and fill. And now you can see that it will fill. And there's another one that is called is it not in here. I think if we right click, it's called New face from Edges, where are you? New face from Edges, is similar to fill. However, what it does is it does not triangulate your mesh. So the fill load and the new face from edges, Oh, what's the best way to explain it? Bridge is very accurate because it is manual. Fill mode is a little bit harsher. Let me say it like that. If I press Altclick to select this loop and I right click, so the fill mode, it is able to do pretty good job, but you also have the new face from Edges, which basically does not have any vertices connected. So it will try to fill the best it can, but in really complicated phases, it's not able to do this. A good example is if I literally grab a chunk over here and delete it, and then I go to Edge mode and I select the entire loop around it like this. I'm able to still fill this. I can fill this, but you can see that it's not able to accurately predict where all of the filling needs to go. I can do the same with new face from edges, and it's just like a big mess. So that's basically what fill is used for. It is quite specific on when you would use it. So that is something that we will go over a little bit later. Sorry, that's something that we will not be using too much. So yeah, shade smooth and shade flat, I already showed you. I can go in here and shade smooth. And I can do the same with shade flat, but I believe that we have Outer smooth turned on, don't we? Yeah. Whenever we right click and press Shade Outer Smooth, in our object data properties, it turns on Outer smooth. Whenever we do that, we are no longer able to add custom smoothing. So now you can see that now if I right click shade flat, see? I can actually mess this up quite bit. So let's just shade Outer smooth. That looks quite a bit better. So yeah, that's it for faces. And UVs. So this is for UV unwrapping. However, we will have a special chapter dedicated to UV unwrapping because it is quite complicated. So I will not really go over that. All I would say is that you can use this menu up here to go to your UV unwrapping tools. And now you can see that we actually see the UV unwrap of a model. UV unwrapping is basically grabbing a three D model and turning it into two D so that you can paint on it so that you can create what we call textures on it for the people that are Wi beginners in this. But I feel like that if you know what environment art is, you will probably you are spending time, paying for a course. You probably would have seen like a few videos on what tree the artists and everything. And I kind of do count on that because we are simply going a little bit too fast for, like, a complete introduction, since we have so much stuff to do. Like, yeah, there is honestly, I'm looking at a list right now, and there's a lot of stuff that we still need to do for this. Oh, that is basically it for the overview. There are a few settings in here, but they are just like extruding in setting. So they are the same settings that we have found up here. What I'm going to do now is I'm going to end the chapter here. In the next chapter, I will show you how to create that special menu for our modifiers for our shortcuts, and I will show you how to use the modifier menu in here. So let's go ahead and continue with that chapter next. 9. 05 Max Going Over Our Modeling Tools: Okay, so we are now going to go over the modeling tools inside of TS Max. These are the tools that we will mainly be using. By the way, you can just press delete if you want to get rid of an object. So let's use this cube over here. So the mulling tools in three is Max, it is kind of funny. So there's two ways where you can access most of them. I always just use the mulling tab over here just by double clicking on it, and it will have everything you need almost 80%, 90% of what you need. However, you can find most of the same tools also in here. So it is kind of like almost like a habit on what you want to use most. So first of all, let's just go ahead and go over the Muding tools here at the top. Now, when you have your Adili selected over here, what you can do is you can press one to go into vertex mode. I'm not going to go over what vertices and everything. Well, I will go over it, but I do expect that you know a little bit of the basics of three D at the very least, it is a beginner course, but I assume if you know what environment arts, you already have played around with things a bit. So over here we have our vertices. With our vertices, they are basically the points that connect everything, which we can move around to manipulate our mesh. If we press two, we go to edges. Edges are the lines that are in between the connected vertices over here. So you see that every vertice is connected with at least a couple edges. Then we have a border, which is number three. In order for me to show you that one, I first need to show you number four. Four is polygons, quite a common word. It's basically the faces that are created whenever you connect three or four vertices over here. So in order to show you what border is, I basically want to delete by pressing delete one of these edges. So now we can see that we have a hole in our mesh. Border, what it allows you to do is it allows you to instantly select that entire whole, and it doesn't matter if it looks weird. So even if I do this, border allows us to it just links up all of these connections like this, see? And that is border. Then what we also have is we have five and five basically selects your entire model like this. However, this is only in specific cases where you have combined multiple models together and you just want to select them. If you just want to normally select your model, don't use element and then move it around. Rather, just click once on the Adi poly, and then you are back in your original model view over here. Okay, so let's go ahead and let's go over here. Whenever you press one or two or three, you can see that the modeling tools change. See? One, two, three, four. And this is why I was telling you that that almost everything you can find in here. So let's just go ahead and go from left to right. So what do we have here? We have some selection modes over here. They are the exact same that you can find in your selections over here or by using one, two, and three, basically. And now another one is that if you click on an edge, and now I'm at two, you can hold Control and you can double click to basically select everything that is connected to this edge. We call this a loop. You can also middle click, by the way. Middle click is for a single edge. Control, double click. Sorry about that. Double click is for a single Edge. Control DoubleClick is to select additional edges. But out of habit, I always hold Control. Sorry, that's just a habit. However, you can also go in here and you can also press Loop, but there's of course, a slower way to loop around your mesh. Now, what you can also do is, let's say that we have this edge and we want to go ahead and want select all of these edges, which is a ring. What you want to do is there is a shortcut. Oh, yeah. Click and Controld double click. So doesn't always work. Come on. That's why I don't like to use this one. You saw me do it in a second ago, but for some reason, it's not able to register now. The way that I always use it if I want to ring it is I press ring up here. Sorry about that. I don't know. Control. Huh. There we go. So I guess control, control, control, double click. Oh, there we go. Sorry about that. So yeah, I was mistaken with the shortcut, so you can click Hold Control and double click to ring around it. But personally, I always just press the ring, and it's once again, like a habit. You can find these two also up here. See, Loop and ring. This is what I was talking about with having multiple selections. Now, the grow and the shrink, what it allows you to do is if you select one vertice for example, and you press grow or swing, you can find them in both. It will basically select the vertices that are closest to it. You see, I can keep growing my mesh. I can also swinging it so that it deselects di vertices around it. Okay, so the edit. Here we have a CAT. This is a tool that we will be using a lot. What you can do with the CAT tool is you can create new edges and vertzs. I can click on one, and I don't even have to go here. I can go in the center of an edge like this. And then let's say that I now go down here and do this. And then you can right click to basically go outside of Cut mode, you can see that now we have new polygons. This is great because this allows us to add new selection so we can actually create our specific shapes. Now, what you can also do with CAT is you can also go ahead and you can click and hold, and you can basically create like a almost like a line over here, which allows you to basically Oh, sorry about that. Click and hold, which allows you to basically, create a very sharp line like this in case you need it. I'm going to show you a differentechnique on how I would actually cut something all the way across a model, but that comes a little bit later. So we have that one. Oh, wait, this is the technique, the quick slice. Although I use a modify for it. With quick slice, you can click and drag. And then what it will do is it will once you click on it again, so click. Sorry, click and then click right click again. That will apply it. What it will do is it will place a cut all the way across your model, see? The version that I use is actually a little bit accurate, more accurate, but that will come a little bit later. We have the Swift loop. This one we will be using most of the time. This probably the most used note you want. And basically, what it allows you to do is it allows you to add entire extra loops like this very precisely. See? So that is great to add extra loops. For the rest, we don't really need to use most of these. In here, we have attach and detach. You can also find these over here in your dit geometry and attach and detach. Personally, I often use them here. For some reason I'm used to that. And what it allows you to do is if, for example, select or create another box like this, let's say you have this box, but you want to edit both of these boxes at the same time. What you can do is you can simply press attach as you do that over here. You can press attach, click on this AdSet and there we go. Now we have both of them as one model, and we can also press four and then select them. Is also where element select comes in handy. This is now one model. However, if I press five to go into the element select, you can see that I can select the different models right away. Detach very easy, simply press detach, and then you can have some options. But you often just want to press Okay. Now they are two models again. Now, another thing that you can do is, if you go down here to your attach and press this little button next to it, it allows you to select all of the models in your scene Explorer to attach. This is useful if you have multiple different models that are difficult to select. So you can press attach, and there you go. Now it is also attached. Okay. So we have that one. Let's have a look at the rest. So we got that one attached detach. The next one is collapse. If you, for example, have a few ertzes, what you can do with collapse is it will collapse them at center. So it will merge them together in the center. Great for optimization. However, also great if you, for example, want to quickly change the shape of your mesh like that. Cap poly is quite useful. What you can do with cap pool is if you have holes, you can press it and it will quickly fill in the hole like this. The only problem with this is that if you, for example, have a strange shape like this and you press the cap poly again, it will not create any of these edges that you can see over here. We call this an engon. An gun is basically a face like this that has more than four vertices that are just openly connected to it, like you can see over here, there's no connections. And that is where the next tool comes in. So let's say that we select these two edges. Next to the cap poly, we have also one that we use often, which is the bridge. Also, all of these instructions, you can find them just by hovering over. The bridge allows you to basically select two edges, press bridge. And then it will just go ahead and it will Merge those together like this. See? So that is also quite easy. The Capli I would just use if I need to very quickly, merge something together. The reason why cap poli is quite easy is because the bridge, you need to do it one by one. But let's say that I have all these random holes in my mesh over here. What I can do is I can go ahead and I can go to my border Select, click and drag. And because it only selects borders, it will select all of these holes. And then if I press Capli it will instantly fill in all of these holes. So it's just all about speeding up your workflow. Now, the next one that we have over here is we have weld. What we can do with weld is if we, for example, have a bunch of ertzes selected like this, I actually don't use I always use the weld settings. You to go from weld to little drop down down here, weld settings, and it allows you to weld these vertss based upon a distance. This works better if I, for example, show you this. Here, see, I'm just like a bunch of really nasty edge loops. And let's say that I want to weld it based upon the distance from each other. I can go down here to weld and weld settings. And if I click and hold this, see it's quite sensitive. You can see that it will start welding based upon the distance, which is great. So it's very useful for optimization techniques. We also have the target welt. This is the one that I use most time. What you can do with target belt is you can click on one Vert C and then click on another, and it will basically weld the first clicked vert C to the second one, as you can see over here. I believe that you can also click and drag if you want, but it doesn't really make a big difference. And you can do this quite quickly. As you can see over here, we can select this quite quickly like this. Although with those type of situations, let's say that I have these four, what I want to do, and I will show you another technique is, let's say I want to select them, I have a problem. I want to select these four to weld. However, sometimes it also selects vertices behind it, see, that are on the other side of the model. Super easy to fix. Simply press Ignore back facing over here. And what it will do is it will ignore selecting whatever is behind these faces. And then when you have them selected, you can press collapse that's where you can collapse them like this. Even faster. Simply double click on these three edges and hold Control Double click so that you have one edge left, and then you can just go ahead and you can press Control Backspace. Control B space removes your edges. Delete removes your actual faces. It removes everything. Control B space. Oh, no, sorry, backspace, force of habit. Once again, you will sometimes see me use a force of habit. No, no, no, no, sorry. I'm Wong. Sorry about that. I am doing it correct. I was already confused. Contra backspace will remove your edges and vertices. Backspace will leave your words, C, and you don't want that. That's why you want to use control backspace. So it is bit I've been using Max for nine years right now. So after nine years, it just becomes such a habit that you sometimes forget why you use a shortcut, and that is why I sometimes need to backtrack a little bit. So that is another good way to basically optimize your mesh and get rid of some edges. So let's go on with next one. This one I will keep for later. We have over here. If you want to, you have break, and it splits your Vert C into two. Or, it will split your vert C into, like, different pieces, see? I personally don't really like using that one. You have remove, which will just basically backspace or just delete. It will just remove your erz. Now, another one that I use quite often is connect. If you, for example, want to very quickly connect something in a very precise way, what you can do is I'm just going to delete that one. Yeah, you know what? Let's create a new cube just to keep it nice and simple. I'm just going to remove all of my segments over here and right click Convert Adipol. Cool twig. You can right click on the little arrow buttons over here, and it will automatically reset it to default, which is one or reset it to zero, I should say, even here, if I move this, Okay. I guess that does not. Let's try rotate. There we go. Even if I rotate this, I can see down here my X, Y, and Z rotation. I can right click and it will set it back to zero. Just something I forgot to show you in the last chapter. Anyway, right click convert to Add a poly in order to edit it. Now if I go to edges and I click and drag my edges, what I can do with Connect, and the one that I actually want to use is the connect settings. I have some settings which allows me to basically dd evenly different edges like this, and it also allows me to, for example, push them in and out or shift them around. So this is very useful if you need to create very specific separations between your edges, like you want to get exactly the same space between your edges. We also have distance Connect, which I never use, and I believe if you select two edges over here, it will try to select those edges all the way around. Honestly, I don't use it. So that is it basically for the most tools that I use, we have a few more tools that if I double click over here, and you can see the double click on the corner, will not actually move all the way around because this is a natural breaking point. If I, for example, do this, and let's say that I want to make these edges straight. I can click CtleClick to basically select all of these edges, and this is the same as when we did like our um when we did it with our edges, now we are doing it with our polygons, you can press Make planer. Make plainer, make planer would not work right now. Make plainer only works if I do this. By the way, you can hold Alt and drag or Alt and click to deselect edges. See, Alt click Deselect, Controlick select. So let's say I do this, for example, and the nice thing also is that when you select something, even if you add more edges, it will remember your selection. Make planer will basically just make this edge straight. These X Y and Zs will basically make it straight based upon a specific axis, see? So this is the Y axis. So it will make it straight on the Y axis. And on the Z axis, of course, it doesn't work because it's trying to force it all the way up. And that is honestly all of the ones that I use in here. We have a few more tools that we won't really be using. We have free form. Free form allows us to basically sculpt on our mesh. We simply won't be using this. You also use it for topology. We have some more selection settings that we would rarely use, but you can, for example, select by angle. Here, select by angles of 30 degrees, 60 degrees, 40. Come on. Trying to find an angle where it you'll see. So it will basically just select based upon the angle and that kind of stuff. You can select percentages. You can do a bunch of stuff in here. However, I don't these are all super specific use cases, so I don't really use them myself. So that is it for this view. Now, if we go ahead and we can go to this view over here, very easy. All of these settings, the edit geometry settings, you have most of these settings over here. We have one that sometimes use, which is called preserve UVs. This would not make sense if you don't know yet what UVs are because this is something we will cover way later. But basically, when you then move a edge around, it will not change your UV for the people that already know what UV unwrapping is. Now, when we select polygons, we get our extrude and all of this stuff. Oh, sorry. One I forgot that is really important. Let's go to Edges, and there's one that is called hAFR. So HAMFR you can also press Contra B. Sorry, not Contra B. What was it? Sorry, I forgot the short. I forgot the shirt. Got for it. You can go to HAMFR AldE. Contra E. Shift E. Okay. Sorry, I forgot I forgot the shortcut. But you can look it up and I will go over that in a bit. So in CHEMFa, you can go to your ChEVA settings. And in here, you can basically split your mesh into two. You can choose to only have only split them. However, you can also chose to add more segments to instantly make your mesh round like this. And just like this, you can also control some settings. There are some more settings over here you can control, which are very specific, like quads, which will not rotate. But often you just want to keep it to uniform. That's the Janva. I just want to show you you can also find it in here. You can find your belt in here, your target's belt. Now, a classic, which is extrude, the reason I did not show you yet, you can find it in here and you can click and extrude is because basically, there's a few ways to extrude using shortcuts. Personally, I am someone that doesn't like to use a lot of shortcuts. The reason for that is simply because I need to use so many programs. Like even in this tutorial course, I am showing you how to do stuff in Maya, Max, and blender. If I have different shortcuts for all three programs, it will be such a mess in my head. I will keep forgetting stuff. However, if I set custom shortcuts for all three programs, it's not good for tutorials because you guys will not have those shortcuts, and you would have to be or you would be forced to basically set the same shortcuts. To extrude, you can hold Shift. Move to extrude. Extrude settings, you can go ahead and we need to set up a shortcut for that that I will show you in just a bit. So the extrude settings that you can find over here, it allows you to basically move like this, but it also allows you to change the settings. So these settings are very useful. For example, if I do this, you can see that if I switch this to local normal, it will extrude based upon the direction of your face. So this phase is pointing this direction, this phase is pointing a little bit more and a little bit more. However, doing it by group, it will just try to find the general direction of all of your faces combined, and it will extrude it based upon those pass. Now, we also have bi polygon, which will basically extrude all of the polygon separately. That's why I like to use extrude settings, and I like to be very precise. Like that. You can press the Okay button to accept or you can press the X button to Undo. So let's have a look over here. Attach detach is here. We have a few extra settings in here also. Some of these settings is tessellate, which will add more geometry. I rarely use it like this and MS smooth, which will basically add geometry, but it will also smooth your mesh, which will make it look very funny if you don't know how to use it. So that is those two measures. Here you can find the quick slice. So most of these settings, and if you go to your polygon settings, you can again find all of these settings that you have over here. Most of these settings you don't really want to use. We have the inset. The inset is one that I also use, but I still need to set up a shortcut because for this tutorial course, I reset my shortcuts. I did that on purpose because I wanted to basically have a chapter where we will set up everything. So if you press Inset, can basically, it's a bit or depends. Sorry about that. It depends how you move your face, but it allows you to basically inset your mesh like that. We also have bevel, and bevel, I often need to use settings. And basically what allows you to do is you have two settings. One to extrude it up and one to inset it, and it allows you very quickly to create some bevels like this. Bevels are similar to the ham fa only, of course, with the Jamf, you have a little bit more control. Data. Honestly, most of these settings, they are all a little bit more fancy, you don't need them. You have flip, which can flip around your edges, but it will show you an error. So it's mostly for fixing problems. We might have those problems, and then we will fix them. And for the rest, I don't really want to overwhelm you with the amount of settings that we have over here. Smoothing is no, I'm not going to go over smoothing also. I will do that in a different chapter. I think at this point, the last one I want to show you is soft selection. With soft selection, what you can do is you can click to turn it on and you can set the f off. Basically, this fall off means that it will softly when you move something, it will softly move based upon the file off. If I set the file off really high, most of my model moves with it. But if I set the file off really low like this, only a few meshes move with it or a few polygons. So that is the last one I want to show you in the next chapter, what I will show you is I will show you how to set up your modifiers, how to set up your shortcuts, and also how to use a few key modifiers that we will be using. And once that is done, there will be some bonus chapters. And then what we can do is we can actually get started by creating the assets that we are meant to create for our environment. So let's go ahead and continue on to the next chapter. 10. 05 Maya Going Over Our Modeling Tools: Okay, so in this chapter, what we're going to do is we are going to go over our mulling tools and our shelf over here inside of Maya. So to make our life easier so that I can show you an example, let's go ahead and create an actual cube. So shift right click and let's go ahead and create a cube over here. Just like that, we can go ahead and go into our cube segments, click and drag and set these to, for example, ten. There we go. And then just press W so that we can move it up. Okay, so let's get started. Now, what I will do is, first of all, I want to just quickly show you the shelf, and then we will go ahead and add some stuff to the shelf, and I will actually show you what this stuff is. I think that is the easiest way to go, and then we will go for, like, some more traditional ding techniques like extruding and stuff like that. I'm already going to select my MdingTolkit over here because this is the one I often have open whenever I'm modeling. And so in our shelves, if you go to the little menu item over here, you can go to your shelf editor or you can right away, create a new shelf. So let's just go ahead and create a new shelf, and then I will show you how to add things. So remember, a shelf is like a shortcut list, basically. So we can just create a new shelf. And because I already have one, I'm just going to call this one, like, test or something like that. And basically, the way that this works is any menu item you can see, you can add to the shelf. So whenever I need to set up a new shelf, what I like to do is I like to go from the top over here, and I like to just start and see which ones I need. For example, here we have combine and we have separate. Let's say that I want to add combine. What combine does is it combines multiple meshes and separate, I guess, you understand will separate your meshes. So the way to artist do yourself is you have your shelf selected. Then you go to mesh, and you simply press Control Shift and then click ones on Combine and click ones on separate. As you can see, these are now here. Just to show you what combine and separate does, it is quite useful if you, for example, have two meshes over here. You can simply select both of them and press combine. And now they have become one mesh, so you can do whatever you want with them as if it is one mesh. And if you press separate, they will separate again into two measures. Although as you might see, the pivot point does change. So sometimes you might want to go to your tool settings, select your models and press reset pivot. That's why the tool settings are quite useful. So that is combined and separate. Let's go ahead and go down. So we have a fill hole over here. However, I don't use it enough for my tool, but I do want to show you. So the fill hole because we might be able we might end up using it. Let's say that you have a hole over here. The way that this works is basically, if you double click on the hole to select the border, which is all edges, you can shift click and you can find fill hole also in here. Sorry, shift right click. I should really say that. Although it's always right click. Whenever I forget to say, it's always right click. So this one, as you can see over here, when you select it, it will just fill the hole. But that is why I do not really need it in here. I guess the way that you can use it in here is if you have multiple different holes like this, and you want to fill them right away, I believe that without even needing to select it, you can go up here and you can press fill hole in here, and then it will automatically fill all of the holes right away. So let's go ahead and go down. Rtpology stuff we don't really need right now, smoothening stuff, also not triangulate and dupulate these basically turn your faces into triangles. I can show you like this. The way that this works is basically easiest way to say it is that whenever you export something to a game engine, game engines look at triangles. You can also find them up here in Tris. They do not actually look at the polygons and the faces and stuff, so they will automatically convert your model to triangles like we have done here. So the reason why you would want to use triangulate in here sometimes is if you have any errors or you want to triangulate your model in a specific way so that the game engine does not do it for you. But honestly, that is way more advanced. We honestly don't need it right now. Mirroring. So our mirroring, I guess we can add that one. So let's add that one. What we can do with mirroring is if we just go ahead and select on it. It's like a symmetry mode. Mirroring, symmetry, whatever. So what you can do is you can choose the axis in which you want the mirror of ARC. The nice thing is that when you have merge borders turned on over here, it will automatically merge your models together, so it will just nicely combine the models into two. Extra cool. What you can do with mirror is you can also rotate it. So you can very quickly create some interesting shapes like that. So that's one I do like to use sometimes. In order to undo it, you need to undo every movement. So that is the mirroring one. Honestly, the rest, right now, we don't use enough to really go over. They are very specific stuff. If you, for example, want to transfer one UV to another, you can use transfer attributes, but it's stuff that is not really worth picking your brain over when you're just a beginner. So let's go ahead and have a look on sec, let me just adjust my mic so that it's a little bit closer. There we go. Okay, so in added mesh, I don't really use bevels because I use a shortcut, which is the contro B shortcut for it. I don't really use bridge because I'm adding a bridge. So let's go over these. Let's go over these three over here. Um, yeah, circularize. You can add it to yourself if you want, but I don't use it enough for that. So the first one that I want to go over is Bevel. Super easy. If you, for example, select an edge and you want to bevel it, which means splitting it into two or more, you can simply press Control B. And now you can see that we have beveled it. We can use the fraction over here to control how much. And the nice thing is that if you add more segments, you can turn this into, like, a nice round bevel. That's it. That is bevel. It's a Wi common one in tree modeling. We will be using it quite a bit, actually. So that is quite nice. The next one that I wanted to show you was the bridge. Bridge is also a classic. So let's say that you have over here, two edges missing. Now, I can, of course, select the edge, and I can shift right click and try to fill them. But what happens is that filling a hole, it does not respect any of these edges. It will literally just fill in whatever space is there. Even if you do it on a corner, it's quite insane. Let's say that we literally have a corner here and do this. I will literally just try to make a mess and it will try to fill in that hole. So for those more specific stuff, we have something called a bridge. What you can do with a bridge is you can select. Let's go to Edge mode. Edges, and then you can select the opposite direction of the edges. At this point, if you just go ahead and shift right click, you can find the bridge above fill hole. It will basically fill in the edges individually. So also over here, you just need to select two edges, shift right click bridge. And of course, you can do this also more complicated. So if you have, for example, here and then shift double click to do a loop. I can also go ahead and double click this, hold control and deselect the sites because a bridge requires opposite edges. So I just deselect the sites, and I can also bridge it instantly like that. So that is the bridge. Let's see. Circularize. Circleriz is pretty cool. I just don't tend to use it too much. So first of all, something that I want to show you is how we can grow because I believe I forgot to show you this, how that we can grow and swing selections. I do actually like to have that one. Now, there is a button for this, and it's like Can you see it on my keyboard registration? It's like on the dot C. Let's say it like that. But it's really like the arrows pointing left and right, and it allows you to swing or grow your selection like this. You can also find it in select grow and swing. So this is the one I mean. Sorry, I forgot the name, the specific name of it. Now, why am I doing this quite easy? Because I want to show you something. If I would delete this stuff, let's say that I want to turn this into a cylinder. Now, we don't have a lot of segments over here, so it will be quite a low poly cylinder. But if I go ahead and I select, for example, this one, what you can see over here is that it will instantly turn whatever we have selected or it will tie to turn it into a cylinder in here. I believe that you can also do some controls with the normal and like the radial offset and stuff like that. But just in general, the cool thing is that it's now a cylinder, and now you can go ahead and you can just, like, quickly do whatever you want to. Let's say that over here, the geometry is not perfect, so you might need to select around it. But you can imagine that now you have a cylinder and you do contre B and you give it like a nice bevel, and now all of a sudden, it looks like quite cool. So that's basically how that we can quickly turn something circularized into like a cylinder. I don't use it too often. I use it Whenever I use it, it's often to avoid using something called a boolean, and we will have a bonus chapter on Booleans later on. Booleans are just cutting one shape out of another shape. So over here, if I just go ahead and use this one again like this, I want to always keep backup because I'm messing up these cubes quite fast. So we have that one. Collapse, I don't really need to show you. I will show you, like, the welding Have we arrived at the welding stuff? I think we have arrived at the welding stuff, so I can probably show you that. Um yeah, let's show you the welding stuff. Okay. So welding inside of Maya goes a little bit different than inside of Blender and Tris Max because we don't actually have, well, we have tools for the welding, but we are using a floating menu. So there's a few things that we can do for welding. First of all, what we have is we have a target weld. This one I often just like to select in my modeling tools, but I believe I forgot it is T T, the shortcut. No, sorry, I forgot the shortcut, but I often just use it in my modeling tools. This is the one I use most of the time. I can simply select it, and you could also add it in here by the way, just by Chef clicking. Oh, no way, you need to find it in here. Target Weld. Where are you? Target belt. There we go, see? So you can also add it in here. So you can choose if you don't have this window open, you can just select it here. So what Target Weld does is it allows you to select one VRC and click and move it to another, see? And then it will automatically merge these vertices together, meaning that it becomes one instead of two. So this is quite useful if you just want to do some really specific quick optimizations like that. Now there is another one, and that is if you, for example, select multiple ertzes and let's say that all of these verts, they can just leave. Like we don't want them. We want to have all of them merged into one point. You can shift right click, move up to merge vertices. And here you have a bunch of tools. So you have your targets well tool if you want to, but I feel like it's slower to find it here. Or you can merge vertices to center. And now, as you can see, it has merged all of our vertices to the center, which makes it easier for us to do optimizations. Now, another one is, let's say that you want to remove all of your edges. You can simply double click and let's say that I want to remove this line. If I would press delete, there, it does not work because it leaves like these leftover vertices over here. Instead, what I do is that in May, I believe you can just press backspace, although in Tres Max it's contrabgspace. I have a look? No, no. Okay, so in Maya, it's also controbgspace. You want to press contrabgspace. And what it does is it removes that edge, but it also removes the vertices because you do not want to have floating vertices like that. You just want to, like, nicely and cleanly remove your edge very quickly like this. That also works really well here. Let's say that we merge this at a point and we just want to get rid of this loop. I can actually click. I can hold Control Shift. Let's leave that one to add more loops like this, and I can press Control Backspace to remove them. Now it's like a single loop until we, of course, mess up our shape again. So we have that one. And finally, the last one that we often use is if you shift right click Merge Vertzs and go to the little settings box in Merge Vertzs. What you can do with this is you can merge them based upon distance. So I can set a distance here and it will try to merge everything that is within this distance. So if I press, I believe I can just press Merge Oh, no, I always forget which one it is, Merge or apply. Let's try again. Merge VertzsO here. Let's make this bit bigger. Just press Apply. No, big. Uh, maybe that's just the settings. Oh, that's really weird, that it does not work. 100? To be honest, I'm not sure why that one isn't working. That is really strange. But let's get back to that. If that becomes a problem, we will get back to that one. Because that one should work totally fine. It's quite a common tool, actually, to have. So I'm quite curious. But maybe it just has to do with this model. Maybe or maybe it's Ah, it might look for like a selection. That's it. Let's try that one last time. It might look for, like, a selection. Ah, I see. I forgot that so inside of Tres, Max, you don't actually need to make a selection. But in here, if I now set the threshold lower, Okay? So you see now it's really sensive. You need to select all of your verties, which is sometimes a little bit annoying. And then you can set quite a low level. So you can see that now we are too low and it does not actually apply. But of course, because all of these edges are evenly spaced, this is not really a good example because as soon as we hit the threshold where they are evenly spaced, they will all merged together. But so that tool is working. Now let's go ahead and have a look around. I don't want to spend too much time on this. Symmetrized, we use mirror. We don't need these tools most of the time, so I will not really go over it right now. Like, I rarely use them. What I'm showing you right now is literally the tools that I just use 80% of the time and that I just useful to know whenever you are doing environA specifically. So let's go to the last let's see, actually. Is there something I yeah, the detach, by the way, I think I already showed you shift right click. It's the same as extracting phases. And when you extract the pace, it just becomes, oh, I need to go to my tool settings and reset. It just separates the phase basically. I will go over this menu later on to see if I did not forget anything Mesh tools. So we have Connect. I want to art this one to my tool shelf. Insert Edge Loop, I want to art to my tool shelf. Multi cut, I want to art to my tool shelf. Office, I don't really use it one too often. I think, I think that's about it. So let's go into our modeling tools, and let's just go ahead and grab a new cube again. So we have a few over here. First of all, the one that we have is we have our connect vertices that share the same phase. So what you can do with that is you can just select an edge, and then it will connect a vertex over here. Now, strangely enough, ah, there we go. In our tool settings, you can find actually some settings in here. The reason why this one is nice is because we can evenly space our connections. So here you can see that I selected an edge, and you can see that I believe that Oh, no, sorry, I only works with a single etche. I forgot about that. Else, it gets a little bit confused. You can choose the amount of segments. So let's say I set this to five. I will add five edges. And if I set it back to one, it will add one. Let's say I add two. You can also choose to slide it for this one. There is actually normally an easier tool for this. I can't remember. It's weird that it shows me like this, but I don't use it too often. Let's say that I set it to 0.3, you can see that it slides to 0.3. The only strange thing is that I swear I was like an easier tool for this. Maybe in here, insert. Huh. Remove. No, I'm not sure. That's strange. But basically, also pinching allows you to basically move it away from each other, like this. The reason why I'm a little bit confused is because it does not allow me to drag and drop so sorry, to drag in my values the same way as I believe I can probably show it in here. Oh, no, I cannot. Ah, that's too bad. So okay, strange. This tool, normally, it works better. Let me say it like that. Normally, I can remember having like a little menu where I can, like, drag in and out the different settings. So that is the connect tool. Now the next one, one of my favorites and one that we will use the most is just simply a tool that allows you to click and drag to very precisely art edges. See? That's all. That's the tool, but it is useful. And finally, we have the multi cut tool, which you can also find in your modeling tools over here. And basically, it allows you to create new edges manually. You can click from one point to another to create an edge, or you can even literally just create edges from one point like this. Is how I always recommend doing it. Do not do this. You can do it, but only do it if you have a really intended purpose because what will happen is that now you have this random verts that's just kind of like floating in here. Within games, this can cause errors. This is why you would want to, like, triangulate stuff, or in this case, you would use a multi cut tool to quickly select it. And you right click to basically Accept. Although I believe you can also use Enter. Yeah, yeah, you can also use Enter, but Enter is a lot more annoying. So let's see, mesh tools, we have the multicud yeah, we have that stuff. Let's see did I forget anything? Oh, it looks like I did Aart fill Hall in my custom one. Oh, yeah, the smooth as smooth vases. That one is quite a classic, and it is in mesh display. So in mesh display, if you do harden edge and soften edge, to be honest, I actually use them mostly not via this menu, but via different menu. What this allows you to do is it allows you to add smoothening. If I, for example, said this too smooth, you can see that over here, my entire mesh looks very smooth. Now, of course, this is not the right match to do it with, but to give you the best example, let's create a cylinder over here. You look at it, the cylinder is nice and smooth. It's a shading technique. It's basically faking, the smoothening to make it seem like there are more polygons. If I would set this to heart shading, this is how a cylinder really looks like. And that's basically what this is about. You can smooth shade and heart shade. Now, the ones over here, they basically now try to shade your entire model. However, if you would, for example, only select these edges and then smooth shade, so shift right click. I forgot. Normally, I can. So there is another one, but I was hoping that I can, smooth faces. There we go. No, that's not the one. I'm really blind. I must be really blind. There you. So let me just show you another one. And that is if you go and mesh display, soft and hardened edges. That one does it automatically based upon angle. So if I now press apply, it does work, but I swear to God, there is a tool that allows me to smooth the faces. Manually. But I'm just not understanding is why it is picking up the top also face normals? No, that's not the one. Ah, that's annoying. It's like something Oh, wait. If you ever do this, this is quite annoying. Sometimes you have like these few pods, and you want to just like if you want to just talk a little back off. Where are you? Yeah, you know what? I'm not going to spend too much time because I really need this. Control Shift, no. But there are so many menus inside of Maya like this. So we need this. So let's not worry about it too much. It's just something that I forgot, but there is a way to, of course, only smooth your selection. You can find these smoothing also by just simply going, I believe it was in here. Shift right click on your actual model allows you to find the smooth. It used to be here. Um, Wow, I'm having a complete brain freeze here. Sorry about that. Oh, yeah, soften and harden edges. There we go. And here you are able to also find it in here. So, in general, I tend to, I tend to use it here. I can remember there was, like, a faster menu. So I'm a little bit confused right now, but okay, sorry about that. So anyway, the rest of the stuff over here, we don't really need, and just as before all of the other stuff I also don't really need. With this stuff, we can already make like 90% of the models that we want to make. So let's have a quick look. One more thing I want to show you whenever we are working in Maya, high ply to low poly modeling, which means creating a really high detailed version of your mesh, and then also a low detailed version. And the reason you do that is because you can manipulate the textures to make your lowly your low detailed version look like your high detail version without actually having a lot of polygons, because the more polygons, the more expensive your model and the slower your game will run. That's why it takes games years to, like, improve from these really basic levels to these really massive levels because they have a bigger budget for polygons and for textures and stuff. However, inside of Maya, if you ever want to actually smooth your geometry, you have the number one tool for heart, number two tool for, like, a preview, and number three tool to actually smooth your mesh like this. As you can see one, three. And this is how we would kind of, like, smooth our polygons. One thing to keep in mind is that in Maya, if you are ever used to blender, in blender, it is called multi resolution, and in three years max, it is called turbo smooth. If you are ever inside of Maya and you have not used it yet, this is fake geometry. Right now, this geometry does not exist. As soon as I go to Edge, like, it still keeps the exact same amount of edges. However, if you want to, for example, turn this into actual geometry, this is where that one tool comes in that I was talking about. If you go to modify and convert, here you can see your smooth mesh preview to polygons. And now you can see that it actually turns into actual geometry. This is something we will go over way more in depth in a later chapter where we will actually be creating some high pool to low poly assets. So we have that one. Let's quickly just double check my menus to see if I have not forgot anything. So shift right click. So we went over Extrude. We went over multicud, Target Weld. Oh, hey, Target Weld also up here. Like you might notice, there are often many places where you can find the same tool. So let's see, we mirror, we talked about. We talked about the topology separate. Yeah, that one looks fine. Right, click. We talked about that we can go to object mode, face mode, all that stuff. Let's go to vertss shift right click. Vertzs don't have a lot of tools? Yeah, I don't see, like, connecting stuff, that's fine. Merging of vertss that's the most important one that you will be using in Vertzs. The HAMFA Vertis is the same as bevel, but then with Vertzs, I don't really like using it because it is you rarely need it, but you can HEMFO which means like beveling your actual ertzis over. But it is very specific use cases. So edges, collapsing them or merging them. You can do the same with edges and faces with merging and stuff. Multi cut, we did. I don't care about that spinning stuff. So it's a bit annoying that it twice like automatically throw me into a menu. So creases, we don't need insert edge loops, we talked about circles, we talked about bridges we talked about. Yeah, that seems all fine. And let's have a look at our faces, extruding our Oh, Extrude. Of course, of course, of course. The most common one and also inset, actually, is another common one that I completely forgot. The reason I forget is because I use shortcuts for them. Extrude, if you go ahead and press Control E, you can extrude the mesh. Extrude literally means that we can go up here and we can just like, push out our mesh to create more mesh. You can also find it in here. There are a few settings, let's say that I select a corner and I press chtraE. So there are a few settings. First of all, of course, the thickness over here. However, you can just use your pivot. The second one is your offset, which allows you, it's really sensitive, 0.05, it allows you to create a bevel, but in here, it's not working very well because it's on the corner. Divisions allows you to add some divisions to your extrusion on the side. And quite a nice one is keep faces together. If you turn it off, it will basically extrude all of your pieces separately. So if I now would, for example, select them, you can see that every face has been extruded separately over here. And just to show you the bevel stuff, if I do CtraE, we can go ahead and we can move this out. And you can actually do the beveling. So you can do the offset with the beveling, or you can literally just press this scale button over here. Was this one. Here, this one, you can actually scale it and bevel it. I believe the offset just does it at the same time. So 0.1. It's too much, 0.01. Here, see? I don't know why it's so sensitive right now. I might have set my settings a little bit wrong, but basically, this allows you to, like, slightly bevel your mesh to create something like this. So we got that one over here. The inset, you probably know it as inset, I think, if you have ever done any type of tree molling. Maya does not have inset. The way that inset works in Maya is you go to your scale tool, and you basically hold shift, and then you grab one of your scalers, for example, this square one over here, and shift also extrudes. So CtraE extrudes with settings, and shift basically doesn't normal extrude without settings. So it's my force of habit to often use the one with settings just because I often need to do quite specific extruding. So the inset, it is quite simple. You simply go ahead and extrude, but then you scale on your root. I believe you can even just use a center scale over here if it is a flat face. Of course, you cannot use a center scale if it is like this because then what will happen is it will push it down, which can actually be useful. So whenever you have a model like this and you want to inset it, what I recommend doing is to press contra E, and then do not change the thickness, but only change the offset to like 0.01, see? And then it will even inset it like this. And then you can, of course, manipulate it however you want, keep vases together, for example, whatever you want. So you can just do that kind of stuff. So that is the inset and extrude. They are kind of like combined into their own little piece. So inset extrude, bevel, yeah. To be honest, I think that is it. I think we have gone on long enough right now. So that was the overview of our modeling tools. So now you know, kind of, like where all the tools are. You now know how to use your tool bar, and by the way, you can also go up here into, like, your shelf editor. And although you don't even need to, you can save all shelves, but I realize that you can also just go in here and press save all shelves, just to save to make sure that your shelf has been saved. I do believe it out of saves, but just in case we want to do this. Now, there's also a section to Maya modeling, which is splines, but we will have a bonus chapter on that. So in the next chapter, we will go over on how to actually use splines inside of Maya, which will be just like a nice quick overview. We will most likely not need it for this specific project, but it is super useful for you to know. So I would say that is about it. Like we have a few tools over here, but like selection tools, and I showed you soft selection before. They are really specific. They are selecting based upon an angle, for example, stuff like that, which works great if you, for example, have a cylinder. Like, I can show you super quickly is the last thing. So if you have a select, you can select over here selection constraint in your modeling toolkit by angle. And then if you set your angle to 25, it doesn't work 30. 40? A here, see? Oh, sorry, I had to re click. It will select every phase connected to your selection based upon the angle if the angle is if the angle is 40 or less in degrees, I mean. So that is just like the select Bangle, and you have a few more selection modes in here. I recommend just playing around with it if you are interested in it. We don't use it too often. It's quite specific. Okay, let's finish this chapter off, and let's go on to our bonus chapter about how to use splines. And after that, we will have another bonus chapter on how to use Booleans. 11. 06 Blender Going Over Our Modifiers And Hotkeys: Okay, welcome. So what we're going to do in this chapter is we are going to go over our modifiers, and I will also show you how to create a quick favorites menu. And that's like the one that is the most useful to me. So what I'm going to do is I'm going to create a new cube over here. And basically, let's go into dit mode with this cube so that we can actually start applying some stuff. Now, the first thing I want to do is I want to create my quick favorites menu. Now, the quick favorites menu, if you press Q, you can see that it says, like quick favorites, no menu items found. Quick favorites is super useful because all of those little menus up here that I do not always want to use shortcuts for, I can basically create my own custom menu in which I can use it. So the general takeaway is that I simply want to go by here and have a look. So let's see I select, I don't need anything from Select No. Mesh, let's see. Let's do mesh, transform and TSphere. That is one that I might want to use, and I will show you why. So if you right click on it, you can simply press art to Quick Favorites. And now if I press Q, you can see that now two sphere is working. What this one does is basically, if I would add like a bunch of segments to my cylinder, believe this is the right one. I can go ahead and by the way, if you go in your object mode, your menu is different, so I will go ahead and show you the object mode later on. If I would select everything, Q and press two sphere, you can see that I can turn this into sphere. Now the thing is that is more useful. At least I hope that this is how it worked because I forgot a little bit. If I press contro plus to grow my selection, do one less and delete this stuff, and if I then go to Edge mode and just select my loop, I should be able to press Q two sphere and make this round. Perfect, see? And that's quite a handy way if I want to just very quickly turn stuff into a round shape like this. And then, of course, I can, for example, go ahead and I can select it, and then I can nicely bevel this edge over here like this, which will give me quite a nice look as soon as I press out a smooth or just like a normal. Smooth. So, oh, wait, it's the one way around. That's why it is looking strange. So that is one that I do quite like to have over here. So let's see, mesh transforms. That's the rest. Duplicate extrude. So I want to go for merge, and I want to do the at center. I want ArtiquikFavorites, and the B distance, I want Aarti Quick favorites. Separate selection, I want Aarti Quick favorites, and we already went over all of these. That's about it. Let's go vertex. Uh let's see. I don't think I need anything in here. Edges, Extrude. Bridge. Let's do that one to quick favorites. And the rest we are using shortcuts for as far as I can see. Let's go face. Extrude face along normal. I like to actually have this one also in my quick favorites, although I can press Control E, but sometimes I forget which one it was. Let's see, is there anything else? Shade Smooth and shade flat. Ah, I often only use that one in the object mode, so I rarely actually use it in here. So I probably don't think I need that. So now if we press Q, you can see that we now have this little menu, which allows us to very easily basically go ahead and press Q and then, for example, extrude long faces. The nice thing is also, no matter where your cursor is, it will remember your selection. So if I go ahead and press selection, and now I, for example, move my cursor here and press Q again, it will stay on selection, which is nice if you need to do a repetitive task. So that is it for the dit mode for now. We might add more later on, but for now, I cannot really think of any other ones that I would really need. Now, if we go into object mode, I just want to add a object, and then I want to add apply all transforms. This one, it resets your transforms. Right now, you can see that if I do, for example, my scaling like this and my rotation like this, sometimes what happens is that in blender, if you change your transforms around a lot, your modifiers, which we are going to go over later on, get confused. When they get confused, they do not work the way they want, and it's something you will notice. For example, beveling is not even, that kind of stuff, bending, it's not bending in the right way when we use our bend modifier. So in those cases, you just want to add the apply transforms. And reset them. And as you can see when you reset them, the location, rotation and scale is set to zero. So this is now the new position and transform of our object over here. And that is one that I just wanted to add. Yeah, contra J. I don't need to really add that one. And these ones we can just right click, so it's probably also overkill to do anything there. So I think for now, that's about it. Yeah, that's about all of them that I want to use. I think, Okay. Awesome. So having that done, let's go ahead and create a new cube over here. And what I'm going to do is I'm going to go ahead and maybe I can even break the transforms to show you an example. Let's go ahead and create a cube like this. Let's add a bunch of segments over here so that I can start showing you some modifiers. So we have a cube over here. Now, if you go over here to your modifier property step, I just want to show you a few modifiers that we often tend to use. Modifiers is something that we do tend to use often inside of here, I'm just turning on Wi frame, inside of object mode. We don't really use them too often inside of added mode. So if we press our art modifiers, there's a few ones that we want to that we want to use. Let's go from left to right. The first one is weight normals. What are weighted normals? Very easy. Weighted normals is a way to basically fake the look of your model to make it feel higher resolution and higher data than it really is. Right now, if I turn off wireframe, you can see that this is quite a harsh cube. This is not very desirable. If you've ever played a video game, you see, these harsh lines, and it just doesn't look really nice. Now, there's two ways that we can fix this. One way is to select all of our edges over here, press contre B and give them like a bunch of segments. And let me just reset my width. That's shape. I think I need segment shape to 0.5. There we go. Like this, and then right click, and then I will do shade smooth. So like this, now our edge does look really nice and it has a nice softening to it. But you can imagine that these are a lot of polygons. The more polygons, the slower our game will run. So it is something that we want to optimize. There's another way that we can do it with weighted normals. Basically, we select our edges and we bevel them. However, this time, we only give it a single bevel like this. Now, we can use the smoothing, the same type of smoothing that we use here with shade smooth, like this. We can use our smoothening by basically faking this effect where it looks nice and soft. The way that we do this is we go ahead and we add a modifier and we add a weighted nonmalsmdifier. Now, it'll probably show me an error saying enable out of smooth. The way that you can fix this error is by going into your object data properties and turning on outer smooth. And now you can see that over here and especially if I set this phase weight to 100 to make the larger pass a little bit sharper, you can see that this looks very similar, only I made my bevel a bit smaller. However, the geometry is still nice and low poly. This is a very common technique that we will actually use on almost every single model. Even high pole models, I tend to use this technique on. So this weight the normals. Now, next to this, let's go ahead and so we have done this stuff. Let's leave my cube over here. Another one is the array modifier. That one is also quite nice. If you select it, what you can do is you can set the position over here and you can basically use the count to basically even positions duplicate your model like this. Now, if we go into edit mode, we can still change this one model, and it will change all of them. If you want to apply this modifiers that every model is its own unique model, you want to press Control A, while clicking on the modifier. Now it has become its own model like that. That is something to always keep in mind. If you want to apply a modifier, Control A is the way to go. Let's see. So what else do we have? We have a Bevel modifier. If you want to bevel everything in one go. As you can see over here instead of selecting stuff, but I like to do it manually because I like to have control. Boolean modifier, we will go over a little bit later in the bonus chapter, our mirror modifier basically allows us to mirror our asset. This might be actually a little bit hard to see on a cube. So let's go ahead and try it on let's use, like a UV Sphere over here. Let's try it over here. Okay, so the way that the mirror works is it allows us to basically mirror our geometry. The only thing that is a bit annoying is that I always use a plug in that shows me that allows you to do the mirroring. Ooh, that is actually really annoying, yes. Hmm. I'm not completely sure. I'm going to leave the mirror for now. Let's leave it until the actual modeling chapters because in the moding chapters, we will actually apply some custom scripts because right now, using the mirror as is, it's super annoying in the way that I want to use it because then you would need to use this little cursor over here, and I have a way easier way to use it. So let's go over that a little bit later. Our multi resolution over here, it basically turns our model from a low poly model to a hypoly model by being able to press subdivide. It will basically smooth our model like this, and we use this often whenever we need to create a really high data model that is way too hypole for our actual here, because if I apply this, here, it's way too hypoly for games, but there is a technique that we will call norm map baking, and it says a technique where you can basically apply a really hypoly model to your low poly model and a little bit similar to weight normals, it will fake using lighting. It will kind of fake the effect of making your model look high resolution. This is something I would really recommend just having more detailed look at. There are many videos on YouTube that go extensively into this. Or what you can do is you can just follow this course, and you will literally see it being used in practice. So that's another way, of course. So multi resolution remeasure is for resplog. We don't really need it. Most of these we don't need to triangulate one, triangulation model like we've spoken about that before. Deform. I don't really like to use most of these yeah, I'm not going to go over those right now except for the simple deform. The simple deform is probably the last one I use. These are the ones, they are useful. It's just like I only use them like one or 2% of the time. So it's not really logical for me to bother you with this information right now. So the simple deform allows us to basically add specific deforms, like a twist, a bend, a taper, and a stretch. Actually, this is perfect. So now you can see that I do the bend, but my bend does not feel correct. If I do a 90 degree bend, it looks really warm. This is the applied transforms. If I remove this, press Q and apply my transforms, remember, object, apply transforms, all transforms. Let's try that. Now let's try to add a bend modifier again. Bend, C, 90 degrees. Now you can see that it works a lot better. This is one of the key times when you can see that the transforms are so messed up that you don't want to do that. But yeah, with the bend, you can bend it by using the angle. You can also change the axis over here like this. Now we will go over bending a little bit more in detail later on. We also have twisting, and for twisting on the Z axis over here, you can see that it can basically twist our model, which can sometimes be useful. Taper, Taper, basically what it does is it like push our model from the base to the top into, like, a point. And stretching you guessed it, it basically just like stretches our model out, almost like an elastic type. This always works from the position of the PivoPoint. And this is the same rule as with the mirror, why I'm not going to cover this more because I have a technique on using a script in which I can very easily change my PivoPoint in order to basically very quickly, like, change the ways that I mirror and stuff like that. But it is a script that I use. So this is something that we will go over a little bit later. I would say that that is already it. I don't think there's much more to cover right now. There might be some things that we will cover later on when we actually start doing the final modeling of our assets. But for now, I want to leave this chapter, and let's continue to the next chapter, which is a bonus chapter on how to use Bollians inside of Blender. And there will also be a bonus chapter on how to use splines. The spline tool will actually be first, and then we will go over Booleans. Although the splines one or the curves one, that bonus chapter will be very fast. So let's go ahead and continue with this in next chapter. 12. 06 Max Going Over Our Modifiers And Hotkeys: In this chapter, what I want to do is I want to go over our hot keys and our modifiers. Especially our modifiers are really powerful inside of trees Max and one of my favorite feature. So let's get started with an easy one, which is going to be our hot keys. So as I showed you before, there were a few hot keys that I was currently missing. The ones that I like to set to a hot key is going to be my extrude settings, my inset settings, and I also like to have my chamfers to a hot key. So normally what I do is I often have Alt E for my extrude settings and I often have I and I believe I currently has yeah, currently, I does not have something important. By now, what I does is it just basically snaps the view to where your mouse is, but I never use that one. So you can replace hot keys and Control B. So if I go over here, because Control B is like a classic one for Bevl. Yeah, right now, that one also does not have anything important. You want to make sure before you create hot keys, to try them out, make sure that it is not using something very important, for example. So the way to change these hot keys, you simply want to go to customize, and then over here, you have your hot key editor. So what we want to do is you can, of course, also search by an action. So what I can do is I can search, for example, for extrude settings. And we have two extrude settings. Added poly and editable poly. This is a little bit confusing. AitbPol is the one that we have. Addipol we do often use, and Addipol is basically a modifier that is almost the same as editable poly. I will talk to you about this a little bit later. What I want to do is I simply want to press Alt E when selecting it and press a sign. And I want to do the same for the other one because these two never interfere because this one only works when you have an added poli turned on. So we have that one going on. Okay. Now we want to have Inset over here, and we have Inset settings. And just want to check. Yeah, so these all don't have hot keys, and I want to set this to just I assign, and I assign. There we go. I always like to do the settings one because I like to have control. And I want to have my che fa settings over here to Contra B, assign contra B, assign. And if you want, you can also set your bevel over here also to Contra B because often the bevel you would only use when you do faces, you would not use it when you actually have edges. But I pers, we can here. If I do bevel, Bevel over here. Oh, Control Chef B. So right now, this one is set to ControlsvB if you want to do the bevel, or you can do bevel settings. Here. If I do Control B for this one, Okay, so here you can see that it is conflicting. I thought it would not conflict. And the reason I thought it would not conflict is because hanfs are for edges and bevels are for faces, but I guess there is a conflict somewhere. So I will not do that. I will simply press Done, and I will press Save over here, and you can save it wherever you want. Um I would just call this fast track and save over here. And now if I do Alt E, you can see that I have my extrude settings. If I do I, you can see I have my inset settings, and if I go ahead and select an edge and do Cotre B, you can see that over here and now I have my EMF settings. So that will speed things along a little bit more. You can set as many or as little hot keys as you want. I will, especially for this util, keep it to a minimum. I sometimes do use a few more. But the reason I keep it to a minimum is because it's way easier for you to follow the tutorial. If you see me physically pressing a button, than for me very quickly using shortcuts. So having this done, now what I want to go over is, I want to go over modifiers. So here we have our modifiers. It is a massive list. There's so much stuff in here, but much of the stuff in here we will not actually use. What I like to do is, I like to create shortcuts of these. You can do these by going up here to your modifier set and press show buttons. Now, you have a lot of shortcuts in here. So what I will do is I will go ahead and select that little button down here again and press Configure Modifier sets. In here, you can find all of the modifiers in that large list, and you can also find the buttons in here. The way that you would apply this is you would simply click and drag. And if you want to have more buttons, you simply want to press the plus button over here, see? And then it will add more buttons. So for example, if I go ahead and do this and click and drag, it will apply here, and as soon as I press Okay, it will show up here. For now, what I will do is I will revert this and press because I already alight on my buttons. Once again, all of these modifiers you can find in here, although it might take you a second. I will run through them very quickly. However, many of these we would not be using for this project because this is quite a basic project. The way that Tres Max works is that everything is very non destructive. You can actually stack multiple modifiers to keep things nondestructive. For example, I have my added pool. Let's say that now what I want to do is I want to add another added pool on top. With this added pool selected, I want to go ahead and I want to extrude this out like this. Now what I can do is, let's say that now I have a I don't know, what can I use in here? Let's do an FFD box. So I don't want to spend. Okay, let's do this. Let's do a turbos mood, just because I don't want to go over these later on. So now you can see that I have done my Adipol and I've done my turbosmod. Let's say that I changed my mind and the edits that I made, I want them gone. I can actually just turn off the Adipol and then they're gone, see? So it's very non destructive. I can, of course, also select the AdipolR click, and press delete. And there we go. If you ever are on the dipole, you want to be able to see your turbo smooth, simply press this button. It will show everything. This is something that comes clear later on. So that is the Adiple It allows us to work very non destructive. We also have our bend, and with our bend, if, for example, um, change my mesh like this. By the way, in your scale, if you just click and wag, you want to use this icon for scale. Sometimes if I miss click my shortcut, it will change to this icon over here. But you also always want to make sure that it's this one because this one it scales everything uniformly. So we have our bend. If I click on the bend, all it does is it allows me to bend my model. Right now, what I need to do is I have actually a bug, and I will show you how to fix this bug. This sometimes happens. Because I scaled my model, the bending modifier, it does not yet realize that the scale has happened, that I made it thin and long. In order to do that, what I want to do is I basically want to reset my transforms. This is a topic that comes back also in Max and Blender. Basically, if you ever feel like something is wrong with your model, like a modifier is not working the way it's supposed to work, all you need to do is you need to go up here to your utilities, and this is the only time that you will use it and press Reset X form, Reset selected. And now you can see that there is a modifier added. What I recommend is to always turn right click and collapses back into an added pool. Now what has happened is that the transforms, all of the scaling is set back to 100 by 100 by 100. This is sometimes a bit hard to understand. It just basically means that whenever we do wily strange scaling and stuff, sometimes your model gets confused and you need to reset it so that you can apply modifiers. Now if I add my bad modifier, see? Now it works perfectly. So a badmdifier allows you to bend on multiple different axes, as you can see over here, very useful to use. Like that. Our cap holes, we already know what it does. I just have like a button to instantly cap holes because it makes it easy that if I, for example, select a bunch of stuff over here, like this. Instead of me doing the whole selection stuff, I can just press cap holes, and it will instantly fix all of my problems. Of course, the second option would be to select all of my objects and then press cap holes. So that's just that one. FFD box, it allows us to basically set if we set a number of points, it allows us to basically manipulate our asset based upon a box. Let's say that I do only four in the height. You can see that now this one is almost like a smooth select. If I move this point, it will softly select and move my points, also like this. However, we can set as many points as we want. So we can do really precise movements like this, and then I can, for example, select one over here, and you can create quite complicated shapes with this, as you can see like this. And of course, you can set the number of points higher to like five by five by five. It will reset when you do that. But now you can see that now, I can do really accurate scaling. So this is great if you need to do quite complicated modeling, or you just want to make some very specific alterations like that. And that's basically FFD box. Pro optimizer. If you press Calculate on P optimizer, and then use your slider over here, the percentage, it will try to optimize your model. So this is just great for really quick optimization. It works awful for our surface models, but it works great for organic models, like rocks and stuff like that. Push Push basically just pushes out your model or pushes it in very specific use cases. We will not use it. Shell, basically what a shell does is if I have a plane, for example, here, let me create a plane like this, a shell because a plane only is one side. You can see that the back is black. This is because the polygons, there are no polygons on the back. There are only polygons on the front. See? So what a shell does, it basically builds a shell around this plane, which basically turns this into, like, a solid object. This is great if you have really complicated shapes, like you're working on something that's, like, really complicated and it has a lot of intricate shapes instead of you managing so many different polygons, because this would be quite annoying to, for example, do when you need to have actual thickness also to it. Can use planes to create a general shape, and then you can use a shell to basically convert that shape, and then from there, you can use, for example, turbosut. And there we go. Now we have a funky looking shape really quickly. So that is basically how you would kind of use them all combined and stuff like that. I'm just going to delete this. So that is shell. Slice is really cool. What you can do with slice is over here, the same as the quick slice, but this time, I have this cube, so I can do really precise slicing across the entire model. This is great if you have really complicated models and you just want to, like, slice something very specifically, you can actually, like, manually place it like that. Symmetry. Symmetry is similar to mirror. However, with our symmetry, what we can do is if we click on it once, we go into the actual mirror selection, and we can rotate our symmetry, and it will actually combine our meshes. And of course, you can do symmetry on X, Y, and Z axis like this, but it allows you to basically do really cool rotations and instantly combine it together, like these Edges over here, they are welded together, which is really awesome. So I can completely weld them together. And this is great if I, for example, combine it. Let's say I have a symmetry like this, I would now be able to, like, add another symmetry on top, and I can press flip. And what the flip does is it basically flips it around like this. And just like that, I can create really intricate shapes. I can even right click and copy modifiers, right click and paste them again. And if I go in this symmetry, I can, like, go in here and I can create really complicated and interesting shapes on top of all of this. So that is quite cool. And you can also always go back into your symmetry, and you can always, of course, make changes to it, also, see? So I can just keep making changes over and over and over again thanks to the nondestructive workflow. So that is symmetry. I can also select all of them, right click and delete. Turbo Smoot, I've already showed you this is for if you do high ply to low poly modeling, we will actually go over this later on. We just don't need to go over it right now. We have our material. It allows you to basically set a material ID. You don't really need this. This is super specific stuff. And way too complicated to explain to you right now. Normal, remember how I pressed flip in our added Bly that when I select a face and I press flip, that's what normal does. Sometimes I want to flip a face, especially when we have, for example, plane, and I want to quickly flip around the plane, instead of me going to rotate, turn on rotation snapping and rotate it 180 degrees like this, I can just press. Where are you? I can just press normal over here and it will instantly rotate. So it's quite useful. Smooth, really important. Smoothing groups basically allow for your mesh to look soft or hard. If I, for example, create a cylinder, and turn off my height segments and said turn off edge and face. This looks nice and smooth the cylinder. That is a smoothing group. Is basically a way to fake the look of your model to make it look smooth. If I turn on my smooth mesh, you can see that now this is the actual model. So this allows me to do outer smoothing, which basically smooths based upon an angle, or it allows me to smooth everything, which basically tries to smooth your entire mesh. This also comes in handy once again when you do, like, a few different workflows, but we will go over that a little bit later. So we have our UVW map. This has to do with UV unwrapping. You can set this to a box. And let me just let's see what is the easiest way for me to show you this? We will have an entire chapter on unwrapping, but that chapter will actually be on our actual models. So let's say that quickly, you can ignore what I'm doing. Let's say that I'm adding in material. Here we go check material. 50 by 50. There we go. See this material, looks really bad, not acud at all. It's all stretched because we made our model really stretched. UVW map. If I set this to box and make this box perfectly square by going for eight by eight by eight, what you can see now is that now everything is perfectly square. So this is for when we apply our textures. Our textures are now nicely applied. So we will be using this one a lot also. You can even click once, and now you can actually scale up this gizmo to make it larger or smaller, and you can do very quick movements. This one is a little bit one of a kind in three years Max. I love it. I wish the other software had something as good as this, but it is just great to use and very quickly do UVunwpping. Now, well, if you want to apply it, you can always just collapse to add a poly, and now it will be applied. Let me just go ahead and do a normal material to at your face again. And the next one's weighted normals. Actually, what I'm going to do is I'm going to create a new cube for this. So new cube 20 by 20 by 20, right, click, right, click, right, click, to reset. And also, my position I can reset over here. So weighted normals. What are weighted normals? Weighted normals are very important, especially within the game industry because we use them to basically make a model look higher quality than it really is. Right now, this model, if I go turn of edge and face, it looks sharp. However, in games, it's not very desirable to have your edges looking very sharp. So what can you do? You could select all of your edges and cham for them. This is something you need to do for weights and normals also. And I'd like a little chamF. Now, there's two ways. So we have this way over here. Actually, let me. Let me do it like this. That's easier to show you. So we have this way over here, where we jump our edges, and then we need to add multiple different edges over here, as you can see, just to make our mesh look nice and smooth on the edges. However, as you can imagine, this is really expensive because we are adding all of these polygons, and the more polygons, the slower your computer and your scene and everything will run. Of course, nowadays you can handle millions of polygons, and right now we only have 400 or something, but you get the point. However, there's another way, and that is to fake your edges using the weighted normals. What you basically want to do is you want to add a single chamfer like this and just keep it at zero. You don't need to add any extra segments. So it is a few more polygons, but now if I press weighted normals and I like to press turn snap to largest face, you can see that now they are almost identical, although this one is completely fake. See? Yeah, completely fake. And it's just a way to basically fake your edges. This kind of stuff will come more clear later on when we actually start working on our scene. And then finally, we have a unwrap we have a Unwrap UVW modifier, and this one basically allows us to do UV unwrapping, similar to the UVW map, but then manual. And when you do manually, you can, of course, be way more precise about every single piece. Wow. Okay. Those are all of the main modifiers that I use. There are two more here, but these two we will cover in a bonus chapter that will come after this about how to use splines. So that is basically it for the overview of our hot keys and of our modifiers. We will now go ahead and continue on with two bonus chapters, one for splines and one for Booleans. The reason these are bonus chapters is because we don't really need to use these tools for this specific environment, but they are super useful for most environments to know. And once that is done, we will actually jump in and start by creating all of our pieces. So let's go ahead and continue with this in the next chapter. 13. 06 Maya Going Over Our Modifiers And Hotkeys: Okay, so in this chapter, what I want to do is I just want to very quickly go over some very basic modifiers inside of Maya and also go over where we can find hot keys and find our settings. So this is something that is way more extensive inside of Max and Blender, because Maya is a little bit more limiting in this case, but I think it's still useful to show you. So first of all, let's go over our settings. If you ever want to change any settings, although I am personally quite happy with mine, you can go ahead and you can go to Window. Settings and preferences. And in here, you have your hot key editor, your preferences, and you can even have plug in managers and stuff like that. So if you open up your hot key editor, you are able to, for example, change your hot key, and you can do this by, I believe we go to editors, and then we need to select No, no, wait, that's not correct. Menu items. Oh, there we go. It did not show up for some reason. So go to menu items, and then in here, let's say that you want to, for example, find something. Let's say I want to change my extrude. I can type extrude down here, and then I can find polygon modeling. And then here we can find extruding phases. And here you could change your hot key. So you could say Control R. And now CtraR you can see that over here. It already shows an arrow saying, like, Oh, this hot key already exists. Do you want to override it? I'm going to press No, because I'm happy with my hot keys. But in here, you can basically find whatever you want. So if you want to extrude your edges and vertss, you can basically set whatever hot key you want if you want to change it from the Maya default. So let's go ahead and close that. Same. You can also go to settings and preferences. And in your preferences, you can find all of the settings in Maya. You will need to go in here unless you want to do something really specific. For example, in settings, we can set our units from centimeters to meters. If, for example, working on a project that is really large like buildings. But I often tend to go for centimeters and then just say like 100 centimeters for 1 meter. And for the rest, you can have some display settings in here. But honestly, most of this stuff you would not really touch unless there is a reason for you to touch it. So most of time you just would go to settings and the working units when you get more experience with Maya, that's one that you might end up using quite often. Okay, so that was basically where to actually find your settings. Next this, by the way, you can press F to zoom into your model. And one that I completely forgot to say, and I'm really sorry. I will cover it more later on for the people that do not watch this chapter, is if you hold J, while rotating, you can snap rotate. See? It snaps in increments of five. Oh, no, sorry, of 15 centimeters. So that's something that I just wanted to very quickly show you because I just completely forgot about it, and I'm sorry about that. So modifiers. Inside of Maya, we call them just deform. And there is a bunch of stuff here that I absolutely do not care about. I rarely use modifiers inside of Maya. The only ones that I use are the I always say lettuce, but I know that lettuce is also like a plant. Late? No, because late is something else. So this one over here. And what you can do with this is if you go to your settings, you can basically divide this really high poly model up into, like, a few divisions. So let's keep it at like two, five, and two and press Apply. Now, what will happen is that these divisions as you can. Oh, that's strange that it try again. The form. So these divisions, okay okay, yeah, yeah. It does work. It's confusing because it shows like two models at the same time. What it allows me to do, although now I completely messed things up, I think. Yeah, I mess things up. 1 second. Let me just go ahead and Oh, by the way, in your on way we go over that later. So on the form late, there we go. And now I can write, click and go to the point. So the visual feedback is a little bit more annoying, I would say, because right now we are combining this into or we are simplifying this mesh. However, the Wi complicated mesh still exists. So what this allows us to do is it allows us to edit this really complicated mesh using just a few will small points like you can see over here. And then if we click on it again, you can see that now the mesh has changed like this. Take it with a grain of salt. This one works. Once again, it works a little bit better in threes Max. I don't know why they don't give us the threes Max version, but it allows you if you have a really complicated mesh and you need to evenly change the shape, you can use this technique. So let me just go ahead and change that. There we go. Okay. And the way that you can completely, like, confirm your lettuce, late, whatever is by going to dt, the lead albitype in history, and then it will no longer show up when you select it like this. Okay. So another thing that I wanted to show you is that if you go ahead and you can go to the form and non linear, here you have a few more that squashing things or twisting this cube and stuff like that. Have a playound with them if you want. The one that I only care about to show you is the bend modifier, because with the bend modifier, you might guess it. Let's go at these two segments. We can go ahead and we can set the curvature up here. It allows us, well, we need to set it to 90. It allows us to bend. Now, the cool thing is that this band modifier is actually like a shape that we can move around, so we can make our bend bigger or smaller and we can rotate our bends around, which allows us to create some quite interesting shapes. In your band settings, you can also change some settings like the low bound and high bound. If, for example, set the low bound to zero, it will only bend from one direction, which as you might imagine, can once again be quite useful for us to create a very specific looking shape. And we can manipulate it however you want. So the bad modifier is something that's useful and that we might also end up using. That's all. I just wanted to very quickly show you these extra modifiers. They are quite specific. You can see in my custom shelf, these are the only two that I have in here also. So take us with a grain of salt. And that was about it. So let's go ahead and continue on to the next chapter. 14. 07 Bonus Blender Splines: Okay, so what we're going to do in this bonus chapter is we will go over splines or curves inside of blender. Now, this is going to be a very quick chapter. And full disclosure, fill honesty. I absolutely hate using splines inside of blender. If you have seen my tree as Max part about splines, the bonus part, you will see that you will hear me say that I love using splines and blender. They are okay to use in Maya, but in Max, they are okay to use in Mia, but in blender, they are very much left to be desirable. So I will only show you how to place a spline, how to extrude it, and how to create a cable for it, because that's honestly like the extent that I would ever use it inside of blender. Now a spine. If you press Shift A, instead of a mesh, you can find a curve over here. So spline curve doesn't really matter how you would call it. And then we want to pick a Basier curve. Now, and that is one of the annoying things inside of blender is that it just drops a curve to the ground instead of allowing you to just draw out the curve. But anyway, I will stop complaining at this point. So we now have this curve over here. We can go to tab to go to Edit boat and then we will have two points. Please remember that these two points over here, the shortcuts that we have setup, they are still because this is a curve, it is a different type of shortcut, meaning that the move tools, like the cursor tools and everything, they do not yet have the shortcuts that I am using. I can, of course, just press G, if I want to very quickly move some stuff around. But what I'm going to do is I'm just going to go up here, assign shortcut, cut W, E and R. So let's see W. Oops. Oh, no, sorry, E needs to be also different because we are extruding using E. So that is the thing with this one. So in order to extrude the curve, you, of course, want to also add an extrusion. Can I maybe go to, like, Control points, extrude, right click, change shortcut to Alt E. There we go. Okay. So of course, you can use the main tools if you want. So we now have this curve over here. If you want to go ahead and rotate the curve, you can see that you get a smooth rotation from this curve. This is because it is a Bezier curve. A Bzier curve has a center with two endpoints. These two endpoints, as you can see over here, they allow you to basically manipulate and move the curve. By moving it closer and further away, we can make everything look softer round or sharper and just in general, it allows us for a smooth curve. If we want to extrude this curve, we can simply press Alt E, and then we can move our curve over here. What I like to do then is just quickly rotate my curve around so that we have a nice smooth curve, and you can see that it stays nice and smooth unless I of course move my Bzier like that. So that is how you would basically extrude your curves. You can, of course, also just move it up. You can rotate it up, and this may be one of the few times that the rotations using deva blender might actually be nicer to use. And we can just go ahead and we can press Alt again, and we can push this up once more like this. So you can see already from the movement and everything, it's not the best or not the easiest to use, and that's why I tend to limit using curves inside of let's say that we now have a curve that we like over here. Now, the last thing that I want to show you is I simply want to show you and you can, by the way, use the round rotation over here to rotate based upon your camerangle. The last thing I want to show you is how to turn this into actual geometry. So if you go up here to your object data properties, you can go to geometry, and in here, you have a bevel. In the bevel, if you pick round over here, you can simply select a depth, and that we'll add some geometry to your curve over here. So that makes it quite easy to turn this into, like, a cable. You can also change the resolution, which will add more segments if I turn on my wireframe over here. It will simply add some more segments to our curve over here. So having that done, you are also able to select object in which you would need to press an object that will follow along the curve. I've not really used that one before, but let's try to maybe, like, grab a cube, and let's see if that works. I guess not. Okay, doesn't really matter. The one that I wanted to show you is the profile one. And the profile one, it basically allows you right now it is square, but it basically allows you to set like a profile over here and paint it in like this to draw out a specific profile. It's a bit messy to use, but just in general, you can create some quite interesting shapes. You can also go down here and set the points to be sharp by pressing this button over here, which allows you to go like a more sharper profile. Like that, see? And you can see that the profile is basically a quarter of your curve. That's basically how it works. You see? So it's just like a quarter of the curve that you have created. Over here. That is also just an interesting way in case you want to create some 1 second. Now I'm distracted. There we go. That's also just like an interesting way if you want to create a specific profile for your curve. Now, I will leave it at this because personally, we will not be using the curves at all inside of blender. We might not even use it at all in general in this tutorial course. And let's move on to our next bonus chapter, which will be about using booleans inside of Blender. 15. 07 Bonus Max Splines: In this bonus chapter, I want to go over on how to use splines instead of TS Max. Splines are super powerful, and although we most likely will not be using it for this project, I just wanted to add this bonus chapter just so that you at least see the use of it. So splines in Tres Max are called shapes, although they're also called splines, whatever. But basically, the one that we are interested in is the line. I already showed you a little bit about this. Let's say that we pass W and go to our front view over here. Nice thing about spins inside of Tres Max compared to most other software is that they are very robust and I personally prefer to use them mostly in Tres Max. They're okay in Maya, but I do avoid using them. And in Blender, I just don't use them because Blender is not able to really get up to this level right now. So with the spines, if you just click like this, you can do sharp spines. If you click and you hold Shift, it will keep the line straight, see, on a specific axis. So you can imagine that if I want to be a little bit more precise, I can definitely go ahead and do this. Now next to this, you can also use snapping, and that way, you can snap your spine to your grid, for example, like this, if you want to work really precisely. Now, next to this, what we also have is you can also click and then let's say that if we go over here, we want to make this round. We can click and drag and just like that, our spine will be around. We can then click on the next one, and then, for example, we can go for something sharp again, like that. Now, these are the main modes that you can create the spine. You can also set your spine to smooth. And when you set it to smooth in your drag type, it will oh, sorry, smooth in the initial type. It will basically always stay smooth. So you cannot do harsh angles like this. But that's why I like to set this to corner because then I can just make this very sharp and then I can turn over to smooth whenever I want to. So now, let's say that we have this mesh. Your spine is also an edit. You can still edit it. There's a few edits that you can do. If you press one, you can go to point mode, which is similar to Vertex mode. Here you can still select the points of your spine. And what you can see over here is that your spine, because they are a Bazier they have two points over here. When I would rotate my spine, you can see these points more accurately. With these points, what you can do is if you want to edit both of them at the same time, you can just leave them as they are, and you can see that over here, I can click and drag by selecting the point in the move tool, or I can rotate by having the rotate tool turn on. I can even do scaling. I can even scale them up and down. However, if you want to edit them individually, for example, over here, you can see that we have a problem where this spline is moved downwards, which means that it's not exactly on the line. You can right click, and then in here, you can go from a Basier to a Basier corner. A Basie corner allows you to basically move these pieces manually, and you can see that it kind of snaps. You can see that when we get close enough, it just snaps straight like that. So this way, you can move it individually and you can also add some extra specific scaling. Now, next to this, another thing that I wanted to quickly show you is that over here, you can clearly see the polygons of our bend. If you want to increase this so that you have more polygons so that you can see that the cylinder looks smoother. And scroll down over here to interpolation, and you can set the steps up, see? And when the steps are moved up, we get a nice smooth cylinder. Finally, there are a few added modes, but these modes you would not use too often. So there's a few ones I would like. You have the Insert node, which allows you to click on a point and continue on your spine like this. So it just allows you to continue on your spine. You also have a weld node. That's if you select two points, you can have the fuse, which is the same as collapse, and then you can weld them together like that. Going to undo that. One that is one of my favorites is the filled note over here. Fillet notes allows you to nicely create round corners. And you also have the HNF node, which I'm sure you guys already know, the HNFer note just does like a sharp corner like that. And those are the ones that I honestly use most. You have Connect, which I believe if you do this, on a wait to connect, I believe if you select two points, it will connect together. You need to click and drag. There you go. See you can connect by clicking and dragging two points together if you want, for example. So that is most of the notes that I would be using. Now, what I'm going to do is let's say that I want to go ahead and I want to create a more like a better spline to show you the other tools. Let's say that I go over here. Then I'm going to make this a little bit round, go like this, go down, up, down in here. Let's say just something like that. It's a random shape. It has no meaning, no architectural stuff or something like that. We now have this spine over here. Now, to turn the spine into geometry, there are a few ways that we can use. And this is why I absolutely love doing spines in three years Max. The two most important ones is we have over here, we have the extrude node. You can find this also, of course, in your modifiers. The extrude basically extrudes a plane out of your spine. See? So you can instantly just extrude your shape out of your spine. Then you can simply go back to your line. And if you, for example, turn on the show end result up here to show everything, I can still go in and I can still change my spine however I want. So you can imagine how powerful this is to do non destructive modeling. That's one way to turn this into something, and if you want, you can then even turn this into a shell or you can add a shell on top. And now it is just a nice shell of a shape. Other one, my absolute favorite one is the Sweep modifier. The Sweep modifier is amazing. Maya has recently added it also, although it's still a little bit iffy. But the one in Max is really great. What you can do is you can choose a shape to guide along your spine. Right now it is, for example, an angle. I can go up here, I can go bar, which is like a cube. I can go up here and I can do a channel, like whatever you want. Let's say that this is like a metal joint. Every shape has parameters, which you can control over here to control the thickness, the width, all that kind of stuff. I can do a pipe over here. One of the most common one is a cylinder because a cylinder allows us to, for example, create wires. So you can imagine that if you want to create some wires, you create a spine, and you basically go in here, and then you basically, have some wires hanging like this. Like that. So let's say that you have a wire hanging out of the ceiling. You can add a sweep modifier, and you can set the radius down. And there you go. Now you have a wire or a rope super, super quickly. That also looks quite nice. And you can, of course, combine this with many different spins. You can also go ahead and you can press Control V to copy your spine. Oh, I didn't show you that yet. Yeah, Contrave basically allows you to copy your spine. I will go ahead and I will also add this in the later chapters. And now this spine, if I go ahead and go to my etches, I will turn on end result. You can see that now I can very quickly create like another spine. Let's say that I have this one over here. See? And now I have two splines and now that already starts to look even more interesting with our ropes and stuff like that. So spines are freaking amazing to use. I really love them. It's just too bad that I only love using them inside of Tresmex. So you have a bunch of shapes over here that you can choose. But what is extra cool is, let's say you want to have your own shape. You can also do that. You can create another spine. Just like making something up. Let's say that you create your own spine over here. You can actually select your original spine, press use custom selection, and then pick your spine. And now over here, you can see that it is using your spine. At this point, you can mirror it. Sometimes, you need to do some mirroring, and you can also rotate it. So here you can see that I'm rotating it. For example, it's a bit difficult to see because this is not the best shape for me to use, but I can change the angle, so I can rotate this like 90 degrees over here, and let's say that I now want to go in to this spine, insert and I want to, like, insert one shape here, another shape like this. And now you can see that over here, I have a problem. So this one, I'm just going to right click and turn this into corner. Corner means that it is perfectly straight. Here we go. And now I can set my angle. I can go in here and I can, of course, control, like, let's see, the amount of or amounts I can control the actual shapes. This one over here, we would need to, like, make it a little bit smoother. So now you can see that now we have a shape. Let's say that over here, this one, for example, I can see that we have a buck over here that it is clipping. I could always just go ahead and I could add like a Chem For tool. Sometimes better to do emf tool from the side because it can be really sensitive like this. Or what I can do is I can use a fillet if that works better. Yeah, here, fillet works a little bit better. And now you can see that the shape nicely gets extruded among this side. And we can keep changing this shape, and that's why I like it so much because I can just go back in, change my shape however I want, make sure that it looks correct. And then over here, we still have our shape sitting all the way around. You can also change your pivot points over here, which basically controls where your shape starts. But that's one I don't use that one too often in this specific case, and you can change the offset of where your shape starts. But that's something you would just want to play around with. And that's pretty much it. That is a very quick overview. If you are using, for example, the cylinder, you can also use interpolation over here in your cylinder to add more segments like this. So the interpolation on the line will add more segments in your actual line, as you can see over here. See. But the one in your sweep just adds more to your actual well, sweep. Okay, and that is pretty much it for our spline overview. Now, in our next chapter, we will have another bonus chapter, and there we will go over Booleans. So let's go ahead and continue with this in our next chapter. 16. 07 Bonus Maya Splines: Okay. Welcome to this bonus chapter. So in this bonus chapter, what we are going to do is we are going to go ahead and go over some splines inside of Maya. So this is something that we most likely will not be using for our specific project, but because they're still super useful to know, I just wanted to create this quick bonus chapter. So splines inside of Maya are called curves. So you can find them or by going up to curves and surfaces in here. Or you can find them by going to create, and then they are in curve tools in here. What I personally like to do because there are so much stuff in here that you don't need is in our custom shelf. I like to go ahead and you can see that I actually did my own shelf over here. You can go to create curve tools, and you want to probably add a CV curve, a Basier curve, and an EP curve. So these curves, they are quite similar. So the one that I personally prefer is to always use a Bazier curve, but I will try to explain to you the other ones. Let's start with my favorite ones, which is the Bazier curve. You can simply click on it, and then if you click in your face, although what might be in your face, sorry, what might be nice is to just go to, for example, like a front view over here. You can see that this is the front view. And basically just want to click once, and now it will create a curve. Then if you click again, you can see that it will have created curve. If you click and hold, you are able to manipulate this curve like this. You're able to rotate it. If you just do like a single click, it will just be a sharp corner. However, once again, if I, for example, want to bend this, I can click and hold and then simply move my mouse until I like a bend like this. So that is how we can create easy curves like this. Next, this, you can also snap to grid. So if I turn on snap the grids over here, it should actually snap to the grid, as you can see like this, see? So that is really useful for accurate working. I do not recommend doing this. What I just did, I recommend to always try to minimize the amount of points that you have. And once you have arrived near the end over here, you are able to, like, place it quite close, and then we can merge it later on. So now if I would press W, this has now become just like well, it is still a curve. You basically have a few different tools. If you right click and go to Control vertex, you are still able to select these vertices. You can just see them as vertices, and you can simply move them around. You can even go in and snap them to the grid over here and over here like this. And same over here, just like snap it all to the grid, stuff like that. However, you can also, if, for example, have this one, you can see that we have these points over here. These points you can select and you can turn off snap to grid. You can use them to manipulate your curve even more. You can move them up and down like this and left and right. If you, for example, because what you can see now is that when I move this point, because it is a bezier, on the other side, the point also moves. But if I, for example, only want to move like one point. So for example, this one is, like, nicely snapped into, like, the corner. So I want to keep this kind of stuff over here straight, but I want to, like, change my curve, for example, I can select the top over here and turn off snapping to grid. Then if you go ahead and shift right click, you want to press break anchor tangents and just look at the word break. You don't really need to worry about the rest. When you do that, because it is broken, it will no longer be connected. Now you can see that now I can control this one curve all on its own, just like that. I can also go in here and if I go ahead and spiteno with over here, shift right click, I can also press even, no. I might have the Wong one selected. So the way that this works inside of Maya is that you don't really merge the curves together per se. I will show you that in a bit. I just wanted to show you that over here. I think it's just this one. I think we just need to edit this one and then if we go, sometimes the menu is a bit different. So basically, if you select the center, it's a bit confusing. If you select the center, you can find the same options in here. But if you select the top, you can find the options like this. I know. It's a bit confusing. It's a common theme inside of Maya that you can find the same options over and over and over again. But it doesn't matter. So even if you do this in the center and then move the top, here we go. So this is what I wanted. For some reason, I was distracted by this one. You can see that we can still have quite a bit of control over here. Now, having this, I should be able to also turn this one into a Bezier over here. So Shift click. Let's do Bezier corn. Ah, there we go. Bezier Corner. So it was not turned into a bezier yet. So what that allows us to do is it allows us to also add like a manipulation point in here. And, of course, with that, I can, for example, make my corner tighter and stuff like that. And I can just, like, add different changes to that. Now, one thing oops that I find quite annoying inside of Maya is that if I want to, for example, close these curves, inside of Max, I would be able to weld them. But I believe, as far as I can remember, if you go up here to curves, you are not able to actually weld them in here. And the only way like, I hope that I say this way. There might be by this point a better way because it's been quite a long time. But what I find is that the best way to close these points together, even though they look really close by, they are not actually closed is to right click and go to object mode. And then you want to go to curves, and then you want to press Open close. Now, what you can see is because this is a Basier, that's why I don't like it, it has moved this curve out. So if I go to Control vertex, you can see that now. Oh, no. Wait, it's supposed to like that is really strange. It is supposed to basically have our mesh closed, but it looks like it's nuts. Let's try it again. Let's go to Control vertex, and can I just, like, delete this one? Let's try this. Let's move it like this. That might be a little bit easier. So object mode. Curves, open, close. Okay, so now it does work weird. Anyway, so the annoying thing about this is that now because this is a Basier I would need to right click and I would need to break even tangents, select this one, and basically move here, and then it will at one point, kind of snap to become straight like this. And of course, this one, I could set on the grid. And like that, we would have our curve closed. Now, I can vaguely remember that there is a way to weld your curves together when they are basically really close by. But to be very honest, because it was not attached. Like, this is why it's annoying. Like, I just want a weld. Like, it should not be very difficult, but apparently it is quite difficult. So there are a bunch of options in here. I don't know if I can find the actual weld option. Else, I would probably also be able to find it like two Now, else, I would probably also be able to find it in those menus. So for now, I use the open close technique whenever I need it, but I don't need to close my curves too often. What I wanted to show you is that there are a few extra options in here. So if you go into your curves, there are a bunch of options like you can bend them, but, of course, when we are placing curves, we don't need to bend them. Most of these, I only use the open close. And I believe that the fill it over here, although I rarely use it by gas, I do everything by hand, since these tools I don't find reliable, I could try and show you if it works. Let me say it like that. And if we just go ahead and press Apply, Yeah, see? You need to press a pair of curves. It, yeah, it doesn't work the way that I want it to work. I think what happens is, for, for some reason, the filler does work over here, but it's not working the way that I'm used to it working because I'm a Tris Maxuser. And it's really weird because they're both out of desk programs. Max and Maya are owned by the same creator. However, in this case, it doesn't work differently. What I recommend is that when you need to use curves, which I don't use a lot inside of Maya, just use them, um how you say it? Just do it by hand. Now, you also have over here, you have this curve, which is the EP curve. I forgot the name. CV curve. That one is a CV curve. And basically, what it allows you to do is if you create three points, two points means that it is like straight. And as soon as you can create a third point, it will Oh, am I not creating That is strange. Oh, four points. Ah, I thought it was always three points. So let me just show you that again because I was a bit confused. I thought it was three points, but I guess it is four points. As soon as you can create four points, it will start to turn it into, like, a soft flow like this. See? So you can create something that has like Wi soft flows. Now, one thing I wanted to show you is that if your curve is quite low resolution, like you can see over here, you can go to your attribute editor, and in here, you should be able to a find it, although it's or is it in our tool settings? No, no, not in our tool settings. Our tool settings does have you can switch the curve over to Bezier curve, for example. Now, it is somewhere in here. I just kind of like I forgot where to find it because it should be in here. Maybe because I have it, maybe I need to, like, select the actual tool like that. And then have a look around because you are, of course, able to control how many segments you want. The only thing is I use a Bezier curve. And in a bezier curve, you can change spends over here. But for some reason, they are great out right now. So, that's just give me 1 second. I'm sure I can find it in here somewhere, and else I need to double check because maybe I'm just like maybe I just forgot something. So I had to look around, and although I find it quite strange, apparently, I can remember vaguely about this, but I thought there was also a setting. Apparently, if you just press three, you can control, the amount of segments to make your curve smoother. But I swear to God, there was like a setting here somewhere. Maybe that is just me because, of course, right now, I'm teaching you a tutorial in both Max, Maya and Blender, and I'm doing all of them at the same time. Like, literally, after the next chapter, I'm going to switch over to blender, just to give you like insight on, like, the back end. And so I might just be confused with a different software. In that case, I am very sorry. Um, we because this is just a bonus chapter, I highly recommend if you want to learn more about curves, to just have a Luke online. But, okay, so let's say that now we go into our perspective mode over here like this. And we have our curves. This one over here, you have the this curve also. Oh, this curve is three points. So I forgot which one, but it is called, because I never used them EPCurve. So the EP curve smooths at three points. That's why I was confused about that. So that's another way to art the curve. Personal recommendation, just stay with the Basier curve. It's the most robust one. I find it the easiest one to use if you want to do precise ding. If you want to do very basic mulling and you want to have perfect smooth corners or corners. That doesn't make sense. Perfect smooth arches like this, then I recommend this one. So, okay, what I want to show you last is that, of course, these curves, you would want to find a way to turn them into actual geometry. Now, in Maya 2022, before this, I actually avoided using curves altogether in Maya because I just did not like the way that they worked. However, in Maya 2022, there are new curve tools which are called the sweep tools. They are basically you have the exact same thing in TS Max. However, in TS Max, it's way, way, way better. And Mu, I said, way really fast. But it is still doable inside of Maya. So if you go just buggy. If you go to create and use a sweep mesh over here, what you will see is in your attribute editors, you can now see that it has added a mesh. Now, next this, it also allows you to add the interpolation. And this is what I was talking about. So maybe I was just confused about this one. It allows me to make my mesh smoother like this. I'm able to, of course, scale it. So you can see that this is, for example, like a cable like that. And you can also rotate it, but it's a cylinder, so that would not work. Now, like this, there are a few different tools. So we can use the polygon tool. I tend to sometimes use the line tool because I use the line tool to basically turn my curve into an extrusion like this. Before this, you had to, like, duplicate your curve and create two curves, and then you had to go to surfaces and press loft. I'm sure that it might still work. So you had to do this, I believe, and at this. And go to, like, surfaces and then loft. And that's how you would create an extrusion. But honestly, and then there's still that the meshes are a bit weird, and it's a mess, I feel like compared to doing this. So I prefer this way better way more. So by the way, if you click away from your curve in order to get your window back, click on the curve again and then find the sweep mesh creator in your attributes. So this one is great if you want to quickly extrude your shape out like this. And because this is a normal shape, I believe, already, yes, this is a normal shape already. You are able to now just go ahead and, for example, edit your mesh. Let's say that we do an extrude like this. There we go. And now we have an actual wave that is all extruded out and everything. So if we just go ahead and undo that Okay. So another one is the custom one. That one is still a bit buggy, but the custom one, if you click on that, you are able to basically select a different curve. So I am able to basically go to the profile and select this curve and press Okay. And now you can basically grab the shape from one curve and make it follow around your second curve, if that makes sense. So you can see that this shape is now following around here. Now, from this point, you can manipulate it. You can change the scale. The twist allows you to basically Oh, no, sorry, that's not the twist. Ah, that's 20. The rotate profile allows you to basically rotate your profile to 90 degrees -90 or, of course, 180. There we go. And now you can see that our shape does match up. And the cool thing about this kind of stuff is that if we want to go ahead and edit this shape, it will automatically edit here also. If I go to Control vertex and I, for example, grab these two and move them up, see, it automatically keeps editing. So it is quite non destructive. And this way, you can go ahead and you can change your shapes around and do whatever you want with them. So that is also really nice way to just quickly add some curves. To be honest, I'm quite surprised. I think they updated it, because the last time that I checked this, it was not this easy, like there were bugs in it. There are a bunch of settings in here also, but I recommend personally to make your life easier to just use this kind of use the sweep tools along with curves if you need them to create cables and that kind of stuff, or if you just like me to create custom shapes that are a bit more complicated. And as you can see, we have a nice S. Okay, so that's pretty much it for our bonus chapter over here. So let's go ahead and continue on to the next chapter, which will also be a bonus chapter on how to use Booleans in Maya. And after that, we have some exciting stuff because then we are going to actually already move to Annual gen five to make some preparations before we continue on inside yeah. So let's go ahead and continue with this in our next chapter. 17. 08 Bonus Blender Booleans: Okay. So in this bonus chapter, we will go over Booleans inside of blender. Booleans, to say it simple, are a way to basically cut out or unify one shape with another shape. Let's say that we have a cube over here, and let's also create a cylinder over here. Now, let me just turn on my wire frame, and I'm just going to rotate this cylinder. I'm going to scale it down a little bit, and I'm going to push it out a bit. There we go. Okay. Let's say that I now have this cylinder and I want to cut out the cylinder for my cube. Now, this would be quite a hassle to do it in the traditional way. However, we can also use Booleans. The way that Bleians work is that it is a modifier. You can go to your modifiers, art modifier and press Boolean. Now, there are three types. There is difference, union, and intersect. Difference means that we cut out our shape. Union means that this will become one big shape, so it will basically cut out whatever is inside of the cube, and it will merge everything together. And intersect will be that it will only leave over whatever is inside of the cylinder. So intersect basically is like an inverted cut out. So it will only leave, for example, this plane here on the inside. Most of the time you only use difference. That's the most common one. You basically select your model, click over here, and now it is already done. You can still move around your model, and you can see that the Boolean is still working. But once you are happy with it, what you can do is you can go ahead and press Control A to apply your Boleian. And now if you move your cylinder away, you can see that now the boolean has been applied. So Booleans are quite amazing, however, they often leave really messy geometry as you can see over here. Jump tro here, we call these Ngons and they are basically massive faces that have a bunch of random vertices that are not connected to anything. Now, triangulating your mesh could fix this problem. However, in general, what I like to do is, I like to do it by hand because it gives me a lot more control over my mesh, and it will keep everything a lot cleaner. So just take it from me, do it by hand. En guns, although they are not as bad as people say, they are not very good whenever you want to export something to a video game engine. Whenever you export this mesh like this to a video game engine, the game engine will try to fix these problems by adding connections. However, these connections can cause a lot of extra problems like smoothening errors. It can simply look wong, or it can conflict with your texture maps. And these problems happen because you don't have control over how these pieces are fixed. So instead, what we can do is we can use the cut tool. So the CAT tool, if you just press K, which is your knife tool, you can simply click to cut and then I can wide away move back and click again. I can right click to basically accept this or actually, sorry, I need to press Enter in Blender. I need to press Enter in Blender, and that's why it is accepted. And this is like a way that I recommend to of course, you can get quite a bit faster with this. This is a way that I would recommend to clean up my mesh, and also don't make your etches too stretchy because that can also cause smoothing problems. So in general, that's why I tend to often avoid booleans and use different techniques unless it's a really difficult shape that I need to use. But in general, I can, for example, do this kind of stuff. And this way, I can properly clean it up. Let's go here, and let's finally go in here. And also in here. There we go. So now this mesh is correctly placed and if I press Alt click, you can see that I can create a nice loop around it. While if I would press Alt click here. See? The loop breaks a little bit. So having this done, you can press Contra B, for example, to, like, bevel this and do a bunch of different stuff. Sometimes whenever you bevel it like this, it might show a little bit of squeezing where you need to, like, move these pieces over here that are too intense. A little bit round. In those cases, what I recommend is to go, for example, down here and select these two edges over here, delete and dissolve them. Now, does it not It does not allow me to dissolve it because it's not able to Okay, that's too bad. It does not allow me to dissolve it. That's no problem. Basically, what I want to show you is if you bevel before connecting, your geometry looks cleaner, see? And then you can just go ahead and start connecting stuff. So that's just something that's like a quick tip that I wanted to show you. Now, just like that, we can also use union. So if we, for example, go ahead and move this shape over here, Add a Boolean modifier, press Union and then select our object. Now if we press Control A and we would remove the original cylinder, you can see that now this cylinder has become ped, see, it has become part of the rest of our mesh. And at this point, you would once again want to go ahead and you want to connect these pieces together like this using K. So that is another one that you can just, like, nicely connect and stuff like that. Okay, so those are the two main booleans that I wanted to show you. Of course, I could also show you this one, which is, we just select the Boolean intersect. However, what that will do is, as you can see over here, it will only leave left whatever is inside of my cylinder. And if I would press okay now, you can see that all that is left is this piece, which was inside my cylinder, which can also actually be quite interesting, of course, like this. Okay. Awesome. So that was everything I wanted to show you. And now what we can do is we can actually go ahead and move on to nvleEengine five, because we are going to have the introduction to UnleEengine five and then prepare our level, after which we are going to go back inside of blender to actually create our final assets. So let's go ahead and continue with this in the next chapter. 18. 08 Bonus Max Booleans: In this bonus chapter, we will go over Booleans. Booleans are a really powerful way to cut or merge one shape from another shape. The only thing is that it's also a little bit tricky because it doesn't always work and at least behind really messy geometry. Just to show you an example, let's say that we create a simple cube again over here and we can make this cube 20 by 20 by 20. Now, if you go ahead and create a cylinder and also cool trick, you can press out of grid over here. And what it will do is it will apply the grid on your cube, which as you can see over here, it has now placed a cylinder on top of my cube. Let's say that I want to cut this cylinder out of this cube. The way that this would work is I would grab my cube over here, and then in my Gritab I would go from standard primitives to compound objects. And I want to press P Boolean. Now in Pro Boolean, what you want to do is you want to start picking and select your cylinder. Another thing that you want to do is you want to scroll down to advanced options and turn on remove only invisible. This will basically clean things up. If you remove, it will also remove stuff that you might not want to have removed. So remove only visible. We have two versions. We have subtraction. Actually, two versions that you would often use. And you have union, now, merch let's go over here. I think you need to select it wide away before you start picking, and that's why it doesn't work. So let me just go ahead and grab another cylinder over here. Like this. And with this one selected, we can, for example, collapse it down to an addi pool. Let's say that we do another pro Boolean, but this time, we want to set this to union and start picking. There we go, see. And now it will actually combine this mesh. If we would, for example, convert this to an Ada pole, go to element select. You can see that now it is one element. However, if you would, for example, select this kind of stuff, you can see that if I delete this, it actually did cut out the shape correctly. So a few things that I want to mention right now. Remember how I said about guns. Ngns they are not very favorable. They are not as bad as people say they are. But an Gun, where we have vertss that are just floating in mid air, they can cause problems when we export things to the unreal engine. So a bullion, you would want to clean up a little bit, because it always leaves like quite messy geometry. Also, you cannot select with double click like this, and doing bevels is also really annoying. So what I recommend, there's a few ways. There's the correct way, which is by using your cut tool and nicely clicking, and I just click right back right away because this will save time. So nicely clicking and merging all of these vertices together like this. There is another way, which is that you select your faces over here, and then you hold Shift and then you convert to vertex. You can do this by holding Shift and simply pressing vertex. What it will do is it will now grab that phase selection and it will turn it into a vertex selection. At this point, what you can do is you can go ahead and you can press Connect over here, and that will connect all the vertices. The reason why this one is not always favorable is because you don't have control where they get connected, and sometimes they do a double connection like here. You don't need to have a double connection, so then you would want to select the double connections and press Control Backspace. Remove it. Now at this point, you can see that now I'm able to double click because there's no missing vertss. And now I'm also able to, for example, add a EMF to this, however I want. HNFosObleans are not always the best. There are ways to improve it by actually adding a HNFO before we do the connections, but it's like a bunch of different. It's something you will get used to. Let me say it like that. So you can also try to work with different. So I like to do uniform, and uniform does seem to often work quite well if you don't push it too much. Yeah, so like this, we can add HMV like that. So that's basically it for Bollians. Same with Union. You just want to use your cat tool to basically connect them once you do something like that. As I said before, we will not be using booleans too much. I personally do try to often avoid them, if possible, just because they are quite messy to work with. But they can save a lot of time. I do really love using them inside of UnwelEngine using the new tools, but that's something that we will go over in just a bit. So we got this stuff here ready to go like that. And, yeah, that's pretty much it for this chapter. Now, in the next chapter, what we will do is we will go ahead and start working on our blockout, and I will go over what that is and everything in the next chapter. 19. 08 Bonus Maya Booleans: Okay. So in this bonus chapter, I want to go over Booleans inside of Maya. Now, Booleans are quite nice to use inside of Maya, however, they create messy geometry, and I will show you what I mean with that. And because of that, I don't use them too often in general. So what is a boolean? To say it as easy as possible, the most common one you would use is to cut out one shape from another shape instantly. Now, you also have booleans that can actually turn these two shapes into one single chunk of mesh into, like, one shape. And that one I can also show you. I can just, like, clone that for now. But let's get started with the first one, and I will just show you and then you will understand right away. So what you want to do is you want to go ahead and you want to select your main object that you want to keep. And then you want to select the object using a shift that you want to cut out. Then all you need to do is you need to go to mesh, Booleans, and you have difference, which is the one that I was talking about, where you cut out the shape. You have union, which means that you unite the two shape, so they will become one shape. And yeah, you have intersection which basically cuts out the inverted version of your shape. So if we have a cylinder, it would leave the mesh inside of the cylinder, but that one I rarely use. So let's press difference. Now, as you can see, as soon as press difference, and I can press W to accept you can see that over here, we now have the shape cut out. However, we have all of these vertices. This is called an engon. Now, engons they are not as bad as people say they are. However, whenever you are working with engons, it is better to manually or procedurally clean them up by connecting all of your edges, simply by doing, for example, a multi cut tool like this and just nicely connecting your edges. This is because right now, when all of our vertices are not connected, whenever we export this to a game engine, it could cause errors. Now, I said before that game engines do triangulate your model, and that triangulation can of course, often fix these problems. However, the problem is that you do not have any control over the triangulation. And if you are making a high eat out version of your model and a low teat out version, and you are baking, then especially, you need to be sure what your jomtry looks like. So over here, for example, like this one, now I did this, this one, I feel like it's a little bit too stretchy. I would actually personally remove it, and I would place my cut here because that feels a little bit more even. So that's the kind of stuff that a person can decide, but Maya itself is not very good at deciding. So I high recommend just as a best practice that when you are before you export your model to unreal, for example, just clean things up. And now that it is cleaned up, you can see I can double click to select the entire mesh. If I would go here, you can see that double click does not work because nothing is connected. And of course, at this point, what you can do is you can, for example, bevel it or do whatever you want with it. So now it is like a clean mesh that we can continue with. You want to make sure that you, of course, as I said before, clean up your meshes and just connect everything together and make sure that there's no messiness. The more complicated Bleian often, the more messiness you will have. So this one is quite easy, but, of course, yeah, it's just like something to keep in mind. Now, another one, if you select this object, and then this one is the union one. I rarely use it, but just to show you, if you go Booleans and Union, it will turn this into one single chunk of mesh, as you can see over here. It should also remove the inside of the measure if I move inside C. Like, there's no more inside faces over here from the cylinder. And once again, just like this, here you can see, more of a messiness that's going on because you can imagine a cylinder. You want to make sure that the cylinder has even spacing because else it's no longer cylinder. If you like add random edges to it, and it just breaks in many ways. So with this one, you would, for example, target welt these pieces together to clean them up. Like this for the ones that you can target well, and for the rest, you would, of course, do some cutting. Now, in this case, what I recommend whenever you have cases like these, just to keep things clean, nicely, like, cut all the way around it until you reach the end and then press Enter or right click. And then this one can just be moved over here. See? So now it is nicely cut around. Sure, it adds a bit more polygons. But I personally feel like that is often nicer than doing something like this, where you have on a cylinder because a cylinder is quite sensitive to changes. Having on a cylinder like really strong lines like this, it can cause your smoothing to go broke. See, you can see the tiny bit. See? You can see a tiny bit of smoothing. I don't know if you guys can see it with the skin resolution. But those are just like some best practices. And most of these best practices they come from experience. So, the more you work on this stuff, like, the more you start recognizing I will try to mention them when I can. But, yeah, that's pretty much how we would do booleans inside of Unreal Engine. Sorry inside of Maya. It's because I'm looking at my notes. The next chapter, we will actually go ahead and we will go over the introduction to Unreal Engine five because before we can move on into Maya, we first need to define our level in Unreal Engine. So in our next chapter, we will move on to Unreal Engine five, have a nice break from Maya, do some really cool stuff, and then we will come back and actually start creating our final pieces. So let's go ahead and continue with that in our next chapter. 20. 09 Introduction To Unreal Engine 5: Okay, welcome everyone to this chapter. So what we're going to do in this chapter is we are going to do a quick introduction into Unreel Engine five. Now, you might be wondering, why have we only just barely scratched the surface of our modeling software, and already we are going to somewhere else. Now, this is because I had two choices. Oh, I could have everything combined together. So we would do all of the modeling together. All of the engine work together, which is unreal engine, all of the texture work together. But what will happen is you don't work like that when you are creating environments. When you do that, everything feels very disconnected. Now, you can work like that if you are very experienced with environ dat. But of course, this is a beginner course. The second option is that I am going to go with the flow that we would normally follow. So basically, even though I need to give you guys introductions, in the end of the day, this is the general flow that I would be following. So, of course, we have prepared our modeling chapter. And now we're going to go into Unreal. The only reason we are going to go into Unreel right now is because we are going to create a blockout of our environment, and a blockout is basically like setting up all of the really rough shapes to get the scale and the layout of our environment done. And when we know this layout and all of the correct scaling and stuff like that, what we can do is we can then go ahead and move back into our modeling software, whichever ones you use, blender Max or Maya, and we can actually start by creating our final models. So that is the key takeaway for this. Now, let's go ahead and get started. So whenever you open up Unreal engine, and we are using the latest one, which is Unreal Agent 5.0 0.3, I recommend to follow this course, well, definitely do not go lower than Unreal agent five because then things will look very different. But I recommend to not go lower than Unreal agent 5.1. Because there have been some updates to how to use foliage inside of UnwilEngine that started at 5.1. And since we are creating a lot of foliage later on, you just want to make sure that you don't get any weird inconsistencies between My tutorial and your version. So anyway, okay, games, quite easy. Now, you can choose what kind of game that you want. Just a blank scene will not have anything in it, just a camera that we can fly around. This is what I would normally do. But for editorial, I would like to use a third person character so that we can actually walk around our environment and just have a good feel for it. So you just want to pick the third person, and then you can leave all of these settings correct. So quality preset, maximum desktop. For now, we are not going to use rate racing. Tracing is still able to work inside of Unhel Engine five. However, it has kind of been replaced with lumen. So although racing is quite nice, we are going to use lumen, which is a new way of lighting your environment and your scenes in UnhelEngine. Now we want to select our project location and remember that in our location, we made a folder called Unreal. Perfect. That's exactly where we want to place this. So we will press Select Folder, and this sometimes happens. It sometimes tells us that our project part cannot be longer than 130 characters. It's quite an annoying limitation, but this is because I have my project set in my like in my dropbox, which is often quite a large file format. So what I can do instead is just for you guys. So I recommend whenever you download this project, do not place it in, like, a really long folder. So what I will do is, I'm just going to go ahead and I'm going to create a folder over here. And let's open this up. I just create the folder on my C Drive, and this way, I'm still able to use it. Now you can see that the arrow is gone. So it's pretty good that I got that arrow because if you are importing existing projects like you downloaded, for example, this project and you have your file part too long, it will actually not give you that arrow. It will just not be able to load the project. So if you ever feel like your project isn't loading, double check your project location. And let's call this one, completely because now I'm in, like, Oh, God. Now I'm in different folders. What are we going to call this one? We are going to call this one, like, um, concrete walkway. Let's do that. Concrete. W way. For example, it doesn't really matter. Just give it something descriptive. But as far as I can know, it's a pain if you want to change it after. So let's leave it like this. And then we can simply press Create. And now it will create the project for us over here. I shouldn't take too long. And then what we're going to do is the same stuff that we've done with modeling software is I will just quickly go over the UI where everything is located for you guys. So this is what we get right now. However, I probably want to go to Window and Oh, God. I've never actually done this. I wanted to, like, remove my load my layout, so default editor layout. There we go. The reason I'm doing this is just so that you guys can follow along exactly with what you have if you have never opened up Unreal engine. So this is what we would get if we've never opened up n real engine. Now, let's go ahead and get started. Unreal engine is super simple, especially compared to like Max or Maya or blender. So very easy to navigate around your engine. What I recommend is simply right click and use your W ASD. Notes over here, which are the same ones that you would use to move around inside of video games. And then you can just simply move around and look around. You are able to hold Alt left mouse button to, for example, rotate rout, Alt, middle mouse button to pen round, and you can use your scroll wheel. But I'm so used to simply using my camera to basically do stuff. Now, next this, what I would say is that if you have a object, what you can do is you can press F to basically zoom in on that object, as you can see over here, and then you can still use it however you want. If you are flying around using WASD, you can use your skull wheel to go faster or to go slower. However, you can also find the setting up here, but we will go over these settings a little bit later. Honestly, that's most of it, what I would use. The only thing I would say, one that I sometimes use is that if I have an object and you can see your Pivot point over here, it is the same as your modeling software. W, E, and R will switch between move, rotate and scale. And at this point, I'm not going to explain to you anymore what a pivot point is, since you should have already gone over that. But yeah, so we now have a Pivot point, which is just this stuff. Nice, a pretty cool thing instead of reels if you hold Shift and then move your camera kind of moves with your object, which can sometimes be nice if you need to do some really precise movement or if you, for example, need to move stuff up and down. So that is quite an interesting feature that you might be able to use if you want to. And for the rest, I would say that that is about it for what we have. Now, having that done, let's go ahead and let's start at the top quite easy. So at the top, we have our default windows over here, which you see in many software. Once again, file in which we can save our scenes, create new projects, open projects, new levels, that kind of stuff. Edit the classics. UduRdo, copy paste cut, and some settings. However, you can also find these settings up here, and I often use them up here. I rarely use this window. Windows. Windows is quite nice. The only one that we would really use is in our viewpod. You can sometimes create a double viewpod over here, which is nice if you, for example, want to look at stuff at multiple angles at the same time and you have multiple screens. For the rest, it's just here in case you ever lose something. So for example, here you can see that the outliner is checked because we have it. But just like that, let's say that I want to open up my world settings. Now my world settings over here are opened up, although we don't need them, so we can just press close again. So these are your windows. Once you have a specific layout, you are also able to save the layout over here. And when I say layout, I mean that if you moved windows around and you change stuff around, which we will do in just a bit, you are able to save your layout. So we have tools. I rarely use these tools. I sometimes maybe use them for debugging if I have a problem, but that is quite advanced for a beginner to toil. So most of these tools you wouldn't use right now. Built built has to do with building lighting, if you ever want to build lighting or building building specific workflows, textures, that kind of stuff. It's not something that we would really touch. The only one that we would probably touch is the built reflection captures. What it does is when we actually have it set up, it will make sure that our reflections on anything that we made shiny looks correct. Now, of course, we are making concrete, which is not very shiny, but just go with the flow. We have select. Honestly, I've never even been in this window. You can select Al and do that kind of stuff. But of course, you can simply select over here to select your models, and you can hold Control to select more over here like this. And for the rest, you can use Control Alt to click and drag. And then if you release the Alt It will select everything within this view. However, this one is very unreliable, so I personally do not use it. Actor, we don't really need, to be honest. That is more like if you are actually making a game and stuff, and the rest of these windows we can find in other places. And the help if you ever want to go to the forums or you want to know about Unreal Engine, C, we're using version 5.0 0.3, that kind of stuff. So below this, we have this mode over here. This one is a little bit more important. So what do we have here? We have a simple one where we can save our level. And then over here we have a mode in which we can switch between different functions. Now, most of these functions we will not cover right now. The only one that we are going to cover in the next chapter is the modeling function over here. But just to show you like, oh, sorry about that. Not sure if you heard that, but I spilled my drink, which is great. Anyway, it's fixed. So anyway, the modes. So these modes, you have a landscape mode, and this mode basically allows you to create landscapes and paint on them and work with stuff like that. This is one of the things that we will not be covering because it's a bit more advanced. The foliage mode allows you to paint in foliage when you actually have it, so you can paint in grass, trees, whatever you want. That's one we might use a little bit just to cover it. Mesh paint is, if you want to paint in vertex colors. Quite specific, we will not be using it. The modeling tools is one that we will definitely be using because we use the modeling tools which have some tools that are similar to the one you can find in Maya Max or Blender. And we use them basically to create our blockout very quickly, which is really nice. So they are a brand new feature to Unual Engine five. I'm really loving them. I've been using them a lot. Um, fracture is basically if you want to break up models and simulate them and animate them, all that kind of stuff. It's not really something that we are going to use. Brush editing and animation are also too that are not related to us. So those are a few modes that will just basically bring up a window with some settings. You can get a better idea throughout the tutorial course what they do. Now, next, we have a quick art mode over here. This allows us to very quickly add some basic stuff. These are stuff like if we go to the basics, these ones are really like for game art, sorry, game design and programming and stuff. But, for example, over here, it allows us to add lights. It allows us to add shapes like here, I can art a simple cube, as you can see like this. So it just basically allows us to add a bunch of shapes and lights, and, of course, also some more other stuff like cameras and visual effects. And that's the kind of stuff that we would also be using so it allows us to add those also. We will, of course, go over most of these effects that we will be using later on. But as you can see, there's a lot of stuff, so we will only be covering a fraction. Of it. Down here, this is all about blueprints. Blueprints is a way of programming inside of UnwilEngine, so we will definitely not be using that. This one is for animation. We will also not be using that. This one over here, it is to play the game. You can or press this button, or you can right click and press Play from here. The difference is that when you press this button, your character spouns on a specific location, and you can see that I can just use it as a normal game, WASD. Okay, it looks like I can I'll jump there. And I can just jump, move around, do all that kind of stuff. So if you press play from here, it will spawn the character, see, on the location where you clicked. So that might be handy if, for example, have a really large level and you just need to quickly check on like a smart thing. So those are the controls over here. And then we have a control over here if you actually want to, like, pack your game into an XC file or if you want to launch it on different platforms like on your phone or whatever, stuff like that. But we won't be using that also. Finally, we have our settings over here, which is something we will be using. You have just general settings like your graphics set over here, and then we have some world settings which we won't really use. And the project settings is something that is quite important. So in here, you can set anything to the defaults for your graphics, like for example, you can go to engine and rendering, and then here you can see that we can set if we want to, for example, use lumen for our lighting and that kind of stuff. So it can also set if we want to use if we want to use rate raising over here. So these are quite advanced. I recommend don't touch them. Only if you know what you're doing, then you can touch them, but else, just don't touch them because right now the defaults inside of unreal are often already really good. So let's go ahead and go down one to our viewpod over here. Now, over here, we have just a setting that gives us a few different random settings. The ones that we are really interested in is we can show our FPS, which right now is just kept at 60, so that's why it's going a bit crazy. This is not an accurate FBS reader, but it is handy if you want to see what is happening. You can change the field of view of your main cameras you can see over here. However, let's go and set that to 90. You can say set the screen resolution. It will always try to go for, like, a base number that keeps your FPS, right? If I would set this to 150, everything will look a little bit more crisp. Well, okay, I have a 30 90, so of course, it doesn't do much. But if you have a slower PCA, you have a really heavy level here, see? Now I'm running at 58 FPS. What I'm doing right now is the equivalent of running it at twice my current resolution. So this resolution is around 2.5 K, so I'm running at five K resolution right now, which will make everything look really nice and crisp, as you can see over here, compared to, for example, if I said it's super low to 30, you see, at 30, it all looks like a little less. That's the general idea behind it. I only use this feature if I'm taking high resolution screenshots. Then I like to, like, boost up my graphics a little bit more. And down here, as I said before, high resolution screenshot. It allows us to take a screenshot, so you can basically just look at something, up as capture, and then over here, it will give you a link, Tada, and then we have captured the screenshot of our game, which is great for later on for our final screenshots. So of course, we will go over that later. And you can also create cameras over here. Once again, something we will go over later. And for the rest, there is some layout stuff and some advanced settings, but we will not go over that right now. Right next to that, perspective. This is just you will not really touch this most of the time, but you can go to your top view, bottom view, right view, all that stuff. However, we often only work in perspective mode. Next to that, we have our rendering mode or a view mode, how they call it. And it is the one that we will often be using in. But we can also, for example, only look at our lighting. So this is the one that only shows lighting. This one shows like lighting with extra details. Why frame is pretty much useless inside of unreel to be honest. Unlit mode shows no lighting at all, and it's a mode that will run very fast if you have really large levels. Uh, it even shows our reflections over here. So there's a bunch of fun stuff in here that you can look at. You can even use nanite which is new feature, which allows us to push in a lot more polygons. But these pieces over here are not nanite. So a bunch of stuff you can play around with it. You can have a look online on what they all do. But honestly, we only will be interested in lit, maybe unlit, and maybe like the lighting features. The rest we won't really be using. Show basically allows us to turn a lot of stuff on and off. Something as basic as over here, you can see the grid. I can literally turn off the grid. It's just like turning things on and off on many different levels, but honestly, we don't really need it most of the time. Okay, let's go ahead and go over to our right side. Over here, we just have the simple move rotate scale stuff so we can switch between them. In our tree molding software, I showed you the difference between local and world. It's the same over here. Right now, the Pivot point is set in World. But if I want to move across the direction of my cube, I can press this button and no it is set to local. So a lot of stuff comes back again in unhel that we already learned inside of our modeling software. This one you don't really need to touch. These ones are really cool. So with these ones, these are basically our snapping tools. We have quite a simple one. So this one is grid snapping, so you can see that it actually exactly snaps to the grid by increments of ten. If I do increments of 100 by clicking here, it will snap by 1 meter. E. So that is really nice. You will use it a lot inside of wheel engine. I often even just leave it to ten and never turn it off. Our rotation snapping is basically just like when we rotate, it will snap rotate. And if I turn it off, it will no longer snap rotate, as you can see over here. And same with our scaling. Our scaling identity is turned off. Right now, if I scale, it scales at like an increment, but scaling is one of those things where I often rather just like Have them custom myself. And then we have a camera, and in here, we have a camera speed, and that's just the speed in which you can fly around. If you set is higher, for really large environments, you can fly around really fast. And if you set it lower, then of course, you can, will zoom in and be very up close and personal with your asset. So let's go ahead and set this back to four. But of course, you can also use your scroll wheel. Okay. So that basically covers most of our viewpoint. We have our outliner over here, which is the same as your scene hierarchy or in Maximia I believe it's also called outliner. It shows everything in your level. You can create folders by pressing the little folder button here. And then you can, of course, go ahead and you can click and drag stuff into these folders, which allows you to easily turn them on and off like this. So you can hide stuff. And just everything that will be in your scene is in here. And this can be quite crowded. For example, I've created environments with more than 7,000 assets in one environment. So definitely I recommend that you work quite clean with this, or at least clean it up after you're done with your environment in case you ever want to get back to it and you want to use it again. Now, yes, you have some settings over here, but we don't really use those. So down here, we have our detail step, and this will be all of our settings. Whenever we select a model over here, it shows all of our settings from our position, our rotation, our scaling. So if I set this back to zero, you can see that our rotation changes, all that kind of stuff. And with a scale, a nice one is if you press this little button up here, what it will do is it will scale uniformly, which means that all of the scaling will always be exactly the same. While if I turn it off and set this to two, you can see that now it's no longer uniform. Now it will scale based upon its own axis like this, see? So that is it for scaling, that kind of stuff. Down here, it just shows you, which mesh we have. The cool thing about Unreal engine, which is something that I will show you is that you can pick any mesh. So I just need to quickly show my content browser. Actually, you know what? I will show you that in a bit because we want the content browser is really important. So there's something you want to go over. And yeah, for the rest, it will show you the material on your model, which you can also change and just a bunch of settings that are connected to this model. But there's only some small settings that we will go over. So what I was talking about is the content browser. You can find the content browser. In your default, Y, it is hidden. You can find it by clicking on Content Browser down here. And what I like to do is I like to press Doc and layout. What it does is it will always have my content browser here, which is useful because it's the second most used one you use. Next to your viewpod, it's the one that you will be using the most. Just move my keyboard. So now if I, for example, press little button over here, which is browse in our content browser, it can find the cube. And what I was talking about is that you can simply click and drag and you can replace your model. See? So that is quite cool that you can do that so easily. Same with our material. Right now our material is blue. I can just click and drag in a different material. And now you can see that we have changed the material of our object. So your content browser, it basically has all of the folders, which will have all of our content. In here, we are going to basically have all of the content for our level, which, for example, if we right click and we can already do that, sorry, we need to go into the content folder for this. You need to start with your content folder, right click New folder. And let's go ahead and call this concrete on the score. Way over here. And in here, we can now, for example, set up a folder structure that we want to use. So for example, right click and when you click, you get a bunch of more settings that you don't really need. The classics like saving, deleting, all that stuff. We just want to press new folder. And what I like to do is I always like to have the same folders, same thing as we talked about in Chapter number 02. So what I like to have? I like to have a folder called assets for all of my models. Right click New folder. I like to have a folder called textures for all of my textures. Right click New folder. I like to have a folder for all of my materials, right click New Folder, and I like to have a folder that I will call SN, which is the same as our saves folder, and it will just contain our level and stuff like that. And for now, let's keep it to this. So we now have a nice structure that we can already build from. Okay. You have some buttons like the Savel button, which allows you to save your scene. You have a button to import files, but you can just drag and drop files, so we won't really be using that. Some bread crumbs, which basically shows you in which folder you are by just navigating through them. And some settings settings like showing what kind of thumbnails you are using, your thumbnail size. Like if I said it's too large, you can see my thumbnails go bigger. So there are a bunch of settings, but we rarely really need to touch those. Like I said before, we are laser focused on just environment art and not so much on a complete introduction to all of the programs that we are using. Okay. So that was generally like an introduction over our layout, of course, because we don't have well, we will go over our modeling tools, but that is going to be its own chapter. So there is, of course, a lot less stuff that we really need to focus on in here, and it is a little bit more user friendly to use. So let's go ahead and continue on with the next chapter where we will start by creating our blockout, and I will go over like a bit what the blockout is. And then I will go ahead and we can get started bit our modeling tools and all that cool stuff. So let's go ahead and continue with this in our next chapter. 21. 10 Creating Our Blockout Part1: Okay. So what we're going to do in this chapter is we are going to create a blockout of our scene, and we will go over the modeling tools and just generally how to work inside of nil engine. So a blockout scene is basically a very low resolution scene of whatever we want to create. And when I say low resolution, I mean that the shapes are not final and they are just, like, very simple. They are made out of basic shapes like cubes, cylinders and stuff like that. Now, the reason we do this is so that we can plan out our layout. It's almost like creating a three d blueprint, and we will do this very quickly. And then on top of that, we can also get the scaling white. With that, what I mean is, for example, I don't want to accidentally make this like 5 meters long. I want to make sure that the scaling is correct based upon a person. So if a person is 180 centimeters, I would expect this to be, for example, 2.5 meters or something like that. So just to give you a general idea. Funny enough, we actually hosted a challenge a while ago about creating like blockout blockout, just in general. So let's go ahead and have a look at, like, the final submissions over here. And now, what you can see, is if I scroll through it, you can see over here that these are all blockouts and they are all very basic looking scenes. These scenes do have a little bit more lighting than we will have. But you can see that like all the shapes, they are nowhere near final. They are very basic, especially here where you can see, just to give you a general sense of the layout and the scaling of your scene. And here you can see. Sometimes they also use the blockout to generate a mood, but take that with a grain of salt because, of course, when you start adding textures, the lighting and everything in your scene changes. So that is what you can see over here, like a nice simple scenes that just have the general shape. And then you would go ahead and start turning this into an actual treed environment. So that is the general idea behind this, and that is what we will be doing. Now, I would say that, let's just go ahead and jump right in. So what I want you to do is I want you to have your reference that you can find over here on another screen. Now, since we are now going to really get started by previewing our reference, I want to go ahead and I want to download a program, although I already have it downloaded. And it is called PUR Rv. Let me just go ahead and quickly find it for you. Here we go. So it is free. You can go to prev.com and then just press Get Pure Rv over here. I believe you can donate. So make sure to do that if you want. And PUR Rv is awesome. So basically, it's an image viewer, but it is very robust and very easy to use, and it allows you to preview all of your images at the same time. Let me just go ahead and open it up over here, and then I will show you. So when you have the image editor, this is what you get. You get like an empty view. Now, what you can do is you can simply select all of your images and click and drag them in here. And now what it will do is it will go ahead and it will load up those images. Although I don't know why it's taking so long. Let me just pass the video because I feel like something is going wrong. Okay, there we go. For some reason, a drag and drop function was broken. It's actually the very first time ever that I noticed that. So if you also have that, just right click Load, and then you can also load images here. So what you can do is you can select images and you can simply scale them. You can also go up here to the corner and rotate them if you want. And what I want to do is I'm just going to these because they are not the main images, I'm just going to scale those down and move them nicely over here. You can actually also sort stuff. You can select everything, right click and go to images, arrange, and then say, for example, optimal, and now you can see that everything's nicely arranged. Now, the cool thing about this is that these images, they all maintain their original resolution, as you can see over here. So we can very quickly preview all of these images to get the right inspiration and to create some really cool stuff. So we have these ones. And what I want to do is I also want to go ahead and have my materials. I hope that they load in. Oh, this time, they do load in. Strange. Over here, we have my materials. I also want to go ahead and move those probably like down here. Let's make these a bit bigger. There we go. So now we also have our materials ready to go so that we can very quickly, just like review everything and make sure that everything looks correct. Okay, awesome. So I'm going to have this on my other screen. It just makes it so much easier. So I have like a screen that I have above my main screen, which I tend to only use for reference because it just allows for very quick looking, but you might see me like switching up and down like that quite often. Now, inside of unreal, for this one, what I want to do is because this is a begin toil, let's get started with an absolutely clean scenes that I can give you a better overview. However, please keep in mind that nothing what we are doing now is going to be final. So let's go ahead and go to file and create a new scene or a new level, sorry. And let's go ahead and go for an empty level. We want nothing in it over here, and let's press Create. And we don't need to save this. Okay, so the first thing I want to do is, let's go ahead and save this level. We can go file and we can do a save current level, and let's go into concrete hallway scenes. And in here, I will just call this hallway, for example. And then I can save it. Now there's one last thing that I want to do. We now have created this level. However, if we would close down unreal and start it up again, it will once again go back to that other level that we created. You can set this level to open up by default by going into settings, project settings. And then if you go into maps and modes, you want to set the editor start up map to B. And if you just scroll up and down, where are you? Hallway. Game default map, let's just in case I also set this one to Hallway. There we go. Now, whenever we, for example, close down in reel, it will always show up with this scene over here. Now, you can see it is very dark right now. So what I'm going to do is I'm going to add a few things in here. First of all, I want to add some very basic temporary lighting. I can go down here and I can go ahead and go to lights, and I want to add a directional light over here. I want to go ahead and go to Light and I want to add a skylight. These are just a few things, and then I will go over them. I want to go ahead and I want to go to visual effects, and I want to add a sky atmosphere. And you can see that now things start to change. I want to go to visual effect, and I want to add where are you? So we have the sky atmosphere that's two volumetric clouds. Let's once again, go to visual effects, and I believe we also need a exponential height fog. There we go. Okay, so now you can see that things have started to look quite a bit different over here. Now, there's a few things I want to go over. First of all, we have our directional light. If we go ahead and just create a quick cube in here just so that you can see. So let's go down here to shapes and cube. And now we have a cube so we can kind of see it. So first of all, we have a light over here. Now, I'm going to turn off my snapping for rotation and for my grid. With this light, if you go ahead and you want to set the mobility to movable, movable means that this is a real time light, which will work with lumen. This light is our sun. It is basically going to be the direction of our sun, and you can see that the sky changes because we are using a procedural sky. Our sky changes based upon our light. So I can move this light down. I can move it to the side. And just like that, we can now probably see our cube. So we can go ahead and we can play with this. Now, next, what we have is we have our exponential height fog. Our exponential height fog just add like this fogginess, and later on, we can also use it to, for example, give it like that whitish glow in the background. For now, it's mostly used just so that we have a surface over here. Our sky atmosphere is our atmosphere. It's basically just like our sky, and it basically helps us with our lighting. Now we have our skylight. We want to set this one also to movable, and now you can see that everything changes. Our skylight basically bounces the light around. When you have light in real life, the light, it hits an object, it bounces away, and I won't go too much in depth. We actually have lighting course on our profile that goes really in depth into this. But what it allows us to do is if we would have this turnoff you can see that everything the sun does not hit is pitch black because it does not register any lighting. But if we have this one turned on, because it is hitting our object, it is hitting the sky and the sky in general, gives off light. Like the sun is not the only thing that gives off light. The entire sky gives off light. You can see that now we have a much better view over here so that we can properly create our blockout. The volumetric clouds over here, I just tend to do them just to give it some clouds. They are not looking very good often, and we will change this method later on, but for now it is fine. You can set your skylight to real time if you want, but I'm not going to do that. What that will do is it will basically look in real time at the sky so that if the sky changes, it will also change you see, I will also make our cube orange and stuff like that. And although I believe that even if we turn off real time, yeah, it's still pretty good. But like, real time basically means like it automatically updates while in here, if I would go ahead and I don't think I can really show you. You can see the cube stays orange if I change my light. So I need to scroll all the way down on my skylight and press recapture in order to fix that. So that's basically what the real time is for. So that no matter how I change my light, it will automatically update everything. So that is a general overview of our lights. Now, to work nice and organized, what I like to do is I like to create a folder. So let's select everything, create a folder. Call it lighting. So now we can nicely, hide this if we want to go ahead and work with something else. Awesome. So now what we're going to do is we are going to build our environment, and we are going to build everything except for Ivy because Ivy is like this extra prop that we art on top of it. So we want to have a general layout of our environment, and it's probably best if we get started by just going over our floor over here and just have a general look for that. So let's go ahead and go into our mulling tools by going up here to selectimde and mulling. Now, I want to get started by creating the floor. And what we need to do is we kind of need to figure out what kind of a scale and distance this is. So this one right now, it goes more by feel. What I like to do is I like to have this floor to be like a straight floor that has two hallways on the left, and maybe also two hallways on the end. The reason I do the two hallways on the end is because then we can add some concrete here to kind of close off our vibment and to make it feel more logical. So that's the general idea for this, and then I do have an extra idea of how we are going to manage this. So let's go ahead and in our modeling tools over here, we can create some shapes. These shapes are different than the ones that you can find in here because these ones allow us to actually art editing. You can see that they also snap quite nicely. So let's go ahead and let's decide how large one hallway over here will roughly be. I'm thinking if we have the pillars, and let's say that the pillars are three to 4 meters apart, I'm thinking of maybe making it like 8 meters. So this is centimeters. So what we can do is we can set our width, for example, to 800, which is 8 meters. And now you can see that over here, yeah. And you can move around your camera just by moving it. I have not placed it yet, by the way. As soon as you place it, you will lose these settings. I'm just, like, right clicking and moving. And I'm basically just trying to have a look. And I feel like eight is for now, it's pretty good. Now, I want to have my height to be maybe, like, to make it like 20 centimeters thick this concrete over here. And let's make my depth, and my depth is going to be like the width of this. Let's make this width Uh, it has room for pillars, so maybe 4 meters, let's do t 400. Yeah, 400 looks pretty good. Let's go ahead and place this cube and press complete at the bottom. Now, the first thing I want to do is I want to go up here to my location and press this little arrow button, which will reset my cube to 000, which is like the center of our world. So let's go ahead and start with something like this. So we have this cube over here, and that is looking pretty good right now. Now, what I want to do is, I just want to go ahead and build out this one hallway over here, and then we can go ahead and we can continue with the rest, and then we will do the ceiling after. So we have this one. Let's go ahead and also create a wall, so we go ahead and create another cube, and our wall I'm guessing that often a wall is around 80 centimeters high so that you can lean on it. So that's just from an experience. So if we go for a height of 80 centimeters, that is not looking or am I wrong with 80 centimeters? By owner weight, it's also, of course, snapping to, like, the base. It's not snapping to my cube. Let's set the depth to 2020 looks pretty good. And the width, we can keep the width right now, and we might make it lower later on. So let's see. So we got something like this. Um, I don't know. 80 feels. Let's go for maybe, like, a person is 180 centimeters. I'm just thinking a little bit. Person is 180 centimeters, so let's go for, like, 120 centimeters, maybe. It's a little bit too much. Let's do 110. I feel like 110 centimeters feels pretty good. Don't worry. We will, of course, measure this out like a character later on. I'm just going to go ahead and I'm going to set this value back to zero over here to make sure that it's exactly aligned. And then I'm going to set my location to 20 because I know that my cube is 20 centimeters. You don't have to work this precise right now, but it's just nice because if I do this, I can turn on snapping and because we use even values, I can nicely snap this to the side over here. Okay, so cool. So we got this one. This is also something that we have to keep in mind when we have this cube that some space gets taken up by this concrete. What we can do is we can actually go down in our content browser, and let's go to our third person character. No, that's not the one. Level, no starter content. Let's do starter content, and Oh, God. I never what is this character called again? Let's try and just go in content, and let's type in character. I basically want to look for, like, the actual mesh. So we have many over here. That was the name of the character. Many, and then we have another one that is the female character. And what I'm going to do is I want to look for something that's called attic mesh. Now, a great way that I can actually show you is that if you are looking for specifically static mesh, you can go down here to asset filters and only turn static mesh. What will happen is it with an only show aesthetic mesh. So if I now type in many, which was the name, no. Okay, then I can just go ahead and just type in nothing, and now I get all of the static meshes in my scene. Oh, Wi. That is interesting. Maybe it's in here. If you want, if there is another way, of course, that we can do it. I was just hoping that I could find the character here. Okay. If I cannot find the character here, what you can do is you can go to third person and you can, for example, quickly grab the blueprint over here, and you can use that as a character. Or what you can do is you can simply create a box, and you can make the box, for example, 25 by 25 by 180, and then you can see that this is roughly the same size as character. So it kind of depends what you want to use. So you can use the blueprint if you want, but the blueprint is, of course, quite a heavy character. And if you want to press play, you might get some arrow. So if we press play here, so it looks like we don't get any arrows, but sometimes it's a little bit iffy to use. So it's up to you what you want to use. For now, what I will do is I will just go and I will use my, I think I want to use the character. It depends. In this case, I want to use character because I want to be able to see where the arms are and I want to be able to see that she can lean her arms on the railing. That gives me confidence that this railing is on the right height. So what I'm going to do is I'm going to duplicate this railing again over here. So that we have a full railing. And now what I want to do is I want to figure out how high my pills over here are going to be. So in order to do that, I'm going to get another box. And I would say that it feels like this is quite high. Like it feels like something where the character is still able to walk around quite comfortably. So let's make the width and the depth around 30. And let's go for height. Let's Let's start with 2 meters ten. I often go for different heights. No, that's not enough. Let's do 2 meters 50. I feel like it's a little bit higher. Let's do 3 meters. Yeah, I think 3 meters is probably the right one, and then it feels like it's a little bit too thin. So let's go 40 by 40 centimeters. We can later on mimic, actually, these values also inside of our other three software. This is looking pretty good. So let's go ahead and let's press click and press complete. So I quite like this. Yeah, I quite like this. I'm going to have this one over here. And I want to define how far away so I can see, it's quite cool that there's a bit of, like, a distance between these two pillars, because it allows us to add some interesting, like grass or like ivy and stuff like that. Now, because pillars are often very evenly spaced, what I'm going to do is I'm going to set my snapping to, for example, 100, and I'm going to simply press ControZ Controv and let's say that we space it in four. So, one, two, three, four. Wait, did I do that white? One, two, three, four. Yes. So let's go ahead and go with 4 meters by 4 meters. Awesome. So we now have roughly defined these shapes over here. What we can do is we can go ahead and we can push these ones back just by duplicating them. And because this will be like our main camera angle, we don't really need to create anything that is behind here. You can create that if you want, and it would not actually be that much extra effort because the way that we are going to work, we can reuse our pieces a lot. So what I'm going to do is I have these pieces, and over here, I want to create a junction. I'm going to go ahead and basically grab this piece and turn on snapping in our rotations. And nicely, I'm going to rotate this around over here. And I want to place it in the center. You can look at the grid points to see if this one is in the center. Okay, awesome. So I have this one, and let's say that we want to go ahead and we want to go around here. We want to go around here because we are going to almost create like I can bear to show you. I have an idea, but it's basically just like a random creative idea because we don't have that much reference. So I'm going to create something interesting that allows us for foliage in between these areas. But then we have a walkway. So just bear with me, and I will show you what I have in mind. I'm going to create one here, and I will just show you the layout. And then what I want to do is I want to create one more over here. Next, what I'm going to do is I'm going to select these three GtalCGtoV, and this is why snapping is so important because you can see how flexible it is. So I think you can already imagine what I'm talking about. Now that we have this one, I can go ahead and I can duplicate this one, rotate it exactly 90 degrees like this thanks to snapping and move it up here. And now I can go up here. And I can go up here again. And now, in this case, what I want to do is I want to duplicate these and I want to move them exactly aligned like that so that we basically close off our environment at this point. We might actually even create like a wall, like it would not be that much extra effort to create a wall there. So what I can do is I can now go ahead and I can duplicate this over here. And now, of course, if you want, you are able to, for example, move. Actually, we can do that with all of these. We are able to, for example, select all of these pieces and to finally perfectly close of our environment, we can also place them over here. And then over here, we do have a little mismatch where it's only 4 meters. So you can choose to create an extra piece, or what you can do is you can simply move this and Oh, yeah, wait, we can of course, do that. And we can move it over here. So it's almost like puzzling. And then what we can do is if we now have 24 pieces, it's really like a puzzle. We can move this one here and this one over here. See? So now what we are going to have is in here, we are going to basically be able to add foliage and stuff like that, so we will have a wall that just goes around there. But then we still have this nice view over here. So what I want to do basically to make this transition easier. So we now have this balcony, which we would want to lead all the way around it over here. As you can see, but oh, sorry, let's set the snapping back to ten. There we go. What I want to do is I want to basically also have a pillar on this corner, which will make this transition a little bit easier. You can sort of see that happening over here also. So we need to have a little bit of creative freedom with our pills. The pills over here don't make too much sense because it's AI, but we are still able to, for example, play round with it and gamify it a little bit. Let's go ahead and duplicate this pillar, for example. And if we place this pillar here, and then I'm going to turn off my snapping and move it forward a little bit so that there's no, Z fighting. You can even move forward a little bit more if you want. Like this. See? Now it feels like quite a nice transition. Actually, you know what? Let's move it like this. Let's move it in the center of both these pillars over here. There we go, see? So like that, we can be quite flexible with this. Now, what we probably need to have is because, of course, these pieces do not line up exactly, is that we want to have a shorter piece from this. We will probably later on, actually make these pieces only 4 meters and then just duplicate them a few more times. So what I'm going to do is I'm going to set my scale, and you can look at the red arrow of your pivot or to go ahead and match it up with your scale set to 0.5. Of course, because I rotated it, this does not work anymore. In that case, just find the scale. In this case, it was the green one. That is sometimes a bit confusing, I know. So having this one, I'm now able to have a short scale, which allows me to basically go in here and it might not make too much sense, but I want to try and scale these measures as little as possible once I have the final scale. So this one is 4 meters right now. Now, what you can imagine, you can actually see it over here is that right now, this one is 8 meters, and you can see that the UVs are nice squares. You can see that the more that we scale it down, the more our UVs are going to be squashed, like they're going to be pushed in, which will not look good. With our UVs, I mean, like our textures. So what we want to do is we are going to basically use 4 meters as our base scale. I know I used eight over here, but that does not really matter for a blockout. But it means that whenever I have a situation like this, instead of me grabbing one extra piece and scaling it all the way down like this, which you can see, oops, it just does not look the best. Instead, what I like to do is I like to select both pieces, move them in the center. And then just carefully scale them up. Because right now because we are scaling them over such a large area, you will not really notice that the textures are a little bit stretched, basically. And now at this point, we can just go ahead and we can grab these pieces. And by the way, what you can do is if you want to move your pivot, you can Control click and click against on the model. And whatever model is selected last, that's the model where your pivot will be. So that makes it easier. Oh, by the way, when you are duplicating, it does reset the pivot, so you might need to do it again. So now what we can do is we can nicely duplicate this. Move this over here. We can nicely move our pillow to make sure that it is looking correct over here. And now we just want to go ahead and we want to set the scaling of this one a little bit bigger again. Like that. It's no problem if it is sitting inside of the other model, you will not really notice that. Okay, so we got those. Now what we can do is we can simply select all of these, duplicate them. You can try to turn on snapping and often snapping will still work fine. However, these pieces, they are not often the best with snapping. That's Okay, they're pretty good now. But they're often not like the absolute best when it comes to snapping. So that is something that we'll actually work on when we create our finer models. We will make them absolutely perfect for our snapping. So having this one done because I know that these squares are all the exact same height, what I size exact same size. What I can do is I can simply select this stuff. And this is why this is a great environment for beginners because you don't have to be overwhelmed with the amount of assets, but you can add as many assets as you want to enhance the environment. I'm simply going to go in here and I want to line up this wall, like this. Perfect. Duplicate it again. Let's go in here, line up the wall with the floor over here, we just move in a bit closer like that and duplicate again. Let's go ahead and move it a little bit closer like that. Awesome. So we now have this piece already done over here, and we have our pillars. So what I like to do is I like to, for example, have these pillars, almost like decorative pillars, but I like to only have them in the center hallways. The outside hallways, I want to create walls, basically. So what I will do is I will go ahead and turn on my snapping back to 100. One, two, three, four, and that's probably good. So what I'm going to do is I'm going to select these over here. And this is just like an artistic vision, what I want to do now. I'm going to place them nicely in the center to also give them a little bit more space from this bill or over here. And I can also then now duplicate them and place them nicely in the center over here. You'll like that. Okay, cool. So we now already have a little place that we can walk around. Let's go ahead and finally create our walls. And our walls will actually also be used like down here. So what I will do is I will create a box, and let's make the depth 20. Yeah, 20 is fine. Often, you don't want to go lower than 20 when it comes to walls. The reason for that is because you can get lighting errors when they become lower than 20. But it is not often a rule for outdoor scenes. It's more rule when you're working on indoor scenes. But that's why I tend to always just go for 20. Now what I'm going to do is I'm actually going to turn on my snapping again. Here we go in that we do like pop snapping. Let's make the width. Once again, 400 so that we have an even width from the rest. And then we can just place this on the corner and press complete. There we go, because the height is the same height that we're going to have later on. What I can do now is I can simply keep duplicating this. And if you want, you can set your snapping to like 100. And let's have L. I want to have this duplicated on like a few areas so that we can no longer See what is behind it. And the reason we don't want to do that is because we do not have anything behind this environment. I'm just making a small environment, so I kind of need to fake and block off my view so that when we look forward, like this, and we are looking here and we look at this wall that we don't have empty space here, but that we actually have something that feels logical. Now, what I'm going to do here is I'm going to go ahead and I'm going to rotate this 190. Oh, and now I need to set this back to snapping of ten. There we go. Let's make this nicely fit. Now, what most likely will happen is that over here, because of the scaling, we actually want to move this inside of a mesh like this. And that way, now if we go and snap it, we are not left off with 40 centimeters at the very end. So we can go ahead and we can simply duplicate this. And this is also good way where you can press duplicate and you can hold Shift and then you can move this with your camera. That's one of the few times where I would, for example, use this over here. Awesome. Now, all we need to do is go ahead and select these pieces over here also. And now we can set our snapping probably back to like ten. Duplicate it, and then I just want to, first of all, move it and then just click twice on the first model so that I have my pivot point in the right location. And now what I can do is I can simply move this over here. There we go. Okay. Awesome. So we now have the school enclosure, but as you can see over here, what I quite like is that there's like it's almost like a distance view over here. And I do want to do something with that, and we will probably like block it off with foliage or something like that. I'm going to grab this one over here because this one I have not yet scaled, so it's better to use this one. Move it here. Like that. And I'm simply going to use this one. It's like a back. And, of course, the actual back over here, we will work on that later on when we actually create our final environment. So we have this. And if you want, it might be nice to just place like a little pillar in these corners over here. And don't worry about this. This happens because the assets are exactly on top of each other, so the engine doesn't know which one to show first. However, because we cannot see that from this point, it is great to like from this point on simply place these pillows here. Okay, so we still need to place, like, a few more pillows, but for that, we first of all need to work on our roof. So at this point, let's go ahead and press Save AL in our scene and save selected. And now what you can do is you can right click Play from here. And then it looks like that I crashed. I don't know why I crashed. That is a little bit strange. It is Unreal engine five. There is, of course, sometimes still some problems with it. But here you can see that now it loads up the level again. Let's delete my blueprint, and let's try again. Let's go here. Oh, that's weird that it doesn't remember my content browser layout. Maybe after you place your content browser, we need to go to our windows, safe layouts, and then maybe safe layout as a yeah, press safe. Okay. Anyway, right click. Let's try again. If it crashes again, then I will need to have a closer look. Okay, this time it works. So now you can see that now we can play around with our level and we can just simply run around and we can look around and stuff like that. It might not be the very best level for, like, gameplay because you have a lot of these pills and stuff like that, but we are going for, like, a pretty view. We are not so much going for, like, a perfect gameplay level. But you can see that all of this stuff that we generated has, like, collisions. And you can imagine that now later on, we have a cool ceiling and some light, and we will have some foliage and stuff that it can look quite awesome. So let's go ahead and press Escape to go back into our normal view. And let's go ahead and finish this chapter of here. And in the next chapter, what we all do is we will start working on creating our ceiling over here. So let's go ahead and continue with that chapter. 22. 11 Creating Our Blockout Part2: Okay, so let's go ahead and continue where we left off. And we are going to get started with, like, the ceiling. So for the ceiling, let's have a look round because we have, like, a few different ceilings over here. And I do want to ty and not make it like how we say it? I want to make it in as little pieces as possible, if that makes sense, because it's a beginner tutorial, and it's just easier if we have, like, very little pieces. Now, we do have something like this, but I feel like I don't know. Something like this might not actually fit in here. It just doesn't feel right to have that in here, to be honest. Uh, let's see. So we can start with, like, just like some construction beams that we can use over and over again. Most likely, see, we have, like, so you can see, like, often they are just like simple construction beams that they use. Hmm. That is a bit having a tin. So, yeah, I guess we can use this one. It will look interesting enough. What I'm going to do is because we are also I already had this plant. I don't just now make up it for it is that we also going to create a high poly to low poly model, and I want this model to be metal pipes. So what we can do is we can have metal pipes running over the ceiling, and that can be quite cool. So let's go ahead and work with that. So let's see, ceiling, ceiling. I'm going to start with, like, a beam, and then I think the actual roof part, we can actually pick our wall, and we can just rotate our wall and change the texture. And that's the easiest way to do that stuff. So I don't know why I'm outside. Oh, yeah, wait, I'm outside of Mlling mode because we crashed last time. So box. And what was it? So we went for, like, 40 by 40, and I want to have it probably like two h centimeters high. Let's have a look at that. I want the thickness and the width to be exactly the same, which right now it looks like it is. But then, of course, I want to have this a little bit higher. So let's do 60. Ah, 60. Yes. Although that might make my ceiling. No, no, wait. That will not make my ceiling too high, actually. Well, I can actually do is I can maybe even place it like here. Now, that's too low. Okay, so let's do 60 or let's do 50. Let's have a look at 50. And if we just set our depth, I believe, to 400? Oh, no, wait. Let's do our width to 400. Okay. So that's a nice thing that as soon as you made a placement, you can right click and you can just move your camera around, and then you can kind of, like, guess what the placement looks like. Okay, I'm quite happy with that. I think that will work quite well. So what I will do is, with having this piece, let's just go ahead and place it, press complete. And now the interesting thing is, of course, how are we going to place this? Because we have a few different placements over here that we want to kind of use. So let's get started by working on our default placement. And our default placement would be going from here. And then if we just duplicate this and move this ta ta ta over here, oh, yeah, we would probably need to make one piece that is a little bit thinner, although we can probably just, like, scale this piece down. Now I think of it if I just move this one here, the only thing I want to make sure basically, that if I just scale this up a little bit, these pieces over here, I want to make sure that there's some visual interest in it. So right now, what I notice is that, of course, over here, there isn't too much logic. So they place the pillar here, but then these pillars are separate. And what will happen is if we do that because if we don't have any pillows here, we can do that, but it will feel like an inconsistency between the environment. The other problem is that if I do this, if I grab these pieces, and move those over here. This will feel like it feels like almost too much symmetry, but it also feels like too crampy. But however, I don't want to make my walkway, too big. So I quite like having this difference between these two pillars. And then over here, what I would probably do is I would probably grab one of these pillars. And if we go for, like, one, two, three, four, five, six, seven, eight, yeah, I think eight will probably be enough. So we probably want to place it sort of in the center over here like this. And let's just go ahead and play around with things. That's just the thing about this. It's like making a drawing. We are playing around to this. Sometimes we will have to erase some stuff, and sometimes we get some nice stuff in here. So right now what's quite interesting is that because this pillar is pushed out over here, it is no longer even on this side. So what would happen is we would place one, see, over here. We need to turn this back to ten in our snapping. We will need to place one, let's say, over here. And then, over here, we would just like to do some scaling. So, okay, so we have the pillows over here. And what I can do is, what if I do this? What if we keep the pills like this, but we will have them I don't think I can actually snap like that because of the way. Let's just go ahead and let's turn off snapping and let's just move it like this. That's no problem. Okay, what if I do this? What if I have the pillars like this, let's see. We will copy this one over here and over here and over here like this. Then we would grab this pillar. Nicely move it towards the side. Yeah, that's roughly in the center. That's also not perfect. Let's move it a bit more. There we go. So those two are in the center, and this would actually also go a bit more in the center over here. Okay. So those are now in the center, and then let's say that we grab one pillar that goes along here, and then we would just makeu how we will do the pipes and how we will run them across here. So if we have this over here, now what I'm thinking about is like, what kind of open spaces can we have in between here? So let's move this last one over here, something like this. And let's see. So it does look visually quite interesting having something like this. Now, I would have the urge to actually move these pillars because right now we have this really heavy concrete block, and we will have concrete on top of that. But then it feels a bit off if there's no support going on over here. So there's two ways we can fix it, or we can simply place pillars here. And we can of course, just have a look and see how that works. Or what we can do is if we want to keep more open space here, we can have these pillars on the other side and just have the concrete block run all the way through there to basically indicate that that is the point where the load bearing pillars continue. So if I go ahead and I do this, yeah, you know what? I like this. We can have some ivy growing on here, so that should be quite good if we just work with something like this. So we have this pillar structure over here, and then let's say that over here, we will have the same, but then it starts to simplify around the rest. So this is like the main walkway, and that is why they made it a little bit more complicated. So what I can do is I can go ahead and I can duplicate this one over here. And to be honest, we can just keep duplicating it. So we are just going to continue this one on here, and we will have some cool ivy growing here and there. So that will all look quite interesting. We want to go ahead and continue this one over here. Only thing that I'm thinking about is for the pipes that are running over the ceiling. Now what we can do is we can make one of the pipes that I don't actually have reference for pipes. I will gather some of those, but we can have the pipes going around here, something like that, or maybe have them running just below here, and oh, yeah, we can do that. We can have them running just below the pillars and then have them hooked up against the ceiling using wires. I have an idea of how to do that kind of stuff. But we will, of course, go ahead and get some reference before we go on with that. Okay, so we got this one, and now we want to, for example, have another pillar here. Now, I just want to check would this pillar over here? Is that overkill? If I go here and I delete it. No, actually, it makes more sense if it is there. So we will just have a smaller gap over here. Not everything always has to be perfect symmetry. Real life is never like that. So let's go ahead and start by moving these pillars over here. And I'm not using snapping right now just because these pills have a slightly different snapping towards the rest of the environment, so it's easier if I just move it manually. Okay, like this. And then we have our final one sitting nicely up here. Okay. So we got those ones. Now we just want to grab, I believe this one. Let's move it up here. And let's also quickly just double check. You see, we want to move this one in a little bit. Over here, you can also move it a little bit, although it will be less noticeable with this one because we are going to have more concrete pillars across it. So we got this one here. This one over here. And yeah, I'm basically trying to make really smart use of my assets. A key goal within environment art is to reuse as many assets as possible while still keeping your environment look really interesting because reuse means that you need to make less stuff. I could make like five different builders and everything, but it would just take up too much time, and it would, it would not be the most logical way of doing things. So what I can do over here is I can just go ahead and, like, carefully scale these but like this. And then for this one, because it's going to run all the way across, it might be better if we simply move it up here and then simply duplicate it again. And it is okay to have this many models. You don't want to go too intense, so don't make these like 1 meter because if you make them 1 meter, you will have so many models. But for a small environment like this, this is not that many models, especially not if we save a lot of time in how we basically construct this environment. So let's see that now we have something like this. That's looking quite interesting. Like we got a little bit of symmetry going on. And just in general, we have, like an interesting flow to things. I'm going to grab these, set my scaling to 100 and I'm going to start by placing these in, like, the centers. So I also want to overhear, I want to only have a single one in the center. And the same over here, have a single one in the center. I know it might not be exactly the center, but if you want, you can calculate the exact centers. I'm just going to eyeball it a little bit. So technically, if I look at this, I can probably look at this seam over here because we know that we have even values, and I can use that to move it into the center. And over here, we probably want to go ahead and this one is a bit trickier. So I'm just going to eyeball it. If I cannot really see the difference, then most of the time the users or the players and the people watching your environment can also not see the difference. That's the general idea behind this stuff. So let's have one here, one here. And all these pillars, they have supports. We are also going to have walls down here, so we need to continue on these supports. So there is total logic in just having all of these supports in here and making everything work. Yeah, that feels like the center to me. Okay. Because concrete pillars this large, they probably would not go that long without having another supporting pillar to hold the weight because especially if there's, like, stuff on top, like, we don't know what's on top of this. There could be an entire parking garage on top of this like heavy cars and all that kind of stuff. So you want always whenever you're working on environments, have a little think about, like how things are constructed, what is happening even in the parts of the environment, you are not creating, all that kind of stuff. It all helps for, like, the bigger picture. What I can do now is I can move this, and I'm just going to snap it like this, and then we might need to do some scaling. Oh, wait, over here, this is one. So what you can see is I move this. However, I want to make sure that my scaling is reset back to one over here. It's always best to try and keep as close to one as possible. Now, this one is a little bit awkward, actually, because it is so far away. However, what we can do is we can just do this. Like that. And of course, the reason that we can do this is because our environment will basically be blocked off over here. Although I do realize now that I might need to actually make my walls a little bit bigger because I did not think about that, that, of course, we have a ceiling sitting on top of everything else. So that's something that we are also going to do. That is why we are creating the blockout. If I would go in and create all of my final pieces right away, it's really difficult for me to have a good logical look in which pieces I need, how big they need to be and how they need to look and work. While if I make my blockout over here, you can see that slowly with, like, very simple pieces, we can make this because what do we have? We have a floor piece, we have a side piece. We have two pill pieces, and a wall piece. That's literally all we need, which for a beginner environment is really good. That's a really nice number of pieces to just go ahead and work with. So I'm going to go ahead and move this one over here. And let's go ahead and continue to duplicate this. And we will make it so that these pieces like perfectly continue over and all that stuff. Over here for now, I am going to leave it clipped in there. I'm not too worried about that myself, because you should not be able to see the clipping. And when I say clipping, I mean that flickering that you can see whenever two meshes are exactly on top of each other. Here and if I now go, for example, over here, you can see that Oh, that's really close. I just the tiniest bit does not align. So let me just quickly scale this up and now turn off snapping because over here, you will be able to see the clipping, see? Because it is in full view. However, over here, because it is on the top, you will not be able to see the clipping, so we can be a little bit more flexible in that area. So let's just carefully move this over here, and that should do the trick. Now, I can just grab all of these pieces, actually. That's a nice thing whenever we have an environment that's like Willy symmetrical, is that we can grab all of these pieces, and now we can simply move them all over here. And it looks like I do need to change the ends a little bit. So let's move this here. And for this end, I'm going to it's probably best if I just continue it on. Let's move this one out here, and I probably also want to continue this one on here like this. And I want to then also continue this one over here, although I need to probably, like, turn off snapping and move it a bit more manually. Same over here. Just wherever there is a pillow, it makes sense to continue on these support. Like this. Okay, great. Let's continue this one on over here. You can probably use snapping for this. Let's try. I like to always use snapping wherever I can just to make sure that everything is correct. So we got this one. Letre off snapping again because these ones are a little bit more manually placed. So we have one over here. I think this will be a cool little environment for us to create. And as you can see, this environment because it's not too difficult, it takes very little skill. Well, it does take skill, but in terms of time, it's not too complicated. So it's a great start to your journey, I would say. And then, of course, you can pick up more complicated tutorial courses. Sorry, environments. And of course, if you want, we have more complicated tutorial courses. Just to do a shameless plug. If you enjoy this course, I would say, check out our profile. We have a lot more stuff. This one, I'm just, like, kind of, like, moving like that. Okay. So let's see. Let's go ahead and move this one just like across here because we will continue its wait. Let's do it differently. Let's start this one over here. And then just go ahead, and I believe we can clip it in here. Yeah, you probably won't see it. If we do see it, of course, we will simply change it. Like I we see like Wi intense or weird clipping going on in our final models, we can simply change it later on. All of this stuff is really non destructive that's we're doing. So we can just keep changing it over and over again until we are happy with our end result. So what I'm going to do now is I'm going to grab these pieces. No, no. I was thinking if I want to grab these. It would make somewhat sense, to probably continue things on. Yeah, okay, let's just do this. I was just thinking like, do I maybe want more or less builders? But it's as easy as just removing them if I end up wanting less. So let's move this one, for example, like in the center over here. And let's say that I now go over here, and I want to say like this one. I definitely do not want to place one in the center because that will completely here. That looks really strange when we have like this nice view. So let's start with this. And now let's go ahead and grab these pillars over here. And I might want to actually keep this open. I might not want to have any horizontal pillars sitting on top of this. It might look more interesting if we just leave it open as like, it's like a continuation. So just to leave it like this. And then what I do want to do is I want to, like, match up my pillars with the top a little bit better. So let's grab these. Move them back a little bit. There we go, just to make it a little bit nice. Even though our camera will probably not get very close to this part, it's still good to do this. Let's go ahead and turn off or turn on our snapping and snap this back. It looks like we need to manually move it a little bit. There we go. So we have one here. So these are like these really large openings to let in more light. Like here. And I think just double check. Have we not forgotten any pillows? No, I think that is pretty good. So we got now an interesting structure. We got all of our pillars here that we can work with. That is quite cool. Now, what I will do is I will get started by grabbing my plane over here. And I'm just going to go to my mulling tools because I wanted to show you this. So you can actually addi polygons. If you have used these shapes up here, what you can do is you can actually press poli dit, which allows you to, for example, select a polygon. And now what I can do is I can move this up. So what I want to do is I want to move this up. I don't need to be too precise because it's a blockout. I know that now we are going away from our scaling. However, the reason I did that scaling was for the snapping and we don't, we do need to do, like, a little bit of snapping moved upwards. So I guess what you can do is you can try to turn on the grid point and snap to 100. And that should I don't think that one will work perfect because it's not on the grid, so let's have a look. So if we can we do this. Okay, so ten, 20, 30, 40, 50, 60, 70, 80, 90, 100. So this is like 100 centimeters extra, which, um is I think it's okay. Yeah, I think 100 centimeters is okay. So let's press Accept. And now we can see that because all of these cubes are the same, they instantly update. So yeah, that should work. We probably still want to place like some pillars against the sides over here. So we can grab these ones. And that will also break up the flat wall. So it's nice because the wall right now looks really boring and flat and stuff like that. So if I just grab this pillar, I just push it halfway in here like this, instantly, this wall looks a lot more interesting. And now just to keep things extra consistent, let's grab these pillows over here. And let's also go ahead and move these up here. Okay, so we got that. Now, as you can see, our roof has been divided up into solid pieces along with, of course, open pieces. Now, we can watch again, we can probably use this wall, and else what we will do is we will just create a ceiling piece. It kind of depends. But let's go ahead and start by placing these, and then we can kind of figure out how we want to do things. So let's see. We right now have like a wall, so let me just quickly grab this wall, and I'm just going to turn on snapping. And I want to, first of all, double check that my wall, if I move it up here, if I duplicate it again, is the snapping still working? Yes, the snapping is still working from all sides. That is correct. So that's why we went for an exact scaling. So what I can do is what if I move this here and I can turn off snapping for now and just move this into like a location. Let's say that our camera is going to be here. So let's say that we want this one to be solid. We only want to make these pieces over here solid. So what I will do is we have this now over here. However, I'm not too happy about the, I don't know why that's working. I'm not too happy about, like, the positioning of it. I know that you can probably not see it. Yeah, you can probably not see it, to be honest. Let's do that. Let's keep it like this because we cannot see it because it will save us an entire piece. Normally, I would say, like, Oh, you know what? Let's make just, like, an extra piece, but because this will save us an entire extra piece of modeling, what I'm going to do is I'm just going to go ahead and I'm going to leave this open. I want to go in and let's see. Do I want to keep the center one open over here or closed? That is a tricky one. Let's go. So this one would probably be closed. This one would be closed. No, wait, if I have that one, this one would be closed. So this one would be closed just to keep things even. And I will probably also close this one and this one we would probably cut our wall in half. To make it fit here. So for now, we can just kind of use this. The reason I'm not worried about these edges is because we are going to use these railings and place those on top of this to basically block off our view. So right now, let's see, say, we make a checkerboard design, and then over here, we make everything closed. I'm just thinking about, like, what would the architecture have thought about when he had, like, lighting coming in over here, and there is already, like, a lot of light there. So I'm just basically thinking about, like, how would he have thought about doing this kind of stuff. We can go ahead and we can move this one here. And let's see if I make this completely blocked off. So we're turning on snapping, and we are just completely blocking this off and just run it straight through the ceiling over here. Another thing would be like, we need to make sure that we cannot actually see the ceiling sticking out, but I have a trick for that that I will show you later on. So over here, there will be a lot of shadow. I can't imagine if it's raining and stuff like that, that you allow people different pathways to walk. So, if it is nice weather, you allow them to basically walk on the main pathway, and there's some sun falling through it and that kind of stuff. And if it is bad weather, the people basically just, like, walk around here where it's nice and dry and they can go this direction. That's how I like to think about this specific design. Of course, this design has been created by an AI, so I need to keep that in mind and not follow it exactly because it might not always be logical. Another thing is over here, we can see clipping. But as long as there's like a pillar, as you can see over here sitting in front of it, that should be fine. So I can just go ahead and continue this one on. Here we go. This one I'm going to just like I want to keep this tilable, but there is a pillar there. Tilable basically means that whenever I have these two assets and I duplicate them. So I move these across, you can see that the boxes are exactly flowing over correctly. They do not do something like this where they're like halfway. That's something called tilable. We will go over that later on because we're literally going to make a special texture for that, but it's something that I just want to keep in mind already that I want to make sure that whenever I move my cube up and down like this, that there are pillars below it that kind of like height the nasty effect that it creates. Okay, so we have this one and then we have a half one again over here. Let's go ahead and continue on. Like this. Yeah, I just hope that there isn't too much shadows. If there is, then we can just remove some pieces to make it light up a little bit more. So we got this one, and would I have a ceiling? It feels quite open in those areas. I don't know if I would actually continue on my ceiling until the very end like this that I can twy a few of them. Twilight a few of them. I think for now, what I will do is I will leave it open, and I can always close it off later on if it is really needed. So let's go in here. And then this is what I mean where I need a pillar in between because you can see that there's quite a big difference in the cubes. You can see that over here, the cubes do not align anymore. That's the easiest way I can show you unless you have extensive knowledge about UVonwrapping and tile materials and stuff. Then of course, you already know what I'm talking about, I guess. But so let's say it as we have those open, those open. And then here, we would basically move this one here. And of course, it doesn't line up perfectly because I did this scaling really quickly. Don't worry, most of this blockout, we will literally just replace it later on. So it's almost like we will place it now, but we will later on just replace it with the correct models. So let's say that we have that one, and then we want to have this one also closed off to keep things consistent and that one closed off. It does give us a checkerboard. So it might make sense to have like this. Look, and we can now get some heavy shadows and you can somewhere see the fog coming through them, and we can have some nice lighting in between. Okay. So now that we have this part, I can see that we are running quite late already. Let's save scene. Now we would go in and we would have this piece, which I want to set to 0.5 because it is going to be 4 meters long. And my general idea was to basically block off these arches using these pieces in a way that you can no longer see them. So I would place these here, and it is okay, actually, to have a little bit of the pill showing. So I would place these here, and then now let's go ahead and go over to snapping mode. And place this. The only thing that I'm worried about is that if I do it like this, what will happen is it will look good from this point of view, see? Here, like that looks fine. However, if I'm ever making a picture or looking at it like this, it will look quite silly. So instead, what I probably want to do is I just want to, like, have these cages go all the way across the entire things that we basically block off our ceiling. And that is something that we will work on in the next chapter, and we will in next chapter also work on our pipes and that kind of stuff. There's one last thing I want to do right now, and that is that we need to add something to our lighting, and we need to go up here, visual effects and add something called a post process volume. Now, this one or you can right click and scroll all the way up to apply it up, sorry, to apply it to your made a mess of this to drag it into your lighting folder, or you can right click and you can go let's see. Move to and then lighting. And that way, it is now in the lighting folder over here, see? So what we want to do is two things, we want to scroll all the way down, and I will not go over this right now because it's quite an extensive note and simply scroll all the way down and turn on infinite extent. Then you want to go ahead and scroll all the way up, go to exposure, and you want to turn on the exposure compensation, min brightness and max brightness. I want to set the min brightness and max brightness to one over here. And what that will do is it will make sure that no matter where we look in our environment, the brightness stays the same. So now if we just turn on our exposure compensation and make it a bit brighter like 3.5. Now it doesn't matter how close I am. Okay, maybe like a little bit more. We are still able to, like, preview our environment. I will actually go for 3.5 because our scene is, of course, gray, so that's something we will change later on. So as you can see now, we have, quite a nice looking environment already. So let's go ahead and save, save our scene. And if you want to get right click and you can play again. To, like, play around your environment once more. And now we get, like, a nice contrast between having these walls and these shadows and everything, and also having the open feel with all of our sunlight coming through it, although we still need to work on sunlight and all that kind of fancy stuff. Okay, cool. So let's go ahead and continue on to next chapter where we will finish our ceiling, and then we will also prepare our walls to go down over here. So let's go ahead and continue with this in the next chapter. 23. 12 Creating Our Blockout Part3: Okay, so let's go ahead and continue with our level. Now, what I mainly want to do here is I just want to basically grab, let's say, one of these long pieces here, and I want to push it a little bit. Oh, I think I'm actually going to go into my post effects that we created last time. Over here, and I'm just going to tone down the amount a little bit more like this. Okay. So what I want to do is I want to actually make this a little bit lower. I'm actually going to push this into my concrete pillars so that we can no longer really see it as well. And now this one is way more flexible, I would say. So you can basically just, like, push it down here, and then we can go ahead and we can set the snapping to 100 and we can literally just go like this. So just go all the way across here. It's no problem. It's all about just blocking off our view. Did this move? Okay. And then over here, what we would do is we would transition over to the one that is 4 meters. So I can duplicate this, and I guess I can just set this to 0.5 to mimic the four meter version that we are going to create later on. And now I'm just going to turn off snapping, and I just need to make this a little bit bigger over here. There we go. So we have this one and I can now just go ahead and I can grab this. That's a nice thing when it's something that's not in an area where you can walk around and stuff. You can just vary quickly. Add this extra stuff in here. So we can just have one here, and then also one there. And then all we need to do is block off these sideway areas, and that's about it. So we have this one over here, and let's grab one of these pieces, duplicate it. Move it There we go. Just go ahead and simply cut it all the way across again until we have that one. Duplicate it again and check where your pivot point is and move it here, duplicate it again. Move one over here. I can see that there's a little spacing in between there, but not there. So what I will do is I will just kind of like up, do that. And finally, it's duplicated and I believe that it would still be beneficial if we place one over here to kind of, like, close off that area. I can see that I forgot to place one there. What I also want to do is I just want to select these ones over here, and I want to move them in a little bit. So yes, we wanted to grab this version over here. Duplicated. Place it here. There we go. And now, finally, all we need to do is we need to grab one of these versions and set these also to like 0.5 to make it like a four meter version. And this is just like the version that basically goes wherever we have these stylistic holes over here in our roof to basically close off this area also. For this one, what I'm going to do is I'm actually going to basically place like another one up here because I want to have it closer to the edge and also place another one up here. Up here, I'm I don't know. Yeah, actually, that hole might be a little bit too big. So let's also just go ahead and clip one in here and move it like this. Move another one here. Let's continue. See one here and one over here. Okay, so we got those, and now I just want to grab these pieces over here. And I believe that over here, we should still be able to do the same stuff. Yeah, that does not look too bad. Because, of course, we are looking at it from above, but you need to remember that when you look at it from here, it looks totally fine. It looks like there's no clipping going on. Everything looks quite normal. So that's why we want to kind of, like, just fake our effect and make as much use as we can of all of our pieces. And there we go. So now our roofing is also done, and once this looks like a different concrete and it has, like, ivy and everything growing on it, I think that this will look quite logical. So yeah, that is looking quite nice. Okay, so what we're going to do now is we are going to basically grab all of the pillars on the internal sides over here. I did not realize how many bills I placed, so this might take a sack. But we are going to basically copy these down probably by two floors. And then what we will do is we will play some walls. And then what we have is we have a quite nice looking Oh, hey, I did not place anything in the center here. I'm not going to ruin my selection now because I'm already doing all of these selection, so I will go ahead and just place that one after we finished this. Yeah, actually, needs to look like this now I think of it. Or not. What did we do here? Oh, no, no, I just needs like a center one, but I just forgot to place it. I can happen. So let's see. Is that everything? I think so. Let's turn on our snapping, Contras Contrave It pivot points all the way over here and just snap this down. Contrac Contrave, snap it down again. Like that. Okay. And what we're going to do now is we are going to grab a wall over here. And we are going to place these walls, you guessed it down here. Then we will just create a floor and then I will probably move my entire environment up a little bit just because I like to have the base of the environment always on the very center. But what I can do now is I can go ahead and I can duplicate this. I should only need to duplicate this in one square and then I should be able to just copy paste it everywhere. Let's go ahead and grab this one and just move it down like this. Scrape this version over here and rotate it. Push it in here. That I don't like. It needs to be pushed back. So it looks like that I need to copy my walls over one more time. But first, let's go ahead and just finish this one off, here and here, here, so that pushes back in. I will go ahead and it might just be as easy as turning off snapping and moving this forward a bit, but maybe not because, of course, then we will get the same problem on the other side. So it's something that we'll have to double check. Let's go ahead and duplicate this one here. I see. That will give the same problem. In that case, what I will do is, first of all, let's make sure that this wall is behind it. We can also move it. Okay. So in that case, just grab one of these walls and just duplicate it one last time like this. Then what we can do is we can simply select this stuff, all of them, duplicate them, rotate them. And move them here and I'm going to turn off my snapping and just move it a little bit nicer. Now, at this point, these are actually quite a few walls, and we need to duplicate them quite a few times. So what might be useful is to simply select all of the walls that we have right now to keep things a bit more organized. Normally, I'm not too worried about organization in my blockout because I simply am going to change everything later on. But you can select them and just press the new folder button. And just call these base valves underscore zero, one, and doing that, it makes it easy because what you can do is you can now go ahead and just do a simple duplicate. Then later on, this is more something, of course, for later on that if needed, we can easily select them. Double check your work. That looks correct. Duplicate them again over here. Yeah, that looks correct. And duplicate them again. Once again, double check your work. Take T can go a little bit further in Okay. Yeah, that's looking pretty good. Now, all I'm going to do is I'm going to go ahead and decide how deep I want this to go, and I can just go ahead and go back to my molling tools, create a box, and place the box roughly with how deep you want the floor to be. So I want, like, trees and stuff to grow and just come out of it. So let's do something like this. And now I'm going to go into my added pool. And because this floor is like really rough, I can simply zoom out and simply select my faces over here or click and drag to select your ertzes. And then simply place the entire floor like that, click and drag to select my word Cs over here and also move it and then make sure to press accept. Okay, awesome. So we now have our environment. What we can now pretty much do is we can press A in our outliner to select literally everything except our lighting, and because our lighting is in a folder, it has not been selected. However, because our base walls are also in folder, you need to make sure to, like, it's weird. You need to make sure to drop down your folder because else contra A does not work. Now you can see that now we have dropped down our folder. Contra A is working. And the only thing that is not selected is our lighting because we have our lighting. Of course. For some reason, right now, the lighting does get selected. That is weird, that I may be exposed. There's an annoying bug that when you want to deselect something in a large selection, it keeps scrolling it all the way down at the bottom. I don't know really why this is, but it's quite annoying because it means that if I want to deselect my lighting because those are the only ones, I don't really care for moving, you can move them if you want. It's just habit. But now what I can do is I can move this all up and I can look at my grid. Over here to nicely have this on the grid. So this is our little environment that we have over here, and I think our blockout is pretty much ready to go right now. Of course, without foliage, there isn't too much going on. But what I want to do is I want to save my scene. And I'm already going to show you how to create a plane material. So plain material means that we can turn this into, like, a nice white box, like the classic white blockout that you often see. What you want to do is you want to go to content, concrete hallway and then materials, and we can just right click and then press material. And just call this plane underscore Master. I always call it underscore master when I create a material because you have a normal material and you have something called an instance. An instance is almost like a copy of your normal material where you can change some values. So just follow along and I will show you. You want to open this up, and now you can right click and move your mouse around to go into this material view. What we need to do, we are going to keep the super basic for now, simply right click and type in constant and find as soon as you type in C as you can already find it, move your arrow keys down to constant three vector. Constant three vectors are colors. Now, when you have this color, you want to right click and you want to convert this to a parameter and call this color. Basically, what the parameter is is it is a way of telling unreal that we want to be able to change this value in our instant material, and I will show you later on. So now I want to set this value to be a little bit grayish, and I want to drag the white slot into your base color. Next, you want to add something called a scalar parameter. You can right click and type in S, CAL, and then you can find it scalar parameter. Or you can hold S and click once, and then you can create one. You want to call this Roughness. Oh, I mistyped. Roughness over here. And this is basically the shine of our material. We want to set this to 0.8 by default, and then drag this into our roughness slot. That's all. We can now basically save our scene. And the way that the material instance works is because we turned this into a parameter here, you can see that this is a parameter because it says perm, and this says also perm. Now, if you save your material, you can right click and you can create a material instance and call this, for example, gray. Now when we open this, you can see that this is not a real material, but it is like a view that only has these two parameters in which I can change the color and I can change the roughness amount over here. And that's basically it. Now the reason I'm doing this is because I still have everything selected, and now if I drag my gray on the materials up here, now my entire scene is white. At this point, what I can do is I can go to my post process volume and temporarily move the exposure down a little bit to let's say zero. There we go. So that now we have this classic white look environment over here. So we can go ahead and we can save our scene like this. And what we want to do is we now want to go ahead and I think we are already ready. Like, you can work with the lighting, but I like to keep the lighting separate until we really start getting invested in this workflow. I'm just going to quickly select all of my shapes by clicking on the first one, holding Shift, and clicking the rest. And then what I'm going to do is I'm going to go ahead and add a new folder and call it blockout. I also want to grab my base walls and also drag those folders into blockout. There we go. Now, if you select a blockout, you can right click and you can press Select all descendants, and that we literally select our entire environment in one go and ERC, so we can do whatever you want with it. So that is now ready to go. We can have some nice tees and stuff in here. We will have some foliage. We are now going to go ahead and work on the pipes. And for the pipes, basically what we want to do is we just want to have a general idea of it because right now, I do not have any references for pipes or something like that. So what I'm going to do is I'm just going to go ahead and go online. And if I go to Google Images and, for example, type in sealing pipes, and let's set the size to large or something like that. Yeah, this is great. This is like the kind of stuff that I'm looking for. So let's open up that image in another view. This one, let's try this one because this is like the type of, like, mounting that I was thinking about. So we can get quite some interesting sealing pipes up here. Here, we once again, have that mounting system that we can create. So yeah, that should be fine. Let's go ahead and just drag this into my reference folder on my other screen. And that should give us a general idea of what we want so we can go in here. And I can drag in my sealing pipes just like that. Awesome. Okay. So we now have some sealing pipes, and over here, what you can see, I probably want to create a straight piece and like a band piece, and that might already be enough in our instance because, of course, we are working on quite a basic environment. Now, what I'm going to do in here is I'm just going to create some very basic pipes that will run along my scene. And what I will most likely do is I will have them, let's say, come out of this wall and let's have them run across here and then have them go there. And maybe also have another one that goes across this side, and maybe you also have one that goes in between here, like a bigger one that goes around here and that goes into that well, I think that's enough. So what I want to do is let's go into our modeling tools. Let's go grab a cylinder over here. And I'm just going to go ahead and I'm going to just place the cylinder. We can already turn it into gray by dragging all our gray material simply on the cylinder like that. And now, the first thing that I want to do is I want to scale it down to, like, a size that I like. And this one we are not going to make modular yet. We will do this inside of Maya or blender or max, all of them. So what I'm going to do is I'm going to move this roughly to the height that I want, which is something like this. And now what I'm going to do is I'm going to basically move this piece over here. It's going to edit, polly edit and select it, and then move it out. And I'm going to duplicate this piece. The reason I want to duplicate it is so that I can later on create an easy corner. Now, whenever you duplicate a mesh, it is still the same mesh. You'll see when I select them, it's still the same mesh, which means that if I start changing this one, this one will automatically also change. A way to fix that is by basically going to mesh, duplicate and then just press accept now it will create a copy of this mesh. Now, at this point, what we can do? What's that? That's a weird graphical error. Now it's gone. Okay, weird. I don't know what that is, so sorry about that. But basically, what I'm going to do now is I'm going to select the original one, and I'm going to go ahead and I'm going to select it, and I'm simply going to move it all the way up until the point where I want to start bending it, which is up until here, like that. So what I can now do is I can, for example, let's say that I have two of those here. And then what I can do over here is I can grab this version. And I can bend this version. Now, bending is not an easy way to do inside of the modeling tools. So instead, what I'm going to do is I'm simply going to do this. This is how I often just do my bend is I rotate my mesh using snapping, and then I press extrude up here. And when you press extrude, it does like a small extrusion. I extrude it I rotate it again. I extrude it a little bit more. I rotate it again. So like this, I'm doing a custom extrusion. I extrude it again, rotate it again. And because I'm SNAP rotating, in the end, we will end up with a simple 90 degree angle in which we can just go ahead and continue our pipes. So that's not the best way, but a quick way to get a pretty acrid looking bend. So this is probably the last one that we need. There we go. And let's just go ahead and do this. See? So we now have this one, and what I can do is I can go ahead and I can duplicate this, move it here. And now I can see that for this one, I would want to, for example, move this one out a little bit. Now, the annoying thing is that over here, we, of course, have a pivot point all the way there. I'm just going to press mesh duplicate because that's often the easier way and then just move this over here and accept. And that's also how we will later on fix this issue where we of course, have two different lengths. Now what I can do is I can go ahead and I can duplicate this. Actually, you know what? I can probably duplicate both of them. Duplicate both of them. Rotated 90 degrees. And let's go ahead and move these in here. And because they can just clip into the wall, we don't need to do much else, so we can move this one here, and this one, I'm just going to move a bit back. And it does not have to be precise. I just need to see if it looks good. That's basically it. So now having this, I just want to see that if I look at it like this, if it looks quite nice. The first thing that I notice is that I want to probably grab my cylinders and I want to move them down a little bit to give a little bit more like a height effect. So we now have these ones done. The next thing that I'm going to do is I'm going to select these two over here, duplicate them, do a quick rotation. And now what I want to do is I want to move it up here, and I want to select only my white one, and I want to go to scaling, and I want to set my cursor in the center between these two scaling points. What that will do is it will scale on two axis at the same time. So what I can do is I can now scale this up to make it quite a bigger one. And because, of course, over here, this one would not look very nice when we scale it up with only two axis points because it is a bend. We want to push this back. Let's do a mesh duplicate on this one. And we can now push this one back over here, see? And now we instantly have a thicker version that we can use, so we can right click 90 degrees. And what we can also do is later on when we have our final assets, we can probably, place a lot more pipes if we want and really spend the time in properly placing these. For now, I can just do this. I can also grab, for example, one of these pipes that I have created already. And I can move them here to basically have a pipe going. Let's see. I have the pipe going across here. I think that will look quite nice. So let's just clip this one into the wall for now. Here we go. So let's see. So now we have a pipe over here, we have another one here. This is starting to look pretty cool. Now what I'm going to do is let's say that I grab one of these pipes and let's say if I also place like one right here. I quite like that. I quite like having another one here. But then the problem that we have over here is that if I would go ahead and mash duplicate and move it here and then do added poly, we do have a problem over here that it is, of course, clipping into another pipe. However, what we can do is we can probably create like a joint version over here where we have, like a T split. So that might look quite nice. So let's go ahead and do that. I leave this one here. And then we have basically three pieces of pipe. I think having three pieces, a straight piece, a corner piece, and a t piece should give us a pretty good foundation on how to do high ply to low poly modeling, and it will also make our environment look like a little bit more interesting. Awesome. The last thing that we are going to do now is, well, actually, we can select our cylinders and just add a folder called Pipes. The last thing that we basically want to do now is we want to create a camera that resembles the position that we have over here. Of course, this is like a square, and we are going to go for, like, a white view. But the way that this works is you want to use your normal viewpoint camera. To generate a position that you like. And then you want to go up here to the little tree dots and you want to go to create camera here, and we want to create a cine camera actor, which is basically a cinematic camera. Now, if we go to perspective, we can select it. And you can see that now this is our cinematic camera. There are a few settings in here which we are not going to bother with too much right now. The only thing that I want to do right now is when we have it selected, you can go ahead and you can let's see. You can go up here and yes, you want to go probably for, like, 16 by nine digital film, which will give us a typical 1920 by 1080 L. You can, if you want. So our lens settings, we can often do different lenses. These are basically like the Zoom funks. If I go for, like, a lens setting like this, you can see that it looks like a diesel camera. It is really zoomed in. But I probably want to go let's do 35. Let's set this to 35 to 35. And that might give us, still a similar look to what we have over here where everything is, like, a little bit closed off and that we only see what we want to see. And, of course, we can make more views like we can make a cool view like this. So let's start with 35. And move it a little bit in the center like this, like a cool center view over here. And then another thing that I just wanted to show you is that in the film back, you are able to change your sensor height, and what censor height does is it allows you to give that really cinematic look if you want. You can even do the look where you have the eyes from the old movies when they are starting to fight. But that often can give you, quite a cinematic look, and you can use the sensor width to basically zoom it out to make it also whatever you want. I'm going to go 16 by nine. Here we go. And I will probably keep it at this end for now. Another nice thing for composition is if you have something dark over here on the foregrounds. Whenever you have something like that, it will work with your composition to make everything feel a little bit nicer. All of this is going to change. Keep that in mind. We are going to change all of this stuff, but we are now ready with our unreal engine chapters. So what we're going to do next is we are going to move back into our tree Dmlling software, and we are going to start by basically grabbing the pieces that we have created now, and we are going to start by creating the final pieces inside of our treaty software and also inside of, for example, Zebras. So let's go ahead and go over this in our next few chapters. 24. 13 Exporting Our Blockout Assets: Okay. So what we're going to do in this chapter, this will be a super short chapter is we are just going to export some of these models that we have created in wheel so that we can input it into our three modeling software and we can actually turn it into final models. So for that, all I want to do is I want to grab, let's see. So we have a pillar that we need. We have a square piece, and I will make it. For now, I can do this, but I know that I will make it like half the size. We will have a floor piece over here, and I believe yeah, the eight me, okay, so we use like an eight meter piece, the most. You basically want to grab the pieces that you want to end up turning into, like, a final asset. We will have a Horizontal? No, wait. That's not a horizontal pillar piece. That one is this piece, but I can remember that we had, like, was it this one? There we go. Yeah, horizontal pillar piece over here. This is going to be a floor. And then the last one is probably going to be a wallpiece which we also use over here. And the rest like the floors like these floors over here. And how you call them pipes. I don't really need to go ahead and grab something from a wheel for that. I can do that without Okay. Okay, so these are all the pieces. Nice, only four small pieces or five. Let's go ahead and duplicate these and move them over here. And now what I'm going to do is I'm just going to go ahead and, like, nicely place them into the location that I want. So that's I'm not really sure. The annoying thing about reels that you never know which area is facing forward, because it's three dimensional space, and there's no good way. I guess what we can do is you can go here and go to, like, front but it's not exactly like the easiest way to properly see if you're facing forward or something like that. So oops perspective. There we go. So what I'm going to do is, I'm just going to guess that this is the front and we could always rotate them. I want to just kind of like line them all up a little bit over here so that they are easy to place inside of whatever program we use, of course, this tutorial course uses Max, Maya, and blender, so we will actually go over how to create these in all of them. And this one, I wanted to go ahead and set the red axis to 0.5. No, not the red axis. There is a mismatch. Even though this arrow shows red, it doesn't always mean that the actual axis is red, looks like 0.5 for the green axis, which is the Y. There we go. Okay. So we got these pieces over here. Now, if you want, you can figure out where the center is. However, the center is all the way down here where it is covered with all these assets, so then it might be easier to just go ahead and select them. So what are we going to do? Quite easy. I want to go ahead and I want to go to my modeling tools, and I will start by simply selecting all of these tools over here. And then I want to press the mesh merge button over here, the MSHmRG. And then you can simply go ahead and say, Modular two M for two modeling or something like that. It doesn't matter. Just give it a name and press accept. And now if you see the static measure over here, you can press a little search button with the folder to find it inside of your content browser. So now we have a nice collection of these models. Last thing that we need to do is we need to go ahead and see our folder, and let's make Exports folder, and we have two Unreal. Let's make another folder called From Unreal. Let's copy that location. And I would just want to right click Asset Actions and press Export. And then you can just go ahead and export it to the location that we just created and just call it modular two M and press Save. Now, we don't need Vertex colors, collisions, or anything like that. We just want the raw models so that we can use them in our tree modeling software. And that's it. Of course, double check. There we go. It has been exported. It is very easy to export stuff outside of Unreal engine. So now I can go ahead and I can delete this one and we can go ahead and we can save our unreal scene. And in the next chapter, we will go ahead and turn these modular models into our final assets. So let's go ahead and continue with this in the next chapter. 25. 14 Blender Creating Our Final Modular Assets: Okay, welcome. So in these chapters, what we're going to do? These are the blender chapters. We already did the Max and Maya chapters, if you wanted to follow those, we are going to get started by turning our modular assets into final assets, and then we will do some high to low polymodeling with our pipes, Uvon wrapping and just general, preparing everything for the next stage. So in Blender, of course, we already went over the quick introduction to Blender. Now I can start by just deleting everything I have in my scene. And as you might remember, we have exported over here are modular assets. So what I can do is I can go File Import, and this is an FBX over here. And then if you just go ahead and navigate to the scene, we can simply click on it and we can press Import over here. Now, next to this, I also want to just quickly go up here and check my metrics to make sure that I'm at, like, because I just want to know where I am. So if we go, where are you? Tools. Am I Oh, there we go. Item. I'm just really blind. Okay, so we are working in meters, it looks like. You can also go up here and just which one is it? I always forget. Ah, here, units in scene properties. Okay, so we are using a metric system and we are working in meters. Yeah, that should look fine. That looks correct. Okay. Awesome. I just want to make sure that, like, my scene is correct. So what we're going to do is we are going to use the MaxifstTols, which I believe is something I have not shown showed you yet. So the MaxifstTols, they are basically a set of tools. You do need to install it. So let me just go ahead and bring up the webpage. Here we go. So if my audio sometimes sounds a little bit strange whenever I say, we bring up the webpage, it's because I'm looking on my other screen and my microphone is super sensitive when I'm not talking into it. So basically, if you go ahead and go to maxivzt.gumrod.com, and then this link, or you can simply look for Maxie Vs Quest, I hope I said it correctly. Or what you can, of course, do is just type it into Google, maxVsTols or interactive tools for blender. It's completely free. So it is really, really great. And it's like a tiny script, they will tell you, like, documentation how to install it, although installing it inside of Blender is very easy because all you have to do is go to edit preferences. And then here in your dens, you just need to press Install and select the file that you got from Gumroad. That's literally it. So what are the Maxfs tools? The Maxfs tools are a few modeling tools that I prefer to use because they are more standardized across Maya, Max, and blender. These are a few tools that you will also recognize inside of Maya and inside of Max. As someone who is a heavy user of all programs at the same time, this is just very useful because it keeps everything more familiar because blender is quite a bit different from the other software. So there isn't a lot that we need to use in this. A few things that we want to use is, for example, you have the added pivot. The added pivot is really nice because instead of dealing with my cursor, I can just simply move my pivot, press Add the pivot again, and now my pivot is in a different location. And also the quick pivot, which will just center your pivot. Those are the two that I use most of the time. It just feels quicker. Now we have easy wireframe toggle. So instead I need to go here and turn on wireframe, I can just quickly toggle it here. The target well toggle, that one is it's like for the welding. So if we go ahead and if, for example, grab this one and you would want to weld it, you can press Target Weld and you can then weld like this. Without this function, what you would need to do is you need to go up here to snapping. You need to set the snapping to Vertzi. Then you need to go to your tool settings up here, and then you need to turn on outer merge, and then you might need to play with Trashel. It's like a whole thing just to do the same function, or what you can do is you can simply turn on target Weltgle. You can see that it just turns on some settings. So it's almost like a shortcut for some settings and stuff like that. There's a bunch of more tools in here, which we will not be using because the tools that we have in Blender, they are quite enough already. So I just wanted to quickly show you this. Okay, awesome. So now that we have done this, what I'm going to do is I'm first of all, going to go up here to my material and click on the base cool and I'm going to make this a bit. Or, actually, you know what? Let's just get rid of it. Let's get rid of our material to make it a little bit easier to see everything. So we are going to separate these models. We are going to place them in the right location, then we are going to place them in collections. This is all preparation for actually having them into Unreal engine. Now, to separate these models, it is actually quite easy. All we really need to do is if we just go ahead and go to Phase Select, you basically just want to select the model. And although I believe that can you do it? Oh, God. I'm now thinking of Maya and stuff like that. You might be able to do it all at the same time, although I normally don't use that one. Yeah, I think you can join them at the same time, but I don't think you can actually separate at the same time. No problem. So we basically go into Addit mode by pressing tab, and then we press four, which if you remember is a shortcut we set. It basically is the select linked shortcut over here. So four. And then what we want to do is we just want to press Q and press selection, which will separate selection. So four Q selection four Q selection for Q. So it goes quite quickly. And Q is your quick favorites, which we also set a shortcut for. And selection is simply the where did we find it mesh, separate and selection is this one over here. Or I guess what we could have done is we could have just done separating loose parts, which would have done all of them at the same time. Oh, well. So yes, I am warming up in Blender. I do apologize. So I might sometimes press the wrong buttons. This will become less quite quickly, something because I'm switching from Maya to max to blender in a single day. So it's like a lot of stuff. Now the next thing that we need to do is we need to decide where our pivot needs to be. Whenever you export a model to unreal, you want to export the model when it is on 000 where these two red and green lines meet. This is because the way that unreal works is that it will always place the pivot on 000. So if you have your model on top of it, you will get this effect where we have our pivot exactly in the center of our cube. Now there are two ways that we can work inside of unreal. But there's one way where we can try and preserve the pivots, which we will do. For example, over here, it is in the wall and the pivot is in the center. If we place the pivot in the exact same location inside of blender, this is good because it will help us simply replacing our model. So then what we can do is we can simply drag and drop our new model in our static mesh, and it will instantly replace it. However, something that might that's often nicer when you work with modular assets, which are the assets that are repetitive, is to have to pivot in the corner because if you have to pivot in the corner, now if I need to do any type of precise placement, I need to go over here and you can see that doing precise placement, if we don't use snapping, it is quite annoying. However, you can imagine if your pivot is in the corner over here. Sorry, I can't show you because then I would ruin all of these assets. If your pivot is in the corner, you will be able to simply go with your camera here, and then you will be able to go way more precise in terms of, like, movement, and then you can also use some more snapping features. So in general, what I would say is, if you are willing to rebuild this entire environment again, but using your final assets, then you can simply place your Pivot points in the corners. I will show you how to do this with this one. This is going to be our example because we need to replace them anyway since we did some scale. So for example, we have over here our wall. Now, what do we know of our wall? We know that we want to press a quick pivot, which will exactly move our pivot into the corner. And then what we want to do is we want to go ahead and snap the pivot to the base because this is in and reel. You can simply check. It is always at the base in the center whenever we use our modeling tools, so it's quite easy to remember. So we can go ahead and we can press at a pivot, go to snapping and we want to snap to our faces over here. And then we want to move this down like this, and now it has snapped to our face. We can then turn off at a pivot, and now this pivot is in the right location. Now, you can Imagine that now it is quite easy because all we need to do is we need to go to item, and then here we have our location. We can simply click and drag to select all of them and set them to zero, 00. And now this one is exactly in the same location as in reel. So it's nicely in the pivot. You can see that it takes up exactly four boxes, which means 4 meters. So now what we would want to do is we would want to go ahead and separate this so that we can properly hide it and later on can work on it. So all we need to do is right click Move it to a collection and grab a new collection. And we will call this one. Wall underscore 01. I always use Underscore 01 because I never know if I want to make more variations, and I hate to have it like Wall and the Wall 0102, it just feels disconnected. So you simply press Okay. And this is really nice because now in our seam collection, you can see that we now get like a will 01 and we can simply turn it on and off to hide it, which you can imagine, makes it really easy for us to work on this. And just like that, we can continue on. So we have over here a pillar. A pillar is also in the centre, so we can do a quick pivot, maybe move it up a bit, add a pivot, turn on face snapping. Oh. Snap it to our face, turn off, add a pivot, make sure that you turn it off because else you can no longer move it and simply set this back to zero. Right click, move to collection. New collection. Vertical pillar underscore 01. Let's do something like that, and we can hide it again. Now, this one over here, our pivot point doesn't need to be in the center. I believe so. The center bottom pivot needs to mean the center bottom, which means that we can just go to Max vistals. Quick pivot, add a pivot, turn on our snapping again, nicely snap it to the bottom face, turn off, add a pivot, and once again, set it back to zero. And we can right click, move to collection, new collection Arizon so Pillar and score zero, one. Here we go. And just like that, it is quite easy. So, for our railing, this is the one where we are going to make a slight difference. And this is because our railing, remember how we did all this random scaling. So this one has completely different scale, which means that we need to replace it anyway. So this is a perfect moment for us to do proper snapping. So what we want to do is we want to press Add a pivot. Then we want to turn on snapping, but this time we want to snap to vertices. And then what we can do is we can simply grab and snap our pivot to a vertice. And you can choose which one you want. I tend to always use the font facing vertice. I'm sure there is some logic in it, but by now, I cannot tell you logic is more like preference. It just often is easier to place. Turn off Ade pivot, and we can also turn off snapping and set this one to zero, 00. And now just to really quickly show you if you would, for example, mimic our grid snapping by going to increments and absolute grid snap. So now you can imagine that if this would be unreal, I can go ahead and duplicate this and I can really closely and perfectly, and if I would turn off snapping, I can really closely and perfectly snap. Also, cool thing is that if you are working off the grid inside of Unreal, unreal also has vertex snapping. So what you can do is in unreal, you can also just snap to the verte which makes it way easier if your PIV point is here compared to in the center. I un reel, you just press you hold V, and then you move your curse around, and then it will snap towards C. I believe that's the one. But anyway, so this one is now also ready to go. Move to collection. New collection, ailing score 01. Let's do that. Height. And then we have this one over here. We can just go ahead and do a quick pivot, and I assume it will be at the bottom. Yeah. So if you sometimes hear me sniffing a bit, it's because I have a slight cold, but I'm really trying to keep it to a minimum, even to the point of passing the video sometimes. So what we can do is quick pivot, add a pivot, snap it two faces, Tah dah, turn off snapping, turn off add a pivot, and set it to zero. Okay. Awesome. So all of these are now ready to go. Oh, wait. I need to move this to collection floor score 01 now we have one leftover, but this is just like an empty because we separated all of our models, so all that is left is just like an empty shell, which we can delete. Okay, awesome. Now, as you can see over here, because we exported this model from unreal engine, it is triangulated. Now there's a few things you can do. You could go ahead and just, like, create a new model by going to mesh and cube and perfectly place it in the exact same location. However, it is way easier to simply remove the triangulation of these models because they are really easy. The most basic way of doing it is simply by going to Edge select, holding Shift, and selecting all of the edges and then pressing delete and pressing dissolve edges over here. That's the easiest way of doing it. There was another way of doing it. Inside of blender, you go to Oh, God. Why did I? So it's like Quadify but to be very honest, or was it in my modifiers? I completely forgot where it was. If I can find it in a few seconds, I will just leave it because it's not that important. So it would have just been cool to show you, but I don't think I can find it. I think it's called something like Quadify. That's what it's called in all the other softwares. But to be honest, I rarely use it inside of unreal or inside of blender. So I'm not sure if it is somewhere in here. They're like, Oh, yeah, Trist to quads. I think that's, okay. So here, they do not call it Quadify but Trist to quads inside of our face. Yeah, we can add it to our quick favorites. Why not? And then what you can see is thy it's best, and I say Twy it's best to remove all of the triangulations. For very simple models, this is totally fine because it is able to do that. However, for more complicated models, if you just do, Scott, for more complicated models, it can cause problems, and it can break your geometry. So if you have a more complicated model and you want to do this, absolutely triple check your work to make sure that it does not accidentally remove Virzi because you cannot always see that it has removed an edge with those models. But okay, everything is now done. So now, to turn this into final, our wall is going to be the most as easy one. It's done. That's it. We're done. So basically, the reason why we don't need to do anything on our wall is because it needs to be repetitive from all sides. So this wall pretty much only relies on textures. We are not making anything in here because it's a plain concrete wall, so we don't need to really do anything for this one. Now, our vertical pillar, for example, it only needs to repeat on the top and the bottom. Which means that we can just like a small bevel over here. So, let me just do this. I press Alt x whenever I want to select all of my edges. So everything behind our model, which is just our X ray mode. And what I can do is I can press Control B. Yeah, just ignore the UV lights for now and we can just give it a nice bevel. Now, I like to then go down here into my bevel. And it looks like I set the width to 1.3 meters. That's a bit Strange. But okay. Don't worry about this. This is not 1.3 metres long or something like that. I'm gonna go for an even value of 1.5. The reason I want to do that is so that I can do it with our other assets. So we now have this bevel, and this is because we are later on going to sculpt these assets inside of sea brush. And when we are going to sculpt these inside of sea brush, it's nice to have an extra bevel to work with. Now, the next thing that we're going to do we can also use weighted normals on it if you want. So these bevels work the same way where you can go in art your weighted normals, like this. And then yeah, you would need to separate these pass in order to basically remove them. But basically, we're not going to do that right now. That's something for later. I'm going to press contre R, and I'm going to place a few segments over here. Something like this, quite uneven, just like that. Now, why do I do this? Very important. In real life, nothing is ever completely straight. Right now, because this is TD, this pillar is absolutely perfectly straight up until, like, the micro whatever. However, in real life, this doesn't work, especially with something organic like concrete. So it will feel more realistic whenever you just kind of, like, wiggle around the Oh, I didn't mean to press that. Whenever you kind of wiggle around some of the edges, you don't want to go too intense, but it's a very seldom detail to kind of, like, move them around. And the nice thing is that because this is a pillar, whenever we move these around like this, we can simply rotate the pillar around, and then it will look like we have four different pillars, because the pillar will look different from this side, this side, this side and this side. So as you can see here, I'm just going to basically give it some very small And you can do this with almost every asset. Of course, if you have an asset that is metal, it would not make too much sense. And you most you want to go ahead and you want to do this on long assets. So if an asset is really short, it also doesn't make sense. But if you have a long organic asset, like for example, over here, we have our pillar, of course, then it is great to do this kind of stuff over here. And we will also be doing this for multiple pieces. So just like that, we now have other some small variation. I feel like maybe this one might be a little bit too much, so let's turn this back. And also, I don't just do it in one Axis, I try to, like, always just grab the center of my pivot because else I need, just doing this, it often feels not as nice as when I just, like, mainly do it. I do feel like this one is also a little bit too much, so Yeah, let's go for something like that. Okay, so we got that one done. Now we can move on to the next one, which is our horizontal pillar, and our horizontal pillar needs to repeat on these two ends over here. So we can just select all of these hatches, contra B, give the bevel, and set it once again to 1.5 so that we can keep this nice and consistent. Now, for this one, we also want to go ahead and press contre R and just give it a few segments like this. Be a little bit more careful about moving it for this one because it needs to support a lot of stuff over here at the top. This means that we don't want to make really drastic changes to it. And most of the changes that we do want to make, we want to make near the bottom. So we can go ahead and we can move this one, for example, over here a little bit, and let's say that I move, let's grab these And I also want to always in this case, I want to always extend them in because if we extend them out, it might cause problems with other messes clipping into it, which basically means that the meshes are intersecting with these. Here, see, I'm just going to make this one really subtle, but you can see that there is some slight variation going on. Okay, so that is this one. Now we have the next one, which is our railing, and our railing needs to repeat from here and here. And the bottom of the railing is on the floor, so we also don't want to change that. So we basically only want to change these values over here. But because it's a railing, I'm going to make my bevels a little bit bigger, just because it might feel a bit nicer, something like that. And once again, let's give it a few segments. Like this. And this railing, we will be using also a lot, so don't go too intense. Another thing is that if you make this way too specific, because we are using the railing a lot of times, you will be able to see the same variation over and over again. So that's why you don't want to go too intense with the variation. Now, I personally won't be using these specific assets because I will use the three SMx version I created. However, I still, of course, want to show you the right way of doing things. And our floor, we don't need to do anything because it needs to repeat on all four sides. Okay. Awesome. So I would say that let's press dot on your numpad to zoom in. I would say that at this point, we are ready with our modular assets. So what we can do later on is we can go ahead and we can export them to brush for sculpting and all that kind of stuff. But that's something that we will work on a little bit later. So what we're going to do is we are going to save our scene. So in our safe folder, we can call this modular assets and press Save. And now in our next chapter, we will go for a little bit more complicated modeling where we will be modeling our pipes. And in this technique, we will use high poly to low poly modeling, but I will go over how to do that a little bit later. So let's go ahead and continue with this in our next chapter. 26. 14 Max Creating Our Final Modular Assets: Okay, so what we're going to do now is we are going to get started by actually creating our modular models inside of three S Max. And of course, you can also find the same chapters in Blender and in Maya. Just know that once we are done with all of our models, I will be using the models I make in three as Max. So if you are following the Blender or Maya versions, there might be a slight difference in how they look, but that should be nothing too special. So what we're going to do is we are going to get started by importing by going to File Import and Import, and we are going to import that FBX file that we exported from Unreal. So here, exports from Unreal. So that's a very easy one. And let's press Okay. There we go. So this is what we got right now. What I like to do, of course, we already went over the basics in previous chapters, so I will not go over that again. I'm going to go down here and turn on my edge surfaces. And I want to probably turn on the layer explorer up here, which will show up, or you can just drag it to the site over here, which is great. I like to use this one a lot. Okay, now, a few things that we're going to do is we first of all, need to split up these models. So the way that we can do that is I want to actually show you two scripts that we are going to use. And these scripts, they are super useful, but they are specific, of course, to three a Max compared to other software. Now the first one is called Text tools over here. Text tools is a really powerful UV unwrapping tool. You actually also have it in Blender. So you can also find in Blender. All you need to do is go to renderhjsdt net, and then you can find text tools, and you want to get the trees Max version. So having this, I will just show you how to actually install this kind of stuff just to get started with this wide away. You will basically just simply press this button over here, text toools MsB. And in the case of this one, what you would do is you would simply drag this into Max. And then you have this button which say what you want to do, and you just want to press Quick Install, and that's all. So, of course, I already have it, so we will go for HowTAx artist later on. The second one, which is Willy Awesome, and I wish the other software had this one. It is called Sol Burn Scripts. You can go tonallevins.com slash ActstScIpS SolbnScIptF TES Max. Although you can just go to his main website, or you can just go into Google and type in Sol Burn scripts for Tres Max and you can find it here. You basically want to scroll down, and you want to get the latest one, which is this one over here. You would simply click it and then open it up. This one installation works a little bit different. All you need to Oops. For some reason, my window is massive. Let me just fix that. There we go. So for this one, all you need to do is go to your installation folder for Tres Max, which is like Windows, program files out the desk, Tres Max most of the time. And you simply want to drag these scripts in here like this, and then it will ask you, do you want to continue? Yes. Let me just turn that for all. And then they will be now dded automatically in the correct locations. So that's often the two ways that you would install scripts inside of Tres Max. Then you would want to restart Trees Max. I don't have to do that because I already have them installed. But what we are going to do is we are going to add them to a toolbar up here. You can do this by simply going to customize user interface. And in here, we will have our tool bars over here. Now, in our tool bars, what we want to do is we want to just go for the group menu Y. It might be a bit overwhelming sometimes, but you often only need to use the main UY because that's everything that has to do what you can see. And if we scroll down here, the first one that we want to find is text tools in the list, text tools. Now if you want artist to a toolbar, it's as simple as clicking and dragging it on here. Now, I already had this one, so I will just go ahead and right click and delete it again because I already have it. And now it is just a simple button that you can press, and there we go. The script is active, and we have our text tools. UV Nmapping we will, of course, go over a little bit later. Now the next one is the sorben scripts, which you can find over here, sorben scripts. And it might be a bit overwhelming, but the one that you want is you want to get the listener why. Let's see. I can see it based upon the icon. Sorbn scripts, listener Ui and just do the same thing in dragging it into your toolbar. Now, with that done, I just wanted to install these scripts because they're very useful. The Sorbonn script, it is basically a collection of a massive amount of scripts. So this is super useful if you want to do a bunch of stuff. I don't know. We probably won't use a lot of it, but I just wanted to give you this resource. So why would I install this one right now mostly for fun and to show you. But also, one thing that I want to do is whenever I import a model, I want to right click, convert to and convert it to an AddiplePol. You don't really want to use an Addiple mesh because the Adtb mesh is basically the old version of Added Polly. Added poly is the more modern version. So if we press five, we can go to Element select. Now, I have all these models, and they are one big chunk. I want to go ahead and I want to just separate them into their own models. I could go in and select one, scroll down here, press detach, and press Okay, select another one and another one and another one. Now, what I can also do is I can go ahead and go to SolburnScripts. Scroll down and find the object detacher and press Apply and apply, and then it will instantly just separate every single elemental object. So I just wanted to basically show you this. Okay, now, the next thing that we want to do is we want to organize this in layers. The reason for this is because when we export something to Unreal engine, the Pivot point, which is this one, will always be at 000, which if you look on your grid is where the black lines meet. As it is always at 000, we would need to have all of these objects overlapping in order to have the pivot point on the right location, but we cannot work like that. And this is where layers basically comes in. I can select a piece. I can add a layer, and the cool thing is I can right away give it also a name. So I can call this, for example, floor underscore 01. I always like to do underscore 01 because I never know if I need to make more variations. Right now, even if I have one, I just want to make sure now what I want to do is I want to select the second one. Go ahead and create the layer, and I will call this one ailing Ling underscore 01. Now, a thing in Tris Max I will see if I can find you the bug. It is a bit annoying. When you have created a layer and you want to create one white after. So let's say I select this. It still has that layer selected. What will happen is if I now create a layer right away, you can see that it gets added into the other layer. So this one would be, for example, Sonto filler one. And then what I would need to do is I would need to click on the layer and drag it out. But if you have a lot of models and everything like that, this might be annoying. So what I recommend is, let's say that we have this one and I want to now grab this piece. One sec. Let me just see if I can There we go. So now we have this situation over here where we still have our layer select that our model selected. Simply click empty space, click on the model again, and now it will just have the layer in the base. So this will be Pilar underscore 01, see? And then or you can just simply click an empty space right away over here. And then the last one is going to be Well, underscore 01. Perfect. Okay, so now everything is nicely organized. We can, for example, minimize this, and now we can use the I icon to quickly hide and unhide our pieces. So before we create our final models, let's talk about pivot points because that is quite important. Sometimes things are a little bit tricky when you create blockouts inside of NWL and then need to convert them into final models inside of your modeling software. So for example, here in NWL, the thing why it is tricky is because the BIVAPoints are set always into the center of the model when we create them in Unwel. Now, this is fine for pillows, but sometimes for walls, what you want to do is you want to have the center in the corners because that way you can snap a little bit easier. Now, it's not totally needed, but it's like a habit that I have that makes things a bit easy. So I will show you if I go ahead and just turn everything off except for the wall, here we have our wall. So inside of unreal engine, the way that this would work is you would go to hierarchy, and the pivot point would be here. Let's press effect pivot only, center to object. And now what we need to do is we need to set the Z xs over here to zero. Oh, yeah, here, see? So this is what I mean. So we actually don't need to sell it to zero. We need to snap it all the way to the base over here. This might actually be a little bit tricky now I think of it. And what's the best way? So there's a few ways that we can do it. We can turn on snapping. And then if you right click on the snapping, we get our settings, you might want to try snapping to your faces over here. And now quite important, if you go to options, you want to turn on enable access constraint. The reason you want to do this is that you can carefully snap based upon all these axes. Sorry, depending on how I move, I know, or was it already enabled. Oh, yeah, sorry. Enable axis constraints. Sorry about that. I did not realize that. Normally, it's disabled by default, so that you can properly move around these axis. And if you turn this off, you are ending up moving in every axis at the same time. So turning this on, we might be able to move this down there we go, and then it will automatically snap on our face because we have face snapping selected. So that is one way that we could have this over here. This is probably the most accurate way. Or what you can do is you can simply turn off snapping and very carefully move your model and zoom in. Move it again. Zoom in. But of course, this is not super accurate. There will always be the tiniest bit of, like, a change. But see like this, you can place it on the grid. That's more if you are in a hurry and you just want to quickly get something in. So we now have to pivot point in the exact same position as we have into Unreal engine, as you can see over here, see? Now, this is fine, because this mesh is exactly what was it four by 4 meters or something like that? This is fine. And what I would do is I would set this in the center of my scene by right clicking on the little arrow buttons down here to snap it back to the center. And just like this, I can go ahead and turn on snapping. And if I snap to my grid points and let's set my home grid over here to 100 so that it is one meters, I am able to nicely snap this by one meters. However, if you ever have a model that is not at an even snapping point and stuff like that, this becomes a lot more annoying, and that is why sometimes it is preferable to press effect pivot only. And set the settings to be vertex snapping and snap this over here to the corner. And if I now turn off a fact PIV only and snap this back because now you can see that now, if I go ahead and duplicate this, I am able to snap this much more accurately, and I'm also able to if ever needed inside of unreal engine, do, why acrid snapping like this or simply zoom in if I need to do any changes. So trust me for experience, having the pivot point on the corners like this for things that need to snap together is often way easier. Problem with this is if I do that now and I will replace this model with the one from Tris Max, all of my walls will shift up a little bit because the piv and point is no longer at the center, and I would need to replace my walls. So based upon with that information, it is up to you to think about if it is needed. If you want to spend the extra time to fixing the walls after you did the snapping, that is totally fine. This might be useful if you are creating a much larger environment than we are, and the environment needs to have way more wild pieces and stuff like that, then I recommend to set the PivPoint correct. However, for a quick small environment like this, it is probably easier if we simply keep the pivot point in the center. That is basically my take on it. So just take it with a grain of salt. That is what we are going to do. Maybe for these pieces, we might be able to do normal snapping because we need to change them a lot anyway. So, we can do the normal snapping for that. But for the walls, I'm going to keep it at the center. So this is really like a case by case basis, so to speak. So for my wall, a fact pivot only center to object, and then set the Z axis exactly to zero because you do want to have the pivot at the bottom else when you drag it in, you will drag it in in your wall. Whenever you drag in your well, it would literally be like, here, this is how you would drag it in like this. And you don't want that. You want to Oops. You want to be able to drag it in and that it is at the base like that. So that is the general take. So now let's go ahead and just start by doing all of our pivot points. I don't want to spend too much time. So pivot, moving it down. Let's just double check. Yeah, that's all looking good. Great. Now we can go ahead and turn off a wall railing one in railing one. What I want to do is effect pivot, and this time, I will move it. And I will simply select the little circle to move it on every axis and move it down here, turn off efectPivot only, and reset this one to the center. Our pillar. Our pillar is quite easy. What we can do is we can go ahead and effect pivot only, center the object, turn on face snapping and simply move this down at the base. And you can just keep this window open. I often just have it on my other screen even. And then I can just go ahead and reset this because pillars are totally fine to have in the center, since it is a standalone object, it doesn't have to snap against another object. So we have that one, a horizontal pillar. That one is a bit more interesting. So let's have a look how the pivot point is tweeted for this at the bottom base. And we use this one a lot, don't we? Yeah, so this one is probably easier if we just keep it at the bottom base. So that's a fact Pivotl center object, turn on face snapping, and I will from now on, do this on my other screen and just tell you whenever I turn it on. There we go. And we can just go ahead and once again, reset this to zero. And our floor piece over here, just double check how we did the. So the floor piece is just simply in the center, which is also fine. Once again, if you want, you can set it to the corner. But for such small environment, it would change a lot in the environment. So effect pivot only and simply leave it in the center and reset it over here. Just want to double check or is my pivot point at the base. Oh, yeah, my pivotoints at the base. Sorry. So you want to go ahead and you want to just simply snap based on the faces, move it down, and then reset it back. There we go. Okay, awesome. So all of these pieces are now ready to go. We can turn off our snapping, and now what we can do is we can turn these into final measures. Now, for these measures, if you want, you can create brand new models. You can go to box and just a quick trick. So yes, you can go to box and set the length width, and height exactly the same. Or what you can do is you can turn on snapping and you can snap it to vertex, and then you simply basically drag here. Sorry, whenever this happens, this happens because we don't have the correct layer selected. So press a bot and over here in our layers because we are working on the floor piece, select the little layer button over here, and then you'll have the floor piece layer selected. We create a box and we simply click on this vertex, and then we click on this vertex over here. And now we can see 800 by 400 by 20, exactly the same dimensions. This is great if you, of course, have cubes. If you have anything more complicated, then it makes sense to simply create a new model. Now, why am I showing you this? So we can now delete the old one? I want to show you some more techniques just because I want to give you I want you to cover a lot of other areas that you can use. Another one is that we can remove these triangulations. So these triangulations, right now, they are not handy. Let me just turn on snapping. And the reason for that is because we cannot do proper modeling with them. Whenever you model, you don't really want to have too many triangulations because it will limit your modeling. For example, now it might just work, but let's say I want to add bevels over here. I can do Contra B. And I can do this. And sometimes now it doesn't work. Oh, I have a little UI bug because of my resolution, but sometimes it will break the model and we don't really like that. I don't know if I can make it break. Here, I can sort of see? Like, it's not the best. So what you would want to do is you can or simply select all of these triangles over here and press control backspace, and that will remove them. So now it is just like a default cube. Or what you can do and this one, take it with a grain of salt. This only works with simple objects that have very basic triangulation like cubes and stuff like that. Else, you might create bugs. And if you are a beginner, you might not notice these bugs yet, and it will just give you more trouble. But you can go to Geometry over here, and then you can press this little button and press Quadify selection. And that will basically try to get rid of all of the triangles, which it is really good at doing in these square models. Those are the three ways that we can create a clean slate. So let me just go ahead and use the qualify because this is a very simple object, and you can see that if I do it quickly, you can very quickly prepare your models. This is also a way that you can see about the triangulation. Remember how I told you that game engines automatically triangulate their models, and this is what will happen. When you export it from the game engine, it will stay triangulated. So we now have our models prepared and ready to go. So what we're going to do now is we are going to turn these into final modular pieces. This is actually really, really simple because these are the most basic models you can have because they're simple concrete pieces. Let's start with, for example, our floor piece. Our floor piece needs to be modular and it needs to just be repetitive over and over and over again. Now, this almost feels like cheating, but it's done. We literally don't have to do anything because this floor piece relies mostly on like the concrete texture. It's simply a flat concrete plane. There is nothing else that I need on it, to be honest. So that's also one of the reasons I took this because we can go for something really simple. Now, let's take the next one. Our horizontal pillar over here. Our horizontal pillar needs to be repetitive. Sorry, so it needs to snap. In these directions in the horizontal direction. However, it never has to snap in the vertical direction. This means that all I want to do is I want to add some bevels on the vertical direction over here, and I will show you what I mean. So right now, if I would go ahead and I would add some bevels, we add these bevels for our weighted normals, which is the one we talked about before. Weighted normals can make our model feel hi ply and high detail without actually having a lot of high resolution geometry in here. If I would go ahead and press Control B and I would go ahead and bevel this, you can wide away see the problem. If I would now go ahead and want to snap this, and here you can see a perfect moment when here, see the snapping is not quad, see? So with this one, the snapping is not adequate because our models are not equate, and I think the reason our models are not accurate is because I might have accidentally exported one that we scaled. So what I'm going to do is let's just go ahead and do this. And for this one, let's go ahead and go to our scaling. I'm going to turn on my snapping select this piece and snap it to the grid point. You always want to make sure that you stay on grid points and try to go for even numbers. If this grid is 100 centimeters because, remember, we set it to 100. I recommend to go from, like, 25, 50, 100 and then often I do like 200, 400, 800. Those are often like my increments. Try to stay with even numbers. If you go uneven and never ever go like 25.7 centimeters because then it's useless, then it's no longer modular. So try to stay with even numbers like this. So now I have fixed this. Let's go ahead and continue with my explanation. What I was saying is, let's say that we bevel this. What will happen is if I would duplicate this, you will see a wide way here, see, now it works that we now have a seam in between here. Sometimes this might be nice, but we want to make it seem like this is a really long concrete pillar that keeps going and not like a pillar that is made out of sections. So the way that we would fix this is simply, in this case, yes. I would only bevel these sites over here. So simply cham for them, and then we can decide on how big we want the hava to be. I would want this to be quite a small chamfer. It's going to be quite sharp, concrete. But even here, you can see even in the AI generated images, but also in the real live images. Here, you can see that there are chamfers often on concrete. See? That's what I mean. Like this is just a default often on concrete, which is great to use. So what we're going to do is we are going to go ahead. And chan for this. Let this let's set them at like one centimeters over here, and then simply press the Okay button. Now, don't forget these might be simple now, but these meshes that have the actual concrete that we can cha, we will also do some sculpting on them. So right now, this is pretty much fine. Yeah, this is fine because we will need to do some sculpting inside of seabush so this mesh will actually change later on. There's a few more things that I want to do. First of all, a general rule, and please pay attention to this. A very important rule is that in real life, nothing is perfectly straight. In three D, right now, this is a perfectly straight piece of concrete. This never, ever happens. Even if you look over here, I know that it's AI generated, but you can see that the concrete is never perfectly straight. Now, of course, whenever you look at something, you look at concrete or you look at metal, if it is, for example, a small piece of metal, let's say over here, it looks very straight. So this rule that we're going to do now applies mostly to really long pieces or really organic pieces. So what am I talking about? What you always want to do is in your model, if you, for example, have an organic piece that you know will never be really straight inside of real life, like, for example, concrete, bricks, that kind of stuff, or you have a really long piece like a really long metal pillar. You want to just go ahead and add your swift loop over here and you want to add a few segments. Let's say we add three. The reason you want to do this is because you want to make this mesh feel less perfect. Now, this can be subtle, but it can be more intense than in real life. So let's say that I move these two vertices down a little bit over here, and let's now click and track, and let's say I move these ones up a bit. Don't make this too intense. If you make this too intense, it will be too noticeable whenever we duplicate this over and over again. But right now if I turn off my edges and faces, which yeah, I need to reset my blender. You can see that over here now it feels less perfect, which already feels a little bit nicer. Yeah, I need to restart Max after this chapter. So this will basically make things feel a little bit uneven. Never touch these because if you touch these, it will no longer be modular. They need to be exactly the same on both sides so that we can repeat them. So what I will do is I will go ahead and I will move this one. Over here. And we are only looking for big changes right now and this one over here like this. Yeah, that's pretty much fine. It just needs to be subtle. So why are we not going to go in more detail, like, for example, moving this one down here to give it even more variation. Quite simple because we are going to sculpt on this mesh inside of C brush, and that will also add additional variations. You can do it. If you want, you can go in here and you can, let's say, let's move this a little bit closer and stuff like that. And let's say that we also move these ones here, see. So we are just like some micro variation. It is also a good way to add detail to very simple models. Now having this, there is one thing that I want to teach you. So yes, we will use weighted normals. However, if weighted normals require bevels, this is because the bevel is like the buffer zone. If I add a weighted normals now, let me just turn off my edges and faces by using the weighted normals modifier script over here, and I will turn on Snap to largest face, yeah, that's fine, actually, blending of one. Now, what you will see happening is that the weightedomals work fine on the beveled corners because we have a buffer, but because we did not bevel these corners, things are broken over here. Not very nice. So what we're going to do is we are going to go back into my added poly, and I want to go to Phase select and I want to select these side faces. What I want to do is I want to go ahead and press clear A out of habit, set these side faces to, for example, one in our polygon smoothing groups down here. And then if you press control I to invert your selection, you want to go ahead and once again, press clear and set these faces to, for example, two. So what we did now is we gave it to smoothing groups. This means the smoothing group is basically like to make something look soft or make something look harsh. I have spoken about that before. I, for example, when I use a let's go horizontal pillar. For example, when I use a cylinder over here and turn off my edges and faces, see? This is now smooth, and this is harsh. It's just a way to manipulate our smoothing look. So basically, now having this done, we can go to our weight normals modifier and press use smoothing groups. And then it will ignore these two faces, but it will still add our really nice weight normals edges over here. And snap the largest phase. Let's see. In this case, snap the largest phase creates it looks like some harsh lines, so take it with a grain of salt, but it's honestly not really needed right now. We need this a little bit later. But for now, I just wanted to show you So let's go ahead and go back to Edge and faces. And at this point, actually, it might be a good idea to save our scene. So file, I will restart my max because I have a UI bug that happens whenever you change your screen resolution, which I do for recording. Okay, so I restart Tres Max. So what I was saying is go to File Save or Save S. And I already save my file, give it a name and save it in our saves folder inside of our project. So let's go ahead and continue on. And now I will take things a bit quicker because now I've gone over everything. Our pillar will also contain some sculpting. So what we're going to do is for our pillar, in case I want to make it repetitive from the top and the bottom, which I do want to do because we use it over here. I want to go ahead and only bevel these corners, and let's go ahead for, again, a bevel of one, set this to zero over here. There we go. And then what we can do is we can give it a few swift loops like that. Give some variation. And the reason I changed the variation on all of the sides is because this way, I can simply rotate my pillar around and make one pillar seem like we actually have like ten different pillars, just by simply rotating it around because that way you don't always see the same angle. So I can go ahead and I can move it in here. And this one also. And as you can see, I never touch the top or the bottom. And then I just want to go ahead and sometimes, have a quick look down the side and make sure that nothing is looking too intense. So for example, like this one over here feels a little bit too intense. Let me just minimize it a little bit more. Yeah, there we go. That should that should work. Okay. Awesome, so we have this one. I'm not yet going to art weight normals because that was just an example. So let's go ahead and go to the railing. And for our railing, it needs to be repetitive from this and this side. This side will always be on the floor, so we don't need to do anything there. So all we need to do is we simply need to bevel this area and maybe make the bevel a little bit bigger this time because it's like a railing and you often see this with concrete railings that they are a bit more stylized. So let's make the bevel like 2 centimeters over here, and you guessed it. Create a few swift loops over here. And let's see. I'm going to move this one down a little bit. This one, because we are using it a lot. I really want to be quite careful. So I'm just going to go really subtle changes. So let's move this one down here a bit more and maybe down a little bit. And like, maybe make this a little bit more interesting. See? It's the small details. Often, the small details are really what makes or breaks your model whenever we work in twin the art, including vim art. Now, a vim art is a little bit more relaxed than, for example, specifically prop art or even like character art or something like that. And that beaks in a Vmat you can rely on the bigger picture, which is something that we are also doing. We can rely on, like, having this really large scale environment that just looks cool so that you don't really notice small imperfections. Got that one, and our wall can just stay the same, because we need to use our wall on all four sides over here, over here, and the side so it's, and we use it down here, so it is simply better to leave it as is right now. Okay, awesome. So that is now done. We will go ahead and get back to these in a few chapters where we will actually start with the sculpting process. What we will do in the next chapter is we will go ahead and we will go over on how to create our pipes, which is going to be the first time that I will discuss how to create a low pool and high pole model and also how to do a little bit more complicated modeling. And after that, what we will do is we will also Unmap these models, and I will go over on how to bake the models down to show you definitively the concept of high to low ply so that you really understand it. So let's go ahead and continue with this in our next chapter. 27. 14 Maya Creating Our Final Modular Assets: Okay, so let's go ahead and get started by creating our modular models inside of Maya. Now, full disclosure. I have been sick in bed with the flu for like a week, and this is the first day I'm feeling better again. So my voice might still sound a little bit different, but let's just go ahead and jump into this and warm up again. So we left off by exporting our blockout models. So if we just go ahead and export final, there we go. Modular to M. And now what we can do is we can go file over here in Maya and simply import them. Oh, that's a really big view. Move it down. And I just like to always quickly paste in my location. It's always so much faster than trying to navigate to it. And let's go ahead and nipt. So when we import, what we will see is that the models, they are quite large. However, the models that we import, they should be the correct size. So rather, the grid is just really small. So what I want to do is I want to actually keep this size because I want to keep everything consistent and not that if you want, if you need to do, like, really precise work, you can go down to the scale and set this to like 0.1 to make it a lot smaller, but that means that inside of unreal, when you import, you need to take on the setting that says to scale everything up by ten? Yeah, by ten. So but let's just go ahead and keep it consistent. I just want to let you know that there is a setting for that. We will go over it later. So if we just go ahead and go to our display and then here in our grid, just press a little settings button next to it. And here we can see. So, actually, let me just go because these are quite large pieces. Let's go to window settings and preferences and my preferences, and I just want to go to settings. Oh, okay, so we're set to centimeters in our working. Is it easier maybe to go for meters? It's probably easier if we go for meters. So let's set it from centimeters to meters and then press Save. And then we actually don't need to change the grid or anything like that, because yeah, working in meters is a little bit easier. Okay, so the next thing that we're going to do is we are going to place these assets on the correct locations. So first of all, what we want to do is we kind of want to separate them. Now, remember how you created your own little shelf over here, I will use this one. We have the separate button. So if we just press that, it will separate all of your models into their individual elements. And by the way, if you want to keep seeing the wireframe, just turn on this button over here, wireframe when shaded. So positions. Okay, let's have a look. If we go ahead and open up in reel, here we go. Then we can check and we can see that if we, for example, going for the floor, the pivot points are most of the time at the bottom center, yes, because that's how we create it. So there's two ways that I like to do snapping. So there's the way where I completely rebuilt the environment using easier snapping, or there is the way where we simply replace our existing models with our final models. Now, basically for this environment, because it is a small environment, I want to use the second way, which is that we are going to create our final models, and then we can simply drag them in here in aesthetic mesh to replace them with our blockout models. If we want to do this, we need to make sure that our pivot points are in the correct location, which is always center bottom. So I'm just going to show you something really quickly. Let's just go ahead and isolate this one. So for this one, we want to go ahead and go for the center bottom. Now, what we can do is if we go to our tool settings, remember, if you don't have these windows, you can find them all in here. So if we go to our tool settings, we can just first of all, press Reset pivot. This will reset our pivot to the center of our model, which is already pretty good. Now, next thing that we're going to do is we are going to use a snapping mode over here, which is our snapping to grid, and we are going to snap this to the grid over here. And then I probably want to snap my pivot point actually down. The cool thing is that you can actually press dit pivot to edit your pivot, and you can still use snapping. So we have edited our pivot, and then what I can do is we have snap to grid, so that one will most likely, that one is not accurate enough. This one is for curves, this one is for points, but these are specifically vertex points which will most likely Okay, for some reason, that's snap to the top. That's interesting. Okay, there we go. So it does snap the points. You simply snap your pivot point down to the base, and then you go here to your translate and you set this back to 00. Okay? That does not work. Let's go ahead and snap it to our pivot. The translates sometimes get a little bit confused. That's why. So here we go. So now, this is all correct. If you want to reset your translates, you sometimes want to do this also if you have any errors or you just want to make sure that this model now counts as zero, zero, zero. You can always go into modify and then freeze, freeze transformations. There we go. So okay. This is now in the right location. So what we can do now is, let's say that this is unreal. What we would want to do is we want to snap based on the points. So what would happen is that we simply snap by 1 meter increments. That works totally fine with a model like this. However, sometimes what I like to do to make the snapping a little bit more precise. And this is something I just want to explain to you that sometimes we would use this technique. However, we will not use it right now. But like I don't know, 70 or 80% of the time you would use this technique, which is that you snap the points, you added your pivot, and you set your pivot to one of the corners. And then if you go ahead and then snap this over here. And the reason you would want to snap it like this is because it is way easier to press shifty and to, like, do more precise snapping because you are setting the pivot at the corner. And then, of course, in Maya, you can press Shift D to just keep duplicating it. So that is just something that I wanted to show you that this way, it is often easier to snap. However, if we would do this, let me just do this work. If we would do that with our models, what will happen is that inside of unreal, all of our models would all of a sudden, shift, and then we would need to replace all of them. So we are not going to do that. We'll see if there's one model. Maybe we can actually do it for this model because we probably need to, like, change the position of them since all of these are scaled. Yeah, yeah, so we can do it for this model. Just to show you, I'm going to go ahead and do it for this specific model over here because we need to replace all of them anyway, since we did some scaling, remember? Like, we made this one smaller and stuff like that. And of course, in real, then it would not work. So let's just do this, and let's just leave it at that. I hope that's not too complicated. Because I feel like I explained it in a way too complicated fashion, but okay. So we got this one. And whenever you have finalized the position of a model, you can go up here and create a new layer, and we'll go ahead and we will call this one. Oh, God. Let's call this ailing ailing underscore 01. I always do underscore 01. Because I never know if I want to make more variation. So it's better to do 01. So now let's go ahead and go for this one over here, which is our wall. And if we go ahead and have a look, our wall is also, well, I know that all the position are the same, so we don't really have to keep checking. So if I go ahead and go back to Maya over here, we can go ahead and we can isolate this one over here, and then we can reset the pivot, snap the points, add a pivot, move it down like this, and then we can go ahead and snap the grid C. So it is quite quickly once you get used to it, a new layer. While the score zero, one. See? So it is quite quick to do this stuff, and then you can press the V button to hide it. This one, sea pivot. Add a pivot, move it down. Only annoying thing is that in Maya, you need to snap to the center while in three is Max, for example, you can just set it to zero, zero, zero, because it contains its space. But that's just like the slight differences between Maya and Max and in blender, everything is different. So we have this one prefer to call pillar underscore 01, just because the other one is horizontal. Horizontal pillar is also still in the center. Just check center, bottom. Okay, center bottom. So reset pivot, add the points, snap the points, move it down, and snap the grid. There we go. Hosanto Biller, underscore 01. And all of the scalings are, of course, already correct because that's what we focused on inside of wheel to make sure that all of the scalings are correct except for the railing. So we got this one, and there we go. And this is going to be floor under score 01, I guess. That's easy enough. Okay. So now what we want to do is we want to go ahead and we want to start turning these into final models. So over here we have our floor piece. Now, what you can see is whenever you export something from a game engine, it will be triangulated, which does not look very nice. Like, we are not able to Well, we probably are able to edit it, but often it gives bugs. Let's see if we can edit it, and hopefully I can show you like a bug. Okay, so this time, I was not able to show you. But sometimes doing edits on these type of models, they can be quite messy. So what I like to do is I like to start with a clean slate. Because these meshes are very easy, what we can do is we can simply or select over here our triangles and press backspace or control backspace. Sorry. I always do contrabadspace. I don't know if it makes a difference in Maya. It does in Max. And it also does inside of non Blender has something different. So I just always use Contrabckspace. And saying that I realized that I did not have my keyboard registration turned on, so I turned that on right now. So that's one way. And if we just go ahead and go to a horizontal pillar, there is another way, but this one is a little bit more prone to problems. That's that you can go to mesh and quadrangulate. Oh, let's try it again. Let's go here. Angle threshold 90. Huh. Okay. Normally, that A removes all of our meshes because we have triangulate and quadanglate. Maybe that's interesting. I honestly don't really know why it does not do that. Okay, then we are just going to ignore that one, then we're just going to do it by hand because it's still faster than creating a new cube to just quickly select these pieces. Wow, a lot is going wrong, by the way, I really need to warm up after being sick for a week. But that's no problem. We are going to just go ahead and clean up these meshes so that we can use them again. And of course, if you want, you can also just create brand new meshes. That's no problem at all as long as they have the exact same dimensions and position. But for something this easy, often just scaling the meshes, the newly created meshes and placing them in position takes longer and simply removing a few etches. There we go. Okay. Awesome. So we have this done. Now, let's get started with the floor. Our floor needs to be repetitive from all angles. This means that we cannot really do anything on our floor because it needs to be if we just go snapping. We need to be able to basically snap it on all sides and have everything perfectly transition over. If we would add a bevel, for example, on here to make it look a little bit nicer, what would happen if just press Contra B is, of course, that our floor will no longer I will always have these seams in it, and I don't want that. So our floor, we can leave exactly the same. There's literally nothing we have to do about it. Then we have our horizontal pillar. And let's have a look. So for our horizontal pillar, these only need to be repetitive from the front and the back as far as I can remember. Yeah, see? Yeah, we made them repetive from the front and the back. However, we can give it a bevel on all other sides. So let's go ahead and do that. Let's give it the bevel. And the reason we are creating a bevel is one because we are going to sculpt this inside of brush, we can make it look a little bit nicer. And it's also good practice if you ever want to use weighted normals inside of here. So we have these, and don't worry, we will go over weighted normals and stuff like that a little bit later. So if we just press contra B, let's make the bevel not too big. Let's do 0.05, for example. There we go. So now we just have a simple bevel, and that's honestly all that we need to do right now. Now, I quickly want to once again give you an extra bit of information that you might not specifically need for this project, but it is super, super important for almost any other project. And that is weighted normals. So I already explained weight normals inside of Blender, the blender chapters and inside of the three Mx chapters, already at the very beginning, but we have a little problem. And that is that in Maya, weighted normals is not yet completely integrated as of the time I'm recording this. So I want to pay attention over here. If you go to Gum Road and you look for a guy called Valtin nodulu. I hope I say it correctly. He has a script for Maya that is called VR N normal Q. Wow, that's really difficult. Basically, with the script, it will also go ahead and it will explain a little bit of information. It will also say, where do you want to copy the script and all that kind of stuff. So what you want to do is with the script, you can go ahead and if we just go ahead and go in here, I can explain to you weighted normals. Weighted normals are basically a way to fake the smoothening on your model to make it seem higher polly and higher resolution than it really is. It is easier if I just simply show you. So we have our model over here. Right now, you can see we can clearly see our bevels. They are quite harsh, and this model still looks quite low poly. Now, your first instinct would be, Okay, let's go ahead and let's, for example, go over here to mesh display and let's press soften edges, for example. So what we can do is we can press soften edges. And although these edges now look better, we have these really strong smoothening problems over here, especially on the end. The reason we have one on the end is because we don't have a baffle, and this baffle works as like a buffer zone. It basically combines smoothly in a curve, these two faces over here, which makes it look nice and smooth. So the next thing that we would want to do is we would want to select, for example, ends over here. And then if we just what was it Shift click I always forget, I'm just going to go to mesh display and press hard and edge on these two. So now I set these edges to hard. Now, this already looks pretty good. Like, you can see that now these edges are hard, so that we don't have those smoothing palms, but don't worry because we repeat it. And it is looking okay, but it's still not looking perfect. And that is where this script over here comes in. So as script says, and I actually don't have the script installed. So what I will do is I will simply, go ahead and download it. And it will ask us to go to my documents, My version scripts, let's just go ahead and quickly navigate there. Here we go. So I added my scripts over here and in the location as it was told. And then what you want to do is you want to go ahead and we want to restart our scene. Now, to restart our scene, what we, of course, want to do is first of all, want to save our scene. So let's go ahead and go file, and then we can go save scenes, and I'm going to save it into my SAS folder, and I will call this Modular underscore assets and just go ahead and press Save. And now we can close this off or restart my I mean. Here we go. Okay, so I restarted my scene. Now, the scripts are now installed. They automatically run because we put them in specific folder. And if you look at the Readmt we have two commands over here. We have this one and this one. I'm not even going to twin and sate. This one will basically allow for our normals in our selection to outpperateed normals. Now, there's a few ways that you can run this script. So for example, what we can do is we can select face. We can go down here into Mel, copy this command, and press Enter, and now it will have run the script. You can see here, see you can see that this one is not perfectly flat, while this one you can see, I don't know if you guys can see because of the recording. Now there is another way, although this way, I have a bug that it never seems to work for me, but I have a new PC, so let's try it again. That's if we go down here to our shelf editor, we are now in our test shelf, and what we can do is we can add a new item, and we can call this WNM for example, weighted normals. Then what you want to do is you want to go ahead and I always forget where I need to go. Do not paste it in the icon label, paste it in the command over here. So that was just me. I knew that there was a place to place it, but it has been so long since I've done it. So you want to basically create yourself. And then if you go to command, this command is linked to the shelf. See if I press this one, you can see that the command is different. So you just want to basically create this in your shelf, art decommand and then press Save. And now, if I press it, see, it does work. I believe that you can also press multiple at the same time. There you go. So that will solve that. So that is basic for weighted normals. Now, because we are going to go ahead and go inside of ZBrush, models are high enough polygon, have a high enough polygon count that we do not actually need to do any type of weighted normals like that. So we have these ones done. Now, let's go ahead and go to our Vert copular. Our Vert coplla is very similar. We just want to go ahead and bevel only these sites because I do want to be able to repeat this. So contra B 0.05 there we go. Now what we can do is once again, we can select these faces, and let's go display. I will just go ahead and Oh, wait, I already did that. Sorry. The lets. Here we go. Soften display. And harden display. Select our four faces, and just for the fun of it, let's add our weighted normals again. Here we go. So you can see that now this one does look really nice and hypol already, just by using weighted normals. Wall, we don't have to do anything because it needs to be able to repeat on all four sides, so we don't want to make any changes. And our railing over here needs to repeat on the ends and the base will always be on the floor. So the only ones where we need to add some weighted normals is over here. And let's make this one a little bit bigger. Let's do 0.0 0.15 maybe. Yeah, let's do 0.15 over here. And once again, if you want, you can go ahead and you can select these sides over here, soften it. Control Shift I to invert your selection in case you did not know about that shortcut and harden these ones. Oh. That is strange. It should fix that. Let's just go ahead and try and see if I flatten my normals. I can try to flatten these. Okay. So we can flatten these flat faces, but I don't know why they are giving me some smoothing rums, but, flattening flat faces will basically just reset the normal. And since the smoothing is pretty much the same as normals, this seemed to have worked fine. But okay. So we got these pieces now also done. Now there's one last thing that I want to do to our modular assets, and then I would consider these already ready to be sent to Zbrush for sculpting and everything like that. So what we want to do is we want to give it some slight variation. This is because in real life, nothing is ever perfectly straight. You can even go over here, and although this one's AI generated, so I don't really trust it. But in general, in real life, even if you look over here, nothing is perfectly straight. Now, of course, really hard metals like metal or something, they will appear perfectly straight to us. However, more organic pieces like for example, concrete, especially when they're quite long. What we want to do is we want to add some very subtle variation to mimic the same stuff as in real life. Now, what we are going to do is we are actually going to, let's say, exaggerate this a little bit. So what you want to do is you want to add a few loops like here, using us with loops. And then we for example, want to select like one corner and you simply want to do this. Move it down a bit and for example, move it in a bit. It is super subtle changes. This one also, let's move it down a little bit. And maybe over here, let's move this one down and maybe this one in a little bit. It is very subtle changes, and you often won't even notice. But here, if you look, see, that already just feels a little bit more natural, having not a perfectly straight piece, but now it feels more like this slightly warped piece of concrete, for example. And that's pretty much the only thing that we want to do that we want to do to this. So we got this one. We don't want to do it on walls. We do want to do it, for example, on the vertical pillars, so we can go ahead and go in here and just add, like, a few loops. And don't worry. Like, this is such a small poly count. We are actually going to increase the polis when we start sculpting and everything. But it's just like art, it's nice variation. So over here, I see that I'm literally just using my X and Y OX and Y or X and Z xs at the same time. I always get mistaken about those. And the only thing that you do not want to do is never change the base and top verses because remember, we need to repeat them. So it would not make much sense if we change those. So I do this, and I just, like, look at it from the side. And just see where I can add small variations and stuff like that to make this look a little bit more interesting. Yeah. And see now we have four pillars and every side or we have one pillar and every side will look slightly different, which is also great. So we got that one. We got the well, yes, the horizontal pillar. So this one go quite subtle with it because it needs to support a lot of stuff. So I don't want to go too intense. So, let's see that I move this one and let's say that I just move like this stuff in here. Like, I don't want to push it up too much. I guess sinking it in a little bit should be fine, but you don't want to create gaps whenever you use this pillar. So rather, just like kind of pushes in. There we go. And our floor piece, we also don't want to make any changes to. Okay. Awesome. So, I would say that our modular assets are now done. So yes, this chapter did not went completely perfect. Mostly, it was about the weighted normal stuff, but that's simply just me being mistaken. So I do apologize to that. But yeah, okay, so this is how we would go over on how to quickly convert our blockouts into modular measures, and quickly went over on how to use our weighted normals, stuff like that, and do some really, really basic modeling. So what we're going to do next chapter, is we are going to ramp this up and we are going to go for something a little bit more complicated, which is that we are going to create our pipes that we have over here. So this will be a little bit more advanced modeling, and we will do something that's called high to low poly modeling, which means creating a very high detailed version and a low detailed version. And then later on we will use textures to manipulate our low detailed version to make it look like our high detailed version. I know that's a lot of words in one row, but don't worry, it's something that when I show you visually how to do it, it will all make sense. So let's go ahead and continue with this in our next chapter. 28. 15 Blender High Poly To Low Poly Modeling Part1: Okay, so we are now going to get started by creating a high pool and low poly pipes. And for this, I want to create a new scene just to keep everything nice and organized. We can delete everything. So what do we need? We need three types of pipes. We need a straight one. We need a bend, and we need, like, a T joint. We already defined this inside of unreal engine where we are going to create the straight one. A bend one, and over here like a T joint like that. So not too much should be quite easy. Where's my reference. Here we go. So basically, the way that this works is we are going to start by creating a straight one, and that will be most of the work. Creating the bend and the T version are actually quite quick to create, as they all divert from our straight version. Now, because I already made these pipes before, I do know the dimensions. So first of all, what we want to do is want to go ahead and create a Shift A mesh cylinder over here. And then if you click down here, you can choose for your cylinder segments. Oh, you know what 32 is actually pretty good. Yeah, yeah, you know what? Let's leave it at 32. Might even be a little bit high, ply, but I'm fine with that. So we got this one over here, and then what we can do is we can go ahead and hold Control and zoom those out. Now, I want this one to be 3 meters long. That's something that I already decided on. So what I want to do is I want to go on a Z dimensions and set this to three. And what did I use? For a diameter over here, I used like zero point what did I do? 0.3, two, five, I think I have a feeling it was 0.2. It's just like this is something that, of course, whenever you create this, you're doing a lot of playing around and making sure that everything works correctly. Let's do point to five. But I do like to go for quite even numbers. Yeah, I think it was 0.25. So we just want to define the scale. And for our scale, you can, of course, play around with it. But what I recommend to start with even values, like 3 meters or 4 meters or stuff like that. And, of course, this is modular, which means that once again, we will just be repeating it over and over and over again over here. So that's something we also want to keep in mind. And now, at this point, now that we have our rough scale and diameter defined, now what we're going to do is we are going to create these ends over here. I want to put special focus on the bevel down here. And the reason for that is because I would love to have to add welding inside of substance painter, where we have this bevel. And for the rest, we need to make sure that we, of course, have enough space for our bolts and that our bolts do not like look really tiny or anything like that. So what we can do is we can go into added mode, and I like to go ahead and press contre R and then use my scroll wheel to place two lines over here. Then I just right click to leave them in place, and then I use my scaling tool to basically push them out. To a thickness. Don't make it too thick. I know that over here, it's like two solid pieces of metal, but the ones that we are going to use, they are sitting on top of each other, which means that, of course, the thickness will look double as thick whenever we repeat them. And I want to add some additional details to this. So we got this over here, which, 2.95 maybe. I think this looks quite nice. So 2.95, you can see that I love using Wi clean values over here. So now that we have something like this, that's looking pretty good. Now what we can do is we can go ahead and we can oh, sorry, Alt Shift. I always forget about that. We can go ahead and we can select these two ring faces over here using Al Shift. And now the one that I want to use is I don't want to use extrude, because if I use extrude, which I said to Korda that one does not work. So instead, what I want to do is I want to go ahead and go to oh, do I not have this one? Well, normally, this one, normally, I add this to my quick favorites. I guess because we said a new shortcut Shift E. Honestly, I forgot. I forgot which shortcut that we used. But anyway, let's go Q, and now I extrude faces along normals. That's the one I wanted. And now you just basically want to it's mostly guessing work over here and going by feel. That's mostly what we're doing here to get something that looks like, it can hold enough bolts, but it does not look silly. Like, over here, it already looks a little bit silly, to be honest. Like, it feels so thin compared to the rest. So I want to try and, like, find a nice balance, and I think that this is quite a good balance. So what I'm going to do is I'm going to go ahead and select that line. I'll shift and select this line over here. And then what I like to do is I like to go ahead and I like to press Control B. Oh, this is pretty good. So here you can see a problem. Now, this is great to show you. So this bevel, it's not working correctly. This is because we added so many changes to our transforms that our transforms has gotten a bit confused. The way that we fix this is by going into object mode. And then if you go ahead and go to object, apply and all transforms. This will reset your transforms, and it will also often fix these problems. Let me just add it to a quick favorites. So now if I press Apply transforms and try again, you can see that now because the transforms are reset, it just solves most of these problems. So we want to just give the nice bevel. Oh. Let's do that because I want to make my bevels the same time. You can also choose to mirror this if you want. So it kind of depends what you want to do. So you can Oh do it this way or you can mirror it. So, oh, my God. I keep messing up. You know what? I will show you the mirror way just because I keep definitely messing up. So let's place a single line over here just to keep track of where the center is. And the way that the mirror way works is because these are both exactly the same sites. We can go ahead and we can only focus on this side. So let's only focus on this side. So we do a contra B here. And now what I like to do is I like to like a little detail in here. So let's place two lines. Maybe scale them in a bit more. I just like the art like a dent and then place another two lines in between here. Yeah, that should work. Let's go ahead and let's go to our Come on. There we go. It did not want to select. So what I did just I got a little bit confused because I was thinking of Maya. But basically, if this one and then Alt doesn't work, you basically want to click Hold Shift, and then hold Wow, I still mess it up. Click Hold Shift, and then hold Alt. Really? Double click? Okay. Confusing. I know. I'm not a big fan of Blender selecting, to be honest. But anyway, select this loop around. Sorry about that. So select this loop around. But now I'm, like, curious. Like, why didn't you? Yeah. So I'll shift, double click. So now it does work. Oh, that's so confusing. So okay, sorry about that. It's just me. Messing up. So Alt Shift, double click, select the loop. Didn't work the first time, but now it works. So, okay. So what we are going to do is we are going to scale it using the red square over here, which means that we can scale this down like this. And yeah, I think that looks like a pretty good scaling. I don't know if it's too much, maybe. Here, let's make it a little bit more subtle. You can also go in here and set this two, for example, 1.015. Oh, wait a minute. 1.01. There we go. So make it like a little bit deeper. So now that we've done this, what we want to do is we want to use weighted normals on this model. Now, we are going to use high poly to low poly. However, from experience, if you have the budget to spend a little bit more geometry, what I highly recommend is to use weighted normals alongside your high poly model because your bakes often look really, really good. So we are going to give it a nice bevel on these two sides over here, and I'm going to make this one a little bit bigger, and then I'm going to select these two let's make these ones not a little bit smaller. And then, even these ones, I like to give barrel. But in this case, I like to give barrels to give it a little bit of a more round look over here. And that's pretty much it, to be honest. So that's looking pretty good. So now what I would do is I would go ahead and let's select, like the center one. And if you then press your shift, oh, oh, God. No, control, and then non PAD plus to grow your selection. This end over here, we can basically delete it. Oh. There we go. No, which one is it? Pass. There we go. Okay. So we can delete this because, of course, this is going to be repeated. We are going to repeat this pipe over and over again. Now that this is removed, and we are ready with this mesh over here. And this is our low poly, by the way, so keep that in mind. We will do our high polys later on. We will start with our low poly. What I can do now is with my pivot point still being at the center, I can go over here to my modifiers, Art modifier and add a mirror modifier. Now, in my mirror modifier, what I want to do is I want to press flip X because it looks like it's flipped. Let's have a look. No way bisect X and then flip. It's always confusing which ones I need to use. There we go. Oh, all three. Wow. Okay. So basically, this one controls the axis. This one controls if you want to cut away part of your mesh. So if I do not do this, what it will do is it will overlay. It will mirror, but it will keep overlaying my mesh. And this one basically just flips the direction. So if I turn this off, it will use this side. If I turn this on, it will use our correct site. So you basically want to just end up with something like this that you can see over here. We can use our IFrame toggle also to make sure that looks good, where we have the same details that we created here. Also on this side. And the reason that this works perfectly in line is because a pivot point is exactly in the center. If it's not exactly in the center, I can literally show you by editing my pivot and then turning off at a pivot, see, then it no longer works. You can even edit your pivot, and I believe you can even rotate it, and then I no, okay, so rotations don't work. But basically, so let's undo this. There we go. So now it is exactly in center, and then if we want to apply because we have merge turned on, which means that it will merge our meshes. If we press Control A, while clicking on a modifier, it will apply our modifier. And then if you want, you can even go to Ed Select. Select this one loop over here, and you can go ahead and delete and then dissolve edges to make extra sure that your mesh has completely merged together, which it has. Okay, so this one now, there's one last thing that we want to do. And that is then just like our modular assets, we just want to go to Edit mode, and we want to place a few random edges over here. And this one, we need to be a little bit more careful because we are using this one a lot. But I just want to give it some slight movements over here. Here, see, now I'm starting to warm up in lender again. There we go. Just to give it some very slight variation to make it look extra nice. Awesome. Okay. So we got this one done. Now the next one that we would probably want to do is we want to go ahead and start working on our bolts. So if we just go ahead and at this point, probably a good moment to save our scene and call this pipes and it will just be like a blender file. So we only need to create one single bolt. However, of course, we need to create two sides. We need to create the front side. And we need to create the backside of it, but that's about it. If we create one, we can basically copy it over and over and over again because they all look the same anyway. So having our pipe now done, yes, I'm done. Okay. What I'm going to do is I'm going to go ahead and I'm going to shift a mesh, and let's start with a simple cylinder. And let's make this one. This is not going to be the bolt. This is going to be the little ring around the bolt. So we want to set this one not too high. 14 maybe just, I don't know. 14 is probably enough. Maybe you can go 16 if you really want to push it. Let's will push it. And the reason I might want to push it because I might want to take pictures this close up. So I might want to take pictures so close to our mesh that our mesh needs to be high quality. If this would be like a willy small mesh that I know that I will only see from this direction over here, I would go for like 12 or even like nine or something like that segments because it will be so difficult to even see that it is lower polly that's not worth adding that extra geometry. But now what we can do is with this one, we can go ahead and we can or I can just press S because I still have that shortcut. Only one that I really like in the blender is pressing S to do the scaling like this. For the rest, I like to use my pivot. But basically, what we can do is we can scale it down, and you want to kind of make sure that the center edge aligns with the center of our pipe over here because it keeps everything nice and consistent. So let's go for something like this. We can now go ahead and move this in, go to face mode and move this one in, and there we go. We already have the ring. The face on the other side over here, just delete it. Like we don't I keep pressing the wrong one pass. There we go. So just delete it, and that's already fine. Now what we want to do Imol to create the bolt, and the bolt is, of course, the biggest one, which is also the most complicated one. Let's create another cylinder. And a bolt is one, two, three, four, five, six, six sides. So we can set this third sis to six, and then we have automatically this amount of sides for our bolt. Then we can go ahead and we can rotate it, scale it way down. Move it over here. Supposed dot on a num pad to zoom in. And we just want to go ahead and start with creating our standard bolt. Now, what I'm going to do is this bolt, I will also use my symmetry on it. So I will only focus Wi on the front side, and then I will just merge it onto the back. The reason why we don't want to just remove the back is because if you can see over here, see, the bolt flares up like a bevel, and we want to kind of capture that. So what we're going to do is we are simply going to select these ertzes over here. Like that. And then we want to bevel these verts. This is one of the very, very few times that I would actually use this technique. But basically, we are going to get started by Contra B. Oh, it reads it as a that's annoying. Vertex bevel erzes because it reads it now that's only in blender. Whenever you select all of your vertis, it reads it as a face. So verts, bevel erzes. And now you can see that over here, we get like that. It's a bit difficult maybe to see, but give me 1 second. Over here, and now, basically, if we go reference here you can see that there is this little corner, and that's kind of what we are trying to capture over here. So we got these ones like that. Now, next thing that we need to do is this stuff is often a little bit round inside of or inside of real life. However, we cannot just place an extra line over here. So we kind of need to do some manual work. So first of all, make sure that I'm happy with this. I am. And then what I like to do is if I like to or if I press Oh, God. Shift age, sorry, shift age to isolate my mesh, to hide unselected basically. I can press K to enter my knife tool. And I want to get started by first of all, simply placing some lines over here. This will all make sense later on. First of all, we are now just cleaning up a mesh, but we can actually use this geometry later on also. You don't have to be too precise, but try to just go somewhat straight. But as you can see, I'm also quite flexible with it. There we go. Okay, so we got those done. Now I can press contra R because these are now connected. This is now a quad, and I can place two lines over here. And what I want to do is I want to place two lines on every phase over here like this. And now what I want to do is I want to go ahead and I want to basically keep these. I think all I need to do is grab these one, right? Yes, I want to do that, but before I do that, there's one more thing I need to do. Let's go ahead and press I select the front face and press I to insert it roughly to around I feel like around here should be fine. And then what we want to do is we want to turn this into a cylinder. Itis actually really easy. We can just go to phase. Tata. It is really easy. I just rarely use this specific version. It was here somewhere. I always forget. I always forget where it is. It's like, not sperify circle rise, I think it's called. 1 second. If I cannot find it in a few seconds, I will, of course. Um, have a look. Let me just quickly find it. 1 second. Okay, so I found it. So I can still not find it in the menus, but I found the short gut, which is Alt Shift S. And then when you move your cursor, oh, God, that does not maybe I need to zoom out. Al shifts. That is still not doing, to be honest. All shifts again. That is still not doing exactly what I was hoping for. Let's Maybe let's try this. Let's delete our face. Alshifts I guess maybe it is a little bit confused because there is no edge over here, which is interesting because other software do not have this problem. It is no problem, Willie. What this means is what I would then do if this technique does not work, because I'm actually quite surprised it doesn't work, is I would grab another cylinder and 612. Let's do probably around 16 segments, like, one, two, three, four, eight, 12, 16, 20 maybe 23, actually. Yeah, let's try 23 segments over here. And let's go ahead and rotate this, move it, scale it. So instead, what we can do is we can just use like a Boolean function. So there are many ways to do this. The technique that I normally use is just a sperify, but mistakes were made. I don't know why it doesn't work, so basically, what I can then do is I can also just go in here, grab this, grab my bolt, go to modifiers and add a Boolean modifier, and then simply select over here my cylinder and press contra A. And that will basically do like a cutout if I delete the cylinder. And you can see now over here that this now works. OltisO course, this requires a little bit more cleanup. So if I just press Control plus and delete these faces over here to have a clean slate. Yeah, there we go. So this one does, of course, require a little bit more cleanup. But now that we have this, if we go ahead and just use our cut tool, and this is why I tried to go for even values. And I think I managed to do that. I think I managed to go for even. So let me just probably pass the video until this cutting over here is done. Here we go. Okay. And now my idea was in order to push these back that we select these out of sides because I just know how a bolt looks. You can look up more reference if you want for exactly how a bolt looks. Oh, that's something I need to fix, but I don't want to lose my selection. But a bolt is often round on the flatfass like this. And I want to try and capture that also. So first of all, let's turn on Target Well toggle in Maxftols, select this RTC and just move it here. So yeah, a bolt is often round on those faces. So what we can do is now if we go ahead and we have this one, maybe scale it up a little bit. See? Yeah, you see a problem. It's basically a duplicate Vert C. Easy way, if you have this problem, what you can always try to do is just to press A in vertex bote, and then you can go to oh, do I not have that one? Then you can go to Where are you? Weld by distance. Mash, merge by distance. Quick favorites. There we go. Then we can press by distance, and then over here, it will basically merge based upon a specific distance that we choose. And then down here you can see if it removed any vertices, which in this case, it did. So we have this one. We can go ahead and we can press Q and then extrude the faces along normal. Oh, cool. That does not work. In that case, after you extrude it, just press S to scale your face a bit. Here we go. So we have this one done. So we have our bolt over here. And once we turn this bolt into a hypol it should look quite a bit better. Now we need two different variations of the bolts. We need a flat variation, and we need a variation that actually holds a screw. So what I like to do at this point is I like to always just press like extrude and then scale it down, and I like to always already prepare for the second variation. So this is going to be the flat variation. But by adding this extra edge over here, what I can do is I can later on simply remove this phase to quickly convert it. So at this point, what I would do is I would extrude one more time. And then Q, and then I would just go ahead, Wow, I really don't have a lot of these. Verte mesh, merge at center. I normally always although I have shortcuts, but I want to show you the visual way. So I normally art these do like my quick favorites. There we go. Just quick favorites. And now what we can do later on is we can just open up this way to art a bolt through it, which actually is something that we will do in a second. So we now have this one over here done. I feel like when I look at this, that I want to select this ring, Control Numpad plus, and I feel like I want to move this out a little bit more over here. That feels a bit more logical in terms like a bolt, so we push this out a little bit more. And now we have pretty much like half of our bolt done. At this point, what we can do is we can press Alshift Ui God, I forgot the shortcut. Object, and then we can go show in height or butt. Show him ld age. I pressed ld age. Or not. Okay, I guess I did not press it. See, that's what I mean with blender and shortcuts. Unless you are a main blender user and you are only using Blender nonstop, then it's easy to remember, but often I just cannot remember all these shortcuts. They're all the different between Max, Maya. So I do hope you can bear with me in that aspect. But anyway, what I'm going to do is I'm going to go ahead and do a quick pivot. And now I'm going to add my mirror modifier over here. And I want to add my mirror modifier looks like on the Z axis. And I want to bisect it also. And now you can see that this is not looking completely correct because the bolt is way too thin. You could apply your mirror, select the vertices, and then just move it. Or what you can do is you can try to press Add the pivot and move it a bit further from the center. And then you can see that but of course, it is not like a live update. But honestly, yeah, I think that looks quite nice. I like this one. So let's go ahead and press A to apply a mirror, move this back, and then just for good measure, select the center ring and delete it and just dissolve the edge. So there we go. So we now have our bolt ready to go. By the way, for this one, I never like having a massive end gun like this, so I often like to press I to ISAT and then Q and then merge it at center. There we go. That looks better because else we might cause problems whenever we export if we leave it like a big end gun. Now what I'm going to do temporarily is I'm going to temporarily select this edge, and I'm going to go ahead and right click, for example, and this one was new face from Edges, or you can just press F. But if I select this one, it just gives me a flat polygon. The reason I want to do that is because we are now going to create the backside, and for that, it's easier if I actually have something to work with. So two quick pivots over here. Let's do a shift D, and let's just nicely move it. Hold control to rotate it. And because we did a quick pivot, it should be exactly in the same center so that it aligns. And then we can go up here and just move it somewhere over here. Now, remember, for this one, if we go ahead and press Shift Alt. Sorry. Shift H. Sorry. Oh, yeah, Shift H I get it. Shift H. Then what we want to do is we want to go ahead and we want to select this center. I can just go ahead and I can click and just drag like this, that's probably the quick sway. Delete and then delete the faces over here. And now what we want to do is, let's first of all, just fill this up by selecting both of these, and press bridge edge loops, and that we'll basically fill them all up like this. Now, what I'm all about is that I want to make sure that the hole is big enough for my bolt and that it also looks logical and not looks like a really silly size or something like that. Now for this, we first of all, want to create our bolt. So let's go ahead and create another cylinder. 23 feels a little bit big for something like this. Let's go like 14 Well, I mean, we already use more than this. So let's do 16 over here. And let's go ahead and scale this down, move this over here. And let's go ahead and move this into its location. You want to ty. Actually, I'm probably not happy with this. The reason I'm not happy with this, although I will have to see is because you can clearly see that one of the meshes C is lower ply than the other mesh, and I do not really like that. The annoying thing is that inside of Blender, you cannot change the segments of a cylinder after you have created it. Now, MaxivisTols does have an option for this somewhat, and it's basically over here, the set cylinder object site But I forgot how to do that. Was it like selecting, you imagine, and set yeah, it just it's not really worth it. Like, it doesn't really work well. So instead, what I'm going to do is I'm just going to go ahead and one, two, three, four, five, six, seven, eight, nine, ten, 11, 12, 13, 14, 50, 60, 70, 80, 90, 2021, 22. Okay. So let's create a new cylinder. This time, set it to 22. And let's just go ahead and try that again. That's often easier than trying to find a way to, like, increase your cylinder count and all that kind of stuff. This is often just easier. And let's just go ahead and use this one. And we want to nicely place this into, like, the center. Yeah. I don't need to fill the entire hole. One thing I want to do is I want to select this side over here, and I want to do contra B and give it a little bevel. That will also make it look a little bit better. And then for the rest, I just want to have a quick look from a distance and make sure that this cylinder looks normal. If it doesn't look normal, you can scale it up and down and then keep looking at it until you feel like you got the right size. But honestly, I like the size. I just want to probably push it back a little bit more. Yeah, you know what? I quite like this. Okay, awesome. So we now have this one also done. For now, this is the only thing that we need to do on this cylinder over here is that we need to, we can just leave it because all of those ridges that we are going to create, we are going to create those in the next chapter, which will be converting this to our hipoli. So for now, that is fine. I would say maybe if you go at and shift age, I guess that this ring we don't need. And this ring we don't need? Because if I do Aldage, yeah, you can never ever see that because now this one is closed up. And now that we have that version, we can also go in here. And we can also probably, like, delete and dissolve this edge and also dissolve this edge. And if I just go at Shift ge and also on the other side. Let's also dissolve these edges over here. Here we go. Okay, so we got our bolt ready to go. Now, last thing I would do is I would just grab my bolt and I would just move it up because we want to not have this intersect with the rest. Now, with this stuff done, we are going to select all of it. Right click, move to collection, New collection, and we are going to call this one Pipe underscore. Straight underscore P over here. And then later on we can, of course, create the HP, the hypols. I'm going to go ahead and I'm going to copy over my straight pipe. And while the copy is still selected, right click, move to collection, New collection. Pipe underscore. Bend. And then what I'm going to do is I'm going to copy it over again. Right, click Move to collection New collection. Pipe underscore T. Oh, sorry, nscore LP. I forgot to say that. And this one Pipe bend, you can right click ID data, and then you can press Rename. Don't know why it's so difficult to rename nscore P. There we go. So now we can turn off our lowly pipe and we can turn off our T, and we can start with this one over here. Now, one thing I just realized is that my pipe is not in the correct location. Now, this should not really be that difficult because all we need to do is because we want to have the pipe sitting on the end in the center. So let's just go ahead and snap the faces, at a pivot, snap this to the face, turn off at a pivot, and then we should be able to simply set our location to zero over here. Oh, actually, you know what? -1.5. Knowing that value, you can even grab, for example, your pipe straight, and you can go over here and set this to 1.5, and then it will do the exact same thing. Although you probably want to move your bolt also alongside over here. So that's quite funny. So you can just do that kind of stuff. And as long as you know values, you can do a lot. So 1.5. There we go. Now we know that they are all exactly in the same location. Not that it really matters because we are going to move them a little bit later on anyway. Okay, so our band version over here. Now, with our band version, what we want to do is we want to go ahead and not create like a really large band, more like something like you can see over here. So what I'm going to do is I'm going to get started by getting rid of the ops of these edges over here. I feel kind of self conscious about the keyboard registration, because, of course, now you can see whenever I press something won because me and buttons in Blender is always a mess. But anyway, let's just dissolve the edges. Okay, so we want to create a bend, but we want to somewhat keep it on our grid. It doesn't have to be perfect, but we do want to try and keep this in like a sort of modular fashion. Bends are a little bit of a pain to do that kind of stuff with. So what I'm going to do is I'm going to go ahead and press Shift D, and I'm going to just duplicate this one. And then with this bend, I'm going to rotate it. Now, I need to adjust my grid because right now my grid is one by 1 meter, and let's just say I'm not really in the mood to create a bend that is one by 1 meter. So what we can do is we can go to edit and preferences for it. What was it down here? Oh, God, I already forgot. So much stuff. It's because I blender is, to be honest, the software I use the least in terms of like tree moding. But I like to think I still know good enough to be able to teach you at least like something. So I forgot. It's not in there. It should be somewhere in here. Yeah, here's the grid line. Okay, so right now it is 1 meter. 0.5. Let's do 0.25. Is that enough? Basically, we want to go for, like, a square. So let's do 0.5. Ah, I don't Let's try 0.25, and we work with that. So 0.25 over here. And basically, the general goal is that now we have a mesh and we have to pivot in the right location, and we want to use this one is like a guideline. So we want to turn on snapping and set this the increments with absolute grid snap, which means that it will snap to our grid points. And then we want to basically probably move this one over here. Although I'm not super comfortable with this one yet, to be honest, this does not feel like right bend, but this one feels like too short of bend. So we might want to change this a little bit more later on. But before we do that, let's actually create our band because if we create our bend, we know roughly where we need to be. So this is going to be our Bnd model. We can go ahead and we can select this backside over here. And yeah, it looks like we still have grid snapping turn on, which we don't really need in this case. What we are going to do is, let's make it roughly around like this size. Next, what you want to do is you want to select all of these pass, Q, and you want to separate the selection. The reason you want to do that because you cannot really do proper bends whenever you have something like this around it because it would squash. If you bend something like this, it will simply Well, yeah, squash. You can go to I can probably show you here. If I go to let's Indo this just to show you the example. Add modifiers. And then we want to go ahead and we want to add a simple deform over here and set to a bend. And this is on the Y Z axis. Although I don't have my segments yet, you can see over here if you bend this, C, it's squashes. And that's why we basically want to get rid of this side for now. So Q separate selection, and merge it later on again. Now, for this one, normally, what I would do is I would literally set this one to the correct location. However, I don't know exactly yet where the location is. So for now, we will leave it as is over here. We simply want to grab this bend. Contra R in ddt mode and give it a bunch of segments. So you can choose let's like 24 segments, for example, so that it can actually bend around. You just saw the example what happens if you don't give it enough segments. Now we just need to add a simple deform, bend. And then we want to set this on the C axis, it looks like and the angle to -90. So -90, take this with a grain of salt. It's not actually -90. So first of all, what I see over here is that my PIVOPoint is not at the right location, so let's move this over here. There we go. That's a little bit better. So okay, so we do end up roughly at this point. I want to make double sure by Q and applying all my transforms because bending often breaks a little bit. So I want to just make double sure that -90. Oh, really? Need to set my PIV point back again. Oh, that's not enough. Let's move it a bit forward again. Oh, that's close enough. Okay. So right now, what happens is that it is pretty good, but yeah, I feel like it's just off the grid line. What I want to do at this point is, let's say that this is going to then be our grid line. I just wanted to make sure that our band looks correct. You can do quite a bit of stuff with your band, so we can also make it shorter or longer. The way that you would do this just to show you because I do feel like maybe it would look nicer if our band is quite a bit smaller, is we can go ahead and add a empty origin. I'll show you what I mean. So you want to shift A, and then you want to go to empty and you want to pick a plain axis over here, which you'll place in the center. Now, what you can do is you can select your model, and then in the origin, you can grab this plane axis. Now what happens is with plane axis, whenever you move it around, you can see that it kind of changed the bend. But if you move it up and down, it will make our bend shorter and look at that. This already looks a lot better if we have the bend over here. So now that we kind of have defined where we want our bend to be we can grab our original end model over here. Do a quick pivot. And then what you want to do is you want to edit your pivot, and if we turn on snapping, we want to snap it to ertzes and we want to snap it to the very end over here so that our pivot point is sitting on the end of our model. And then we can press Add a pivot again. And this time, we want to do absolute grid snapping in increments. You guessed it why. We just want to make sure that we snap the No, sorry, Wong, one, won one. We want to snap this. So add a pivot to this end. Tunnel snapping, actually. There we go. To this end, we want to snap it because this side needs to be on the point of our grid. So add the pivot again, incumbent snapping. So now if we move this over here, there we go. 29. 15 Max High Poly To Low Poly Modeling Part1: Okay, so what we're going to work on now is we are going to create a little bit more like a complicated asset. And this will be an asset which we will call a high pole to low poly asset, which is a common phrase for creating a very detailed version of the asset and creating a game optimized version of the asset and using texti maps to basically manipulate the look of your asset to make it feel like it is higher detail than it really is. So this will all make sense throughout the process. Or, of course, if you want, you can probably find some really detailed and technical papers online on how it all works. So we are going to create some pipes, and I just want to go ahead and I want to create three variations. One of them will just be a straight version, like you can see over here with also these round areas and also some welding and stuff like that. The second version will be like a joint version, sorry that you see over here, where we can, for example, add another pipe to this or we can add I don't know, if you want, you can add, what do you call the handles. Sorry, I forgot screw It's not screw, so I forgot what it is called. And we are going to create a band version also like you can see over here. So, yeah, we are going to keep this quite basic. If we just have a very quick look in the wheel, so yeah, so we need straight version, round version, and joint version. Should be totally doable. Okay. Now, and I will keep it nice and simple because this is a beginner course, but of course, you can go way more complicated with this kind of stuff if you really want to. What I like to do is, although you can use this scene if you want, we call it modular asset. I think it is better for organization if we just go ahead and go to file a new to create a brand new scene over here. Sometimes your grid disappears whenever you do that. So you kind of just want to create a new asset and then your grid will appear again. I don't really know why. It's just something that happens. So let's get started with the straight version. Once we have created a straight version, we can basically create everything. Now, we are going to get started with our low poly versions, and then we will go ahead and convert those to hipoly. Sometimes it depends on the complexity of your model. If your model is very complex, it might sometimes be easier to create the hipoly first and then low poly version. But this is something based on experience, you will go ahead and, um where's my grid. There we go. There's my grid. I accidentally pressed G. Based on the experience, you will start to learn which one you want to use first, if you first want to high poly to low poly or low poly to high poly. In general, it honestly doesn't really matter because in the end, you just end up with the same result. The only thing that matters is that sometimes depending on the technique you use, it might take a little bit longer to create your asset. I'm going to go in my grid settings and set this back to 10 centimeters over here to make it a bit more sensical. Let's just go ahead and create a brand new cylinder over here. So we want these cylinders probably to be around, like let's say that this is like a long one. So we probably want it to be around 3 meters. I feel like 3 meters is pretty good because every 3 meters, it will have one of those joints. So we don't want to make it too small, because if we make it too small, we will just have in joint, joint, joint, and it looks a little bit too much. So I can go in here and I can go ahead and I can set my radius, my radius, I probably want to go ahead and go for like 15 centimeters. And then 300 centimeters long. Yeah, something like that should work. Now, I'm going to set my height segments to one over here to remove those. And because this is a pipe and it's only 15 centimeters, we can probably get away with, like, 18 sides. However, deciding the sides of your cylinder is really important because it's really hard to change that one later on. So 18 is most likely fine for this, especially when it is so small. So I will leave it to 18 while I recommend the steps that you might want to take is so you have 18, and then I would have, for example, 22. Let's say that I will use 22. You can also use 24 sometimes, and after that, I often go to like 32. Or I go to 64. So it's like these increments that I like to take. Do not make your sites uneven numbers. Do not make it 43. If you do that, sometimes it's fine, but if you need to do any type of specific modeling, it will be a pain. So just make it a habit to use even numbers. So let's say 24 or 22. I'm just going to go for 22 in this case. Now I'm going to turn on my snap rotation. I'm going to rotate 90 degrees, and I quite like having it where it is right now. So I'm just going to go ahead and set this nicely to the center to have, like, the end on one side, and that makes it easier for us to snap. Okay, awesome. So what do we need to first of all, we need to create these extensions over here. This cylinder hits just a cylinder, we can add some variation to it later on. But for now, let's go ahead and make some extensions. It's right click, convert to add the ply. And now a quick little trick that you can do is if you go to edge mode by pressing two and select all of these edges, you can go to Connect, connect settings and set the connect settings to two, and then you can use this slider over here to evenly push them out. This way, we are sure that the centers are exactly the same width. So we can go ahead and press. Okay. And now what we want to do is we want to click using our Face mode on this one and Control Double click to loop it around. So click Control Double click to loop it round. Now we need to decide on the width. So you just want to have a feel for perspective and also just, have a look at your reference to go with something that feels logical, or what you can do is you can actually go in Google and try researching the actual width of specific pipes and stuff like that. I'm going to go up here to extrude and extrude settings, and I want to set my settings to the local normal so that it pushes out based upon the direction of your faces. And let's see. I'm going to probably make it not too intense. Let's say that I will make it 5.5 centimeters. That's actually a little bit too much. Let's say five. Yeah, I'm going to go for 5 centimeters. And let's press Okay. Awesome. Okay. Now, these sites, we have all of these segments over here, but we don't need them. So Oh, no, wait. Actually, I will leave them for now. We are going to change that later on, but it's easier if we leave it now and to then later on after we've done a hypo, we optimize it. What I'm going to do is I'm going to give it a little detail in here simply by going ahead and let's see. So I want to do that on both sides. So let's select both of these. And then we can go ahead and for example, press ring over here to ring it all around, and it will do the same over there. And I'm just going to go to connect connect settings. Push this in a little bit over here. Something like minus four. And now what I want to do is I just like to give it a little ring around it just as a detail. I'm going to select these two again. And this time, I want to use, for example, a bevel. So we can go bevel settings, local normal. And if you just right click to reset your bevel because bevels are really sensitive, you can then carefully just click because sometimes dragging is even too sensitive. And I'm just going to, like, nicely drag this in over here. And play around to did it to give it a little bit of, like, an interesting detail. If you ever want to, like, change it later on, you can go to Edge mode, select these two edges and simply use your scale. Sorry. Yeah. Oh, yeah, my scale is correct. But that makes me wonder. Go down here. Sometimes this happens if your scale doesn't do anything with edges. Just go down here and press the little plus so that it tweets it as one model, see, and now you can scale it because s thinks they are individual edges, and because edges do not have a width, it doesn't actually scale anything. But I'm going to leave it like this. Next, what I want to do is I want to add a bevel here and here and also on these side. Just a small bevel for our weighted normals and to just make sure that everything looks correct. Now, of course, because it is a low poly model, we could not even use weighted normals, but nowadays, what I prefer to do for AA assets, definitely don't do this for mobile assets or VR. But for AA assets, I like to add an extra bit of geometry in my low poly just to push the quality a little bit more. So what I'm now doing over here is I'm just selecting this one and I want to go for a slightly bigger bevel. Because this is a bevel that's going to have welding on it, as you can see over here, which we will do inside of substance painter, but that looks really nice. So we have this over here done. So that's already starting to look quite interesting. Let's add a few swift loops over here. And for example, this swift loop to, like, make the changes very, very subtle. Uh, let's see. Is that too much? Yeah, I feel like that might be a little bit too much. Let's push this one back a little bit. There we go. Okay. So those changes are now also made. That's top to Google. Cool. Sorry. So we now already have our base pipe. The next thing would be that we need to create a bolt. So let's have a look over here. A bolt is quite simple. It's just like a cylinder with another cylinder and another cylinder. It's really not that difficult. So the only thing is, of course, like placing them around. So we are going to create one bolt, and then what we will do is we will go ahead and so I'm just having then we'll move it around. The thing I have a think about is that here, we have a bolt. But then on this side, of course, the bolt is sticking out. That's just how these type of cylinders work. However, because we have a modular asset, this might not be the easiest thing to do unless we, we are copying it over, don't we? Like we keep copying this over. So we could make it so that one side has it sticking out, and the other side has it sticking in. Might be Yeah, that might be best. Let's do that and else we can always change it later on. It doesn't really matter. I'm going to go up here and I'm going to use the segments of my cylinder to basically measure things out. I'm going to create a new cylinder, and I'm going to turn on auto grid, in this case. This cylinder, we want to make eight sides or six. Count them. One, two, three, four, five, six. Okay, we want to make them six sides. There's a nice thing about cylinders. Next, what we can do is we can simply click over here and drag. And push it out. Looks like it pushed out in the wrong way, but that does not really matter. I'm going to give it the thickness I want, which is going to be a little bit thicker over here. I'm actually going to make it a little bit smaller. Because I don't want to change the thickness, I'm just going to select this side angle over here and then put this side in our pivot and do something like this. Oh, actually, now I do want to change thickness. Probably something like this. Now what I'm going to do is I'm going to duplicate the ciler by holding Shift and move. Go to go ahead and make it a little bit thinner. A bit bigger, and I'm going to go up here and I'm going to make this one probably like 12 sides. Is 12 sites enough? Maybe we can go for 16, just to keep it extra high quality. But 12 sites is probably enough. I just like to push in a little bit more polys, because nowadays there are optimization techniques inside of game engines that make it so that our main model can be quite high poly, and we don't really have to worry about it because there are ways to optimize it. So we now have the center ring, which I feel like can be a little bit thinner. And I am taking my time with this because I know that after this is done, it will be a pain to change it later on. Okay, cool. So we have this one now, for this one, there isn't much that we need to do. What we can do is we can isolate this by going up here to isolate selected or pressing LQ, convert it to an ply and just delete the back phase. The reason we delete it is because you cannot see it. So it was wasted polygons. Then for the font phase, I'm just going to go ahead and hold Shift and scale this in to basically through this, and then I press collapse so that we have a nice polygon model. Now for this one, you can see that a bolt is actually quite an interesting looking shape. What you can see over here is that the bolt, like it is square, but then it goes into, like, a round shape, and then on the corners, it kind of just, like, tapers off. This is one of the very, very few times that I would actually use, how do you call it, the vertex chamfer mode. So it's just coincidentally that I'm using it in a beginner to toil. Now, first of all, I don't think we need the back of the bolt, do we? Yeah, let's keep the back of the bolt. We can use some interesting bevel stuff. So let's first of all, only create a front, and then we can use a mirror to basically change it. I'm going to go ahead and I'm going to right click, Covert at a Poli, and I'm going to select all of these front verts over here. Then I want to go to Jefa and Jevo settings. Let's turn this to zero. And let's give this like a chem for settings over here. So what you can see over here is that now we are creating the roughly the chem that I want. It's not perfect yet. So let's make this, like, quite a large am for like this. Now, let's d W, and let's find our top view. Quickly sag these edges, and I'm going to move these a little bit closer over here. Okay, we're getting there. We're getting there. Now, we have this one, and then the next thing that I want to do is, so these are square and I'm going to make it a little bit around. I'm going to make a simpler version of this bolt and not the complete accurate version. I'm going to hold Shift and I'm going to simply scale this in or of course, you can use inset. I'm just used to using Shift scale because that's what other software often use. And now, having this one, what I'm going to do is, let's get started by isolating this, deleting the back face, and we are basically going to this is actually quite nice and round. Yeah, I don't know if Rate needs any more roundness. Mm let's have a look. I was going to say maybe add some extra segments to make it more round, but maybe for a bolt that is this small. If I turn off my edge and faces, for example, if I just add a smooth modifier over here and turn on smoothing or maybe turn on out of smoothing and clting If you press out of smoothing and turn on vent indirect smoothing, you can use this value to increase or decrease the smoothing, see? So now I have increased it so that I include those extra edges. I take what I'm going to do. I'm going to use one extra segment to probably make this bit over here. And I don't know. Do I want to make the tow? So I'm just having, like, a think about it because I don't want to make this too difficult, but to be honest, this actually feels fine if I just use like this. Yeah, if I just make this, like, a little bit less over here, this might just work fine. I think the last thing that I want to try it most likely will be overkill. So I most likely will not use it for our low poly, but I just want to see what it looks like if I add a quick bevel. And just like you, like, I like to try things out, even, I know how to make a bolt, of course, but sometimes I like to just, like, have a look and see if doing a bevel, and maybe if we set the bevel to not uniform, maybe try over here. Here, see, you can, like, select this and you can have a quick look around. If this maybe looks nice, this does look a little bit closer to what we have over here. So at this point, it is up to you to make the decision. Do I want my bolt to be such high quality that you can literally see like all of these tiny little details, or do I just want to make it only the high pool in the high resolution version, and leave it in the low poly? I'm going to decide that this bolt is Good enough? Yeah, I'm going to decide that this bolt is good enough to keep it inside of the low poly. And then what we will do is when we turn this into a high poly version, that's when we will add all those extra details. So what I'm going to do is I have this bolt over here. Like this. And you already want to set this at a correct scale. And now we are going to symmetry this. This is going to be quite easy. All we really need to do is turn on a symmetry modifier, and I think we need to go ahead and click once on it, we go into our mirror and move it, see? And then move the bolt over here. Now, at this point, you can also decide if you want to make the ball ticker, you can just move it a bit further and then go outside of the symmetry modifier and move it back. And yeah, that looks a little bit better. So we now have our bolt done and we have our back end done. The next thing that we want to do is we want to also right away, create the other side of the bolt. So the other side of the bolt is a little bit different as in we want to shift click and just copy, duplicate it. So I mean shift track. And then we want to go ahead and rotate this 180 degrees and move this against this side over here like that. Now, this one, and this is the reason why we made those pieces over here, we want to go ahead and we want to create a hole in here, basically. And I'm going to make this hole yeah, you know what? I'm going to make it a little bit wider like that. Okay, so the cool thing is, even if we change something in added pole, the symmetry will still work and update. Now the next thing that what to do is we can decide to convert this to a added pole. But what you can also do if you for some reason want to keep the symmetry, you can turn on added poly modifier, and then we can change it. So we are going to select these two faces and we are going to press delete. Next, we are going to press three to go into border select, and we are going to select these two borders, and we're going to press bridge. There we go. And now it is like a ring, like an actual bolt. Next stop, what we want to do is we want to create a cylinder that goes inside of here. So what we can do is we can grab, for example, this cylinder that we have over here and nicely move it. Now, one thing you might notice is that now this cylinder, it has a different poly count than this one over here because we went basically, this one is 12. Yeah, this one is 12, and this one is, I believe, like that we did for 16. This will not look very nice because now if you would push this out, you will right away, be able to notice all the clipping. Sometimes it's good to keep the same polygon count. So instead, what I'm going to do is I'm going to go ahead and I'm going to there's multiple ways that you can do this. The easiest way is probably just press Contra V to copy your model. And then with this model, what I want to do is I'm just going to go ahead and I'm going to, um, basically select this ring, Control I and delete everything else. There we go. Then what I can do with this one is I can just go ahead and I can collapse this and scale this in. There are many ways to do this. You can also go ahead and you can here, I'm just going to push this back. You can also go in and you can only duplicate a specific phase and that kind of stuff. But I know, force of habit for me to use this way. Now, I'm just going to double click on it, and I'm going to press Extrude. When you extrude a plane, it will just normally extrude like this. And I'm going to extrude this out so that it is sticking out a little bit like you can see over here. I don't want to have it sticking out too much, just a little bit. Now that we have a little bit sticking out, the first thing that I notice is that compared to my reference, it feels way too thick. So this is a good way to now just like, first of all, just center your pivot to make sure that it is correct. This is a good way for me to just basically scale it down until I get a version that I like, see? I quite like this. And then I can just go in on my original one over here. So select the inside. And once again on just the Z and the Y axis, I can also scale this down over here. So that is looking a lot better. Okay. So we now got our bolts and we got all of this stuff ready to go. So what we're going to do now is we are going to turn this into a hypolymdel. Now, you might ask me, but, Emil, why are we not duplicating these bolts all over the place and stuff like that? Quite easy. I want to go ahead and I want to basically reuse these bolts. So I want to only texture two of them, and then simply use these two over and over and over again. This will make our textures feel higher pool because we don't need to or we don't need to push like 20 bolts into one texture, but only two. Second one it is good practice to show you this technique. And the third one, I first of all, want to turn this into high ply because else we would need to turn all of them into high ply every single time. So we got over here these two bolts and that is now totally fine. We are ready to go. I am going to go ahead and I'm going to select them like this. And move them up a little bit because I don't want to have them interfering with this piece. Now, let's get started with our actual bolt over here. Oh, you know what? No. Let's start with this one so that I can show you the concept better. Let's get started by turning this into a hi poly model. You want to, first of all, select your mesh, and you want to go ahead, create a new layer and call this pipe underscore straight. Underscore LP for low poly. Select it again, Contrave and in copy, okay. And whenever you copy, it will keep your copy selected. Select the new layer again. Pipe underscore. Straight unscoe HP for hipoly and turn off the low poly version. Now we can be assured that we are only working on the hipleversion, and the low poly version will stay the same. So now we can do whatever we want. What we're going to do now is we are going to basically turn this into a hi poly version. You do this by adding smoothing, sorry, adding supporting loops, and then using something called the turbo smooth. So for this, we want to have added pool, and on top of that a turbo smooth. Now, what you see happening right now if I turn off my edge and faces is that the turbo smooth it works, but it destroys our shape, and we don't want it. We want to keep some of our shape. So the way that we can fix this is we can go into Edge pass and by the way, in Turbo smooth, turn on isolate display to, like, see less geometry. And you want to add something called Subpoting loops. Let's say that we go into my added pool and I turn off the show end result on off. Want to add a swift loop, and that is a supporting loop, and I want to add it close to the corners, not too close, but close to the corners over here so that the smoothing will stop. So the smoothing will begin at this edge, and it will stop at this edge. Doing this, it will basically make sure that the smoothing doesn't go crazy. The further you go away from the edge, the smoother things look. But because we are working with a low poly version and a high pole version, these two versions need to be very similar. They don't have to be exactly the same, but they can also not be completely different because then this does not work. So I want to make my bevel smooth, so I'm going to have one here and none in my bevel because I want to have this bevel to be nice and smooth. I can show you an example later on. I would want to have one here, and this part, I do want to have quite strong. So as you can see over here, I'm just adding edges on both corners and once again, here, here, and here. Now, I'm also going to dd one here and here, and I'm moving it a bit further away just to give it that bevel. So just to give you an example, if, for example, go ahead and add another supporting loop here, you will see the difference. If I turn on my smooth toggle and I will go ahead and turn off my edgier faces, you can see that now it looks a lot better. It keeps that bevel, but the bevel is super, super smooth. And by the way, you can press Show cage if you want to be able to see some of your geometry over here. I tend not to use this too often, but it basically shows you your lobo geometry before you turbo smooth. And here you can see what happens when I actually add a segment to the bevel. See, smooth bevel. But because I added one extra segment here, it looks strong. If I would select this and press control backspace, you can see, especially like over here that it slightly changes. And we want to keep the sharpness in here, and we want to nicely make this smooth. So that's basically the general idea behind this. Once again, you can use a smooth cage, but as you can see, it is a bit messy. So I prefer to simply use my edges and aces and then turn off my turbomoot. You can also just hide it. It doesn't matter. Now, once you get used this, you can actually do your entire model without ever needing to check your turbo smooth because you just know how it will respond. So I will do the exact same thing. Over here. And there is no rocket science against how close you need to go to the edges. Just don't go super close because then your edge will look like a low poliag which will defeat the purpose of why we are spending so much effort in this. So we have this one. If you want, you can also go ahead and collapse this down at this point. There we go. And the reason we did not collapse it down before is because you cannot create swift loops when you have everything collapsed. So that's why we kept it so that now we can create swift loops. Just wanted to let you know that. So we have this turn on Turbosmooth, and there we go. That is our hypol version. So now you can imagine hi poly and low poly, and we will actually using textures, make this version over here. Look like this version, believe it or not, but that's what will happen. So we can now go ahead and we can go in here and we can grab this piece and make sure that you are in your hypole. This one is a little bit more difficult because the geometry is not very clean, but that's also good practice. What I'm going to do here is that I'm going to go before my symmetry, so in my added pole, and I do always like to add my supporting loops to a new added pool. I'm going to go ahead and I'm going to go to vertex mode and start with simply connecting these vertices because right now they are just floating in mid air which makes this a end gone. And, um it means that when I want to add my supporting loops, it's not as easy to add them. So I'm just going to basically do this. And the reason I'm doing this before my symmetry so that I don't have to redo my work again later on. Okay, so we got this one. Now, funny enough, over here, we already have a supporting loop. See? That is literally our supporting loop. I forgot to add one here, so let me just do this and this. And now we want to make this one quite smooth. So I will add a support loop. And because I added these edges now, I'm able to right away add a support loop also over here. Now, at this point, what I can do is I can go ahead and check my symmetry. And then, of course, remember that I also need to add a support loop over here, and these are quite important. So what I can do is I can add a loop here. And what you can see is that because I added the loop here, it gets a bit confused with my loops. So I'm only adding a loop on one side. This is because I want to keep these corners sharp since it is a bolt. So I'm adding it on one side like this, and this is just something you get used to. So whenever you have this, just add it on one side and then use your cat tool and simply with your cut tool. Continue because these supporting loops, you can also just use your cat tool, but, of course, cat tools take really long. So that's why I even with this one, still place it to one side, and then I basically just loop it around like this. Now, I need to see how smoothening will react to this one bolt over here. So I might want to add a loop in the center just by doing, for example, something like this over here, and I can already do that just to see and then aro turbo smooth. Now Imatobasmoot, turn on isolate display and set the iterations to three. I don't know if I did that with the other one. Oh, yeah, I did. I just did not tell you. Sorry, that's instinct. Not instinct, but like something I'm just using. Turn off my edge and faces, and now we can see the difference. So this one is without adding something in the center, and this one is with adding something in the center. It is up to you how smooth you want this to be. I actually like it without more. So what I'm going to do is I'm going to go back to my added pool. And I'm going to remove this part over here. I was just a bit worried that it did not make this nice and smooth. That's looking pretty good. Already. Yeah, see? Yeah, so we have a nice smooth bolt, but we still have these sharp corners. Now for this one over here, quite easy, add a poly, add one loop here, and then we want to go ahead and if we just isolate this, remember how we said that we cannot add a swift loop in here. Another thing that you can do is you can and what I like to do is just press Select ba angle up here and then select it like this. And then I like to just hold shift and extrude this in. Because when we extrude this, it's the same as just adding a support loop. And then we can select the support loop and maybe move to a little bit closer over here. Now, another thing is you don't need support loops if there are no faces behind it because there's nothing too smooth because no faces is nothing. Isolate display, iterations to three. And there you go. Now if I turn off my age faces, see, nice and high polly. So that's the high Polly version. Another cool thing is if you have a direct copy of your bolt, you can go in here and you can copy the turbo smooth and the added pol, simply select them using control, right, click copy, but it has to be the exact same model. Here, right, click paste, see? Now, for this version, I could go in and completely change my smoothing. Or what I can do is I can simply duplicate this again. And just this time, turn of turbo smooth and make sure that it is in the exact same location. It can be offset by a tiny bit, but it needs to be very much the same. Select the original version, and let's delete that. All I'm going to do in this version is I'm going to go ahead and because I cannot see it, I need to select both this one and our cylinder. Try it again, add a ply. Move my added pool down. Ah, 1 second. Smoothing groups. I think I will actually do this on my added poly over here. That's the one it's probably better. The only annoying thing is that because now, of course, I cannot see what I'm doing. So what I might want to do is I might want to turn on over here my lowpol and then isolate both my lowply and hypol. I have both of them turned on and now I can just select my hypolG to the added pool modifier. I can now just go ahead and I can move this down so that it is exactly the same, like this. And then I can just push this in over here. And what will happen is as soon as we turn on symmetry, it will cut a hole because the symmetry basically removes that one piece. So having that done, now I can turn off my low poly in my added poly over here, we can actually delete that phase. There we go. I'm just going to add a loop here, a loop here, just in case I will add a loop there, we symmetrize it and then we turbo smooth it. So now we have our second bolts ready to go, and you can see that it is very close to our low poly again. So this is about the max that you want to probably differentiate in this specific case, your low poly from high pole. We only differentiate it this much because our model is small. If this would be a really large model, this would probably be too much and you would want to follow the jomtre better. But because this is so small and we will only see it from this distance, we don't need to be that specific in the details. Now, finally, we have over here, for example, this bolt, and you can see that it has a lot of little rings around it. So what I'm going to do is I have my bolt over here, and this is like the end. I'm going to go ahead and we will only have this detail in the hypol and then bake it down. Let's add a swift loop over here to mark the end. Yeah, let's do that. And over here, you can use the biangleO I can just, like, very quickly do this. And then scale this in. There we go, our second spot loop. Now, to create these ridges, we all know that screws, they have these ridges and they are actually interconnecting. So they are not just like standalone they properly connect together. I can show you like, we're really way too over the top way of doing this. But let's be very honest. This is going to be such a small screw. You will never, ever be able to notice that. So what we are going to do is we are going to use the simpler version, which is to simply go ahead and select these edges over here. Go to connect and connect settings and add a bunch of connections like this. Let's actually go outside of isolation mode that I can see. Yeah. And then what we're going to do is we are simply going to Control double click every other edge over here. You could play around with your ring mode over here, but it's not a long piece. So let's say that we just leave it up until this point, I can press isolate and maybe go a little bit further like this. And then what I'm going to do is I'm just going to go ahead and extrude settings. Because this one is only in our high ply, we can be way more liberal with, like, the shape and everything like that because basically what will happen is we will bake these details down, and it will look like these details are on the low poly using a texture. So having this one, let's go ahead and just get rid of these areas. This is like a piece that we cannot see, but just in case I want to keep it. And now, what we have right now it is way too perfect for a hypol. Because a hypol often looks directly from every angle, what will happen is if we look at this, you can see that you don't really see if I maybe go to default shading to show you better. You don't really see that there is a difference in shape because a hypols not like us. It doesn't look into these directions. So the way to fix that and to make your hypol look better and smoother, you simply want to select for example, these edges or the center ones, it doesn't really matter in this case. And then you want to go to scale, and you want to set your scale to local to scale every phase locally. And Okay, that's a bit annoying that sometimes it does that where it doesn't know which one to choose. And then you want to simply Oh, okay. Maybe if I do it separately, This is a strange problem, but it might be just because our transforms are a bit confused. Let's right click, convert to Adipol and go to tool utilities, reset X form, and reset it. I have spoken about this before in the beginner chapters, and now it will remember our shape. So let's try this. Local, that is very interesting. It is not supposed to normally do that. So if local doesn't work, let's just keep it at world. World should actually World should work. Let's have look. Okay. That is my bat. That is very interesting for some reason, this one time in a tutorial after using it for hundreds of times. 30. 15 Maya High Poly To Low Poly Modeling Part1: Okay. Happy New Year, everyone, as I am recording this on 1 January. So what we're going to do in this chapter is we are going to go ahead and go for something a little bit more complicated, which is going to be that we are going to start by creating our pipes. Now, these pipes will use the high ply to low poly workflow, which as I said before, it is a workflow that allows us to manipulate the look of our model to make it look much higher quality using textures. The actual workings of this comes later. For now, just to keep it as easy as possible, we are going to create a low detailed version and a high detailed version of our model. Let's leave it at that. So we are going to create some pipes. Now, we are going to go ahead and create three variations. So if we have a look, we want to have a straight variation, which is quite obvious. We want to have a bend variation over here, and we want to have this T pose variation over here. The nice thing is that we can actually only create a straight variation, and then we can basically use those to create the other two variations right away. So it will not take too long, and we will still use all of the techniques needed. So first of all, what we want to do is, let's go ahead and go to Windows settings and preferences and go to our preferences. And then in our settings, I just want to set my working units to meters because it's a little bit easier since we are working with really large assets as these pipes are probably, well, I know how long they are going to be. They are going to be 3 meters long for the straight version. The reason why I already know all of my dimensions is because I already did the three is Max part in which I already created these pipes. So having that done, let's go ahead and get started. We are going to get started by shift right click and creating a simple cylinder over here. Let's hold J and rotate this cylinder, and we are now going to define the height, which is the length, depending on how you look at it and the radius. So for our height, we want to go ahead and well, I want to make it 3 meters. Yeah, let's make it 3 meters. And then, so it just says three. My radius, I'm going to go for it needs to be quite simple, I think 0.15. Oh, 0.12. Maybe 0.13. Let's go for 0.13. I'm quite picky with this stuff. Now the next thing, which is quite important is that we need to define, first of all, how many segments we want our cylinder to be. Now, right now, we have 20, which might be fine, but I'm looking to create more of like a hero asset. Although 20 is probably fine over here because you will not be able to see your segments, I am making these assets on purpose for this tutorial in with the idea that I might even go like this close, like, I might go really close up with my camera to the model. So I got distracted because I see some glitches over here. I hope that's fine. So because I want to go really close up with the model, I'm going to go ahead and set this a little bit higher. So let's set this. Let's see, 24. Yeah, 24 seems fine. You can, of course, just deselect, and then you can have a better look. Basically, what I'm looking for is if I look over here, I don't want to be able to count these segments too easy. So maybe even 28. Of course, we can still count it, but we are like super close. So, of course, if you imagine it like this, see? Now it is really hard for us to count the amount of segments that our cylinder has, and that's kind of what I'm looking for. So let's stay with, like, 28 or something. So we have that done. Now what we're going to do? Oh, hey, where's my reference? Oh, there it is. Now what I'm going to do is we are going to get started and create these extensions over here. So if we have a look, we want to make sure that our extensions are large enough so that we can keep these bolts in here and that we still have some space at the top and the bottom. And also really important is I want to create a bevel over here so that inside of substance painter, when we do our texturing, we can create some nice welding details. So let's go ahead and right click Go to Edge, select our Edges, and then over here, we have a Connect button. Remember, you can find it also over here. Connect. Now, if you go to your tool settings, oh, it's already set the two. You want to set your segments to two. Sorry, normally, you guys will have this. So we just want to set our segments to two over here. Now, you can use your pinch by clicking on it and setting this, for example, to one to push it out, but I never like doing it this way because it takes too long. Instead, I just press W to confirm, go to my scale tools, and then I simply scale it out like this. And we do not want to go too thick. The reason for that is, remember, we are repeating this. So when we put two next to each other, this metal part will be double as thick. So because of that, you don't want to go for a really thick metal because that will instantly make it look bad, basically. So we got this one done. Now, let's click. So you sometimes need to zoom in so that you don't accidentally hit your pivot. So we are now going to go ahead and we are going to grab these. To be honest, is that too thin? Double click. Let's maybe move it because I want to create some extra details here. Mm. Just having a thing over here. Yeah, no, that should be fine. That should be fine. Yeah. Just making sure that my dimensions are correct. So let's go ahead and go over here and select these faces, and then we want to press CtraE which is extrude. Now what we can do is we can simply go ahead and push this out. And at this point, I am mostly just kind of like eyeballing it, but I want to, of course, make sure that I have enough space, but not too much space for my bolts. I think something around 0.05 over here in our local translate C looks fine. Yeah, see, that will work. Okay, awesome. Now, first of all, let's start by creating the most important bevel. We can do is we can actually select our pipe, and we can place a single connect over here in the center and press Enter or W. And this is because I don't want to duplicate. I don't even know why I did it this time. I don't want to keep duplicating over all my details, so we are going to mirror it later on. And this collector helps me remember exactly where the center point is, although it's exactly online in this case. It's just good practice. So yeah, I don't know why I did it over here also, but it's just easier to even the pass sometimes. So we are only going to focus on this point over here. I want to go ahead and press contra B, and I want to make this bevel a little bit bigger. Let's do 0.15 over here. And since I am here, anyway, and since I'm going to mirror it, what I will do is let's just quickly press space and go into our top view over here. I hope this is the site that I wanted. I'm just going to go to Vertex mode, select these erzes and I'm going to make it a little bit thicker. Just a little bit over here. Yeah, that should work. Okay. Now, I just want to create a little detail in here. Although these pipes don't have it, you can see that this is just like a solid chunk of metal. I know it feels boring to me. So I want to Oh, wait here, you can sort of see like something, although that's probably because there's an end here. Just in general, I just want to make it look a little bit more interesting. We are artists. We are allowed to just add our own additional details to this. It's no problem unless you're working for like a factory or something and you're designing their products. But let's go ahead and just add like a Let's do like two connects. See that scale them. Oh, that's actually a pretty good scaling already. Next, what I want to do is I want to add two more connects over here. But enter right away, and scale these in. And then if you just go ahead and loop these pass by holding Shift click, you can scale them using the green square over here, which is scaling on two axis. In this case, the Y and the Z axis. And then we push this in to create a little bevel. That's not enough. There we go. I create like a little bevel. And that's pretty good at this point. So what I'm going to do now is let's go ahead and prepare weighted normals. So, we already went over weighted normals in the previous chapter. Even on high pool models, I always like to use weighted normals unless I need to go for something super optimized. The reason for that is because your BACs, which is converting your high poly to low poly, look great when you have weighted normals. They always look a bit better. They always feel up close. They feel higher resolution and stuff like that. So often when you're working on AA games, especially nowadays, we are able to afford this extra bit of geometry. And hell, if you are using nanite then you are definitely able to afford it. So I'm going to get started by selecting these two out of sites. And by the way, although I don't know if it will work, the reason I left this etche over here is because I believe if I remove it, okay, does still loop around. In some softwares, whenever you remove this edge, you can no longer double click to loop around your cylinder. I guess in this one, you can. That is the annoying when you are working on three different modeling softwares in the same day. Like after this, I'm switching to blender. Then I'm switching back to Max, then back to Maya. So it's a whole thing. But I'm going to select these and I'm going to give them a bevel, not too large, but also not too small, something like this. And now for these ones, I'm going to give them also a bevel once again. These ones are even smaller. And then over here, I even want to give this one a bevel just to really push the quality and to give it also that feeling that it just like nicely flows into like a gap over here. So this is now ready for weight normals. What we can do is we can remove this. And actually, honestly, we can even remove these pieces over here. And there's multiple ways. So if you have the time, sure, you can select it like this. That's so to fine. Or you can quickly go to your modeling tools, go to selection constraints and set the angle and just set it to like one because then it will basically select everything on a flat face. And then we can delete this. The reason we are deleting this is because you will never be able to see it. Now that we have a bevel, what will happen? Is, as soon as we, of course, duplicate this over like that, you will simply not be able to see the ends. So if we would include them, it would be wasted UV space, that's what we call it. And UVing is something we go over later on. It's the act of converting our tree model into T D so that we can give it textures. Of course, we have limited space into the, so anything we can remove that you will not see is a benefit. So we are now ready with this one. Our Pivot point is still at the center, which is important. If it is not, you can always go to your tool settings and you can press reset to get it exactly in the center. And then we're going to go ahead and use a mirror, which we have over here already. Although I believe you can also find it taking mesh. Yeah, here, mirror. So let's go ahead and apply it. And now what you want to do is you can see that now our mirror is working, but it is in the wrong direction. So what is at the direction to the plus. And now instantly, you can see that all these details have been copied over here. Next to this, just make sure that merge border is turned on. What merge border does is it will merge, as you can see over here, your vertices in this area. So that's why it is important. We can press W, and that is looking pretty good right now. Anything else that I need to do for this one? I think the last thing that I want to do, remember this is still the low poly by the way. Last thing I want to do is I want to just give it a few segments here, here, here and here. And you probably guessed it because even with this pipe because it's quite long, I want to give it some slight variation over here to just in general, make things feel a little bit more natural. And because it's games, you can often exaggerate the variation a bit more. But here, see, although it might be a little bit difficult to see right now. Oh, God, I can try to show you because there is like a setting, but I forgot where it was where you can basically turn up your anti alsing display. Is it in display? I totally forgot. I know where this in three is Max, but basically what it allows you to do it allows you to boost up that antializing effect that you have over here. But to be very honest, it was one of these Multi sample anti alysing. There we go. I knew it was somewhere. So this button here, see, of course, if your computer is really slow, it will take a little bit extra performance, but it allows us to apply antializing and now we can see a bit better how our model looks. The only annoying thing is that makes for some reason, our lines really thick, so I tend to just have it turned off. So we got this one now ready to go. And now what you will see is that if we look in our channel box, this is what I mean with history. Our entire history is in here, but it has become quite a bit of stuff that will no longer work. And well, first of all, before I show this save my scene. So file, save CNS navigate to our safe folder. And this one we will call pipes. I will do, no, I wanted to say pipes Maya, but it's literally a Maya file. So I might make the naming a little bit more logical later on for people who are not aware of it, but well. So as I said before, yes, we have a history. Some of these pieces we are able to edit, so you can click on it and edit it, although I rarely do that. But if I, for example, go here and would want to change the segments, it's not smart enough to understand how to apply all of our settings later on. So that's Uo that. So what we are going to do is we are going to go ahead and go to modify Oh, no, modify, edit, delete all by type and history. And I'm just going to press Control Shift and click to apply it to our shelf. Yeah, see? And that's what delete our history. So now we have, like, a clean version over here. Now, at this point, there are a few things we can do. We can go ahead and convert this to a hypoly model and then do our other pieces. And then what we would need to do later on, we need to optimize these other pieces, or we can now create other pieces like our band and T, and then we can convert everything to a hypoly model. I think in this case, because it is a tutorial, it is easier for you to understand if we now just, first of all, create our other pieces. So what we're going to do is we are going to use layers to basically organize this one. Now we have this one over here. Remember how I was telling you about our pivot points that we want to have our pivot points often to the ends because at the ends, they will look a little bit better, or they will Oh, brain freeze. Sorry. They will snap better inside of unreal if we have a pivot point to the end because it makes it easier for us to showcase or to look at it. Wow, I will have a brain freeze over here. Anyway, I explained this in the modular tutorial one. So what we're going to do is we are going to edit our pivot, snap to points, and I want to basically go over here, and I want to make sure that I am snapping to the right point. Only don't move the center, only move this key over here and snap it to points and then turn off at a pivot. And if you want to double check, you can press space and go to like a side view over here. And then you can zoom in. Yeah, that looks correct. Okay, so our pivot points now exactly at the end of our model. And at this point, we can just go ahead and snap to grid and nicely snap it over here. Don't worry, doesn't need to be literally on the grid like this. This is totally fine. So we now have it in location. That just makes it easier for us when we create our other models. So in our layers, we are going to press the last button, which means making a layer and right away assigning our model. And I'm going to call this pipe unscoe straight score. LP and press safe. And then what I'm going to do is I'm going to wide away, press Shift D. And then what I'm going to do is I'm going to with this duplication selected, create another layer. Pipe score. Straight nscore Bend, Shifty. Pipes straight underscore T. Sorry, I don't need x. I don't know why I say straight. That's unlogical. There we go. Okay, so now we have our three pipes. You can see that now every layer has its own pipe. So let's get started with the band version over here. So bands are actually quite I would say annoying to create. And the reason that they are quite annoying to create is because we want to try and keep the snapping functional in here. First of all, what I'm going to do with my band is I'm going to go ahead and I'm going to remove these segments because we don't need them. So control backspace over here, and we are going to make this one quite a bit smaller. Now, right now our grid is set to if we go to displaying grid, uh grid line every 5 meters. And yeah, so there's a major grid line every 5 meters, one, two, three, four, okay, I don't know why it doesn't show. And then there's five subdivisions. This means that every grid point is 1 meter, basically. So if we go ahead and we want to try to keep the numbers even, but I don't want to make a band that is literally going from 1 meter to another meter. That would be a really big band. So if we set our subdivisions to ten and press apply, now every half meter, we will have a subdivision. And I think this will work a little bit better. What I can do is I can now go ahead and duplicate my pipe, hold J and snap rotate this, and then turn on grid snapping and I want to move this one over here. This pipe is basically going to be like our sample as if that we are snapping it inside of unreal. So we would snap this over here. And now if we just make sure that our bend version Ends up at this intersection over here, then we know that we did it white. So what we can do is we can go ahead and get rid of them. Last one. Okay? That was, that's a duplicate verts. Let's quickly go to our pipe straight. What you just saw is that we have two edges on top of each other. So let's just get rid of one. Oh, double even. I think the reason this happened is because actually, I don't know why it happened. Maybe something with the mirror, although that's strange. But let's fix it. Now that I found it, just by pressing Ctrabegspace. Yeah, I guess maybe in the mirror, I did something wrong. Oh, well, it does not matter too much. So what we're going to do is we are going to move this bed back. And now to the scaling, I don't know if there's, like, really rocket science to it. I believe it's like scaling times two. So if we want to go for, like, 1 meter, we probably want to go for like 2 meters. I think it was something like that. Often, I just kind of wing it. So I'm going to move this over here. And the reason I kind of wing it is because we can use a bad modifier to balance things out a little bit and get them exactly in the right location. So, oh, hey, what happened? I swear I put it there. And then I went over here. That's better. Okay, weird. So we now have this. Now, in order to bend this, we need segments because right now we have nothing to bend here. It's just a straight line. So what we're going to do is we are going to select this, and then we go over here to connect. And now over here in our segments, what we want to do is we want to set this to 25 maybe. 24, actually. I never like to go with uneven numbers because it ends up biting you later on. So let's do this in the press Enter. There we go. Now we have a bunch of segments ready to go. Now what we can do is we can start with our bending. If we would bend this, we will have a problem. So you can go to the form, non linear Oh, sorry. Before we do this, what I always like to do is remove my history, and then I like to go to modify and freeze my transformations. The reason you want to do this is because you are now applying a modifier that will manipulate your geometry in quite a heavy way. And if it has some kind of weird history, it sometimes gets confused and it breaks your model. So let's try again, the form, non linear. And then over here we have our bend. Now, with our bend, the way that works. Oh, I wanted to show you, but it looks like I need to do a lot of stuff. Yeah, I'm still going to show you because it's important. Let's say that I set this band to 90 over here. I then hold J, and I rotate this and I rotate this. You can already see. What will happen is that because it is bending, also these ends, it basically breaks over here because it's trying to bend it, and of course, as it comes with bending, it is starting to squash things together. And we don't want it. So we are going to delete this, and we are basically going to grab, let's say, up until, like, select this and oh, oh, God. And these select this over here. So grab along with the bevel. And now what you want to do is shift right click and you want to go ahead and extract these faces over here. And now it has become its own model. Now at this point, all we need to do is we need to go ahead and set at the pivot actually, I don't trust that because I did it manually on this grid point. So instead, let's just snap the points and snap it to this point over here. Now I can trust that the BIV point is correct. And now I can go ahead and snap the grid, J rotate and simply snap this over here. So whenever we work with bands that are modular, anything, whenever we work with anything that is modular, you want to really look at your numbers. You want to be super specific for all of your grid points and where you place everything because the more accurate you are, the easier it goes. Now, I am someone that normally outside of the toils, I like to win things because I often work really, really fast, outside of the toils, and at those points, it is often faster for me to quickly try something out and fix it later on than to do it the right way, if that makes sense. But of course, as a student, especially as a beginner in a beginner course, definitely work like this until you really, really know what you're doing. So what I'm going to do is I'm now going to select my center, shift right click and extract these faces also. Now we are free to extract this entire thing over here. Yeah, which is great. So all we need to do now is we just need to give the bend so we can go the form, non linear. And if you want, you can actually apply this bend to your shelf. We can apply it. Now, we know that our bend is going to be 90, and this bend modifier, it has two pieces. So let me just hold J. It's almost like a you know, you can just basically use it as its own point. And that's why I said it was flexible because if we turn off grid snapping, see, we can very it's very flexible because we can keep rotating and snapping it, and that's how we can basically manipulate it to get exactly the right location. Now, as you might notice, it's now bending on both sides. The low bounds and high bounds, if you set one of those to zero, you can see that now over here, it's only bending on one side. And, of course, if you do it with a high bound, it would be doing this on the other side over here, see? So those are lower high bounds. Really useful. You want to set this to zero. And next what you want to do is if we let's press height, oxy, no, we don't need to press height. I forgot because we use low, so all we need to do is we just need to kind of get this to and it looks like that I went a little bit too large or too long with my shape, but that is no problem. We can turn on our grid points that we can see it a bit better. And you guessed it. Let's nicely line this up over here. See? And now we have quite a nice looking bend. So what we can do now is in order to apply the bend officially, you want to press remove history, and then the bend goes away and now it is completely applied. Then what I'm going to do is let's at this point, remove this one. Let's go to our top view and delete these faces. Vertex mode. Sorry, Altex is blender. I want to go up here to Xray, although I kind of want to set X ray to Altex. I'm used to using Altex for X ray. So you can set a shortcut if you want. I won't do it right now because I rarely use Xray inside of Maya, but I'm basically now just moving this to be almost on top of this area. And now that this is done, we can start by selecting all of these pieces. Yeah, that's looking good. We can press Combine over here. And now it's a simple metal because our vertices are super close together of pressing control shift A, but be careful. They need to be really close together because else we will start merging these areas over here. So it's up to us to just now go ahead and go to don't I have this one already? Oh. Oh, my God. It's shift right click, merge vertices, and then over here. Completely forgot about that. And let's try something 0.05, for example, something really low. Okay, 0.05 is not enough. You can look over here at your vertices, and if you see them change, that's when you know that you are in the right ballpark. Oh, maybe let's try one. Huh. Why are you not working? Let's try something a bit more specific. Let's try to select only this site over here. And if you want to place them even better on location, scale them flat. Now they are exactly on top of each other, because that's how you can often scale it. Let's try that again. Shift right click, Birch words. Huh. Okay. I guess that's a weird buck or something like that. I don't know. Maybe it has to do with the setting. Let's now try 0.05. Okay, that's still way too long, way too big. 0.001. There we go. See? And now we went 56-28, which makes me confident. And if you want to double check, if you can double click your edge on it and it loops all the way around, you know that it works if I do this over here. Okay, fair enough. If you move it around, you know that it works. And if I now go ahead and just do the same over here on this side, because, of course, yes, you can loop around also an edge. But if there is, like, one vert C, oh, if there is, like, what's happening here. Let's try again. Select. Come on. If there's one vertzi merged to this phase, you can no longer loop around. So just kind of trust me on that. And now I can just press merge ertzis because I already set the value, and now we are at 28 again, which once again is also looking good. And that's our band. That's all we really need to do for this. And our bend is now done. Cool. You do want to right click and add the object back to the bend because whenever we extract pass, it removes it from the layer. And now for our T pipe over here, that one is going to be quite easy. What we want to do is we want to get started by once again, removing these segments over here. C backspace. And I'm going to get started by grabbing this side over here. And if I then go ahead and add a pivot, snap to points, snap this pivot to this point, and then snap to grid. I can snap my pivot temporarily to this grid like this. And then the pivot, of course, resets itself. It only does that for, like, one function. But that's enough. And basically what we want. So for the T, here you can see it also, but it doesn't have those joints. So I guess let's use this one, although this is way too over the top. Want to keep some space between both sides and we still want to have enough space to, like, properly cut down our shape. So we now have this one over here, and there are a few ways that you can do this. So first of all, what I want to do is I want to press Shift to duplicate, and I'm just going to press H to height my duplication. It's like a backup. So one of the ways that we can do this is we can use our symmetry, but we need to be super accurate with this symmetry, sorry, mirror. And that is that we apply a mirror over here. We set this mirror to the plus and then what we want to do is want to hold J, and we want to snap this to the top. And then what we want to do is we want to snap this one, come on to the grid point. Here, wait, let's not there we go. So to the grid point and then snap it to the top like this. And then, basically what you want to do is you want to press accept and then you want to press another mirror in this mirror, we can once again go to the plus. And once again on snap it like this, there we go. And if you have everything exactly snapped on the grid, you will get a perfect T split like this. And at this point, we can decide to say, there's too much space in between here. So we could twine like, Oh, let's turn off our grid snapping. We could win and, like, push this back here. And here. And then, of course, we would also want to push this back over here. So what I can do is, let's say that I select this one. One, I need to reset my pivot because everything is now confused. I snap the points at a pivot, temporarily snap my pivot to this point, snap the grid, set it on the grid. Next, if we just go to our side view. So I guess I miscalculate it a little bit. Oh, hey. Snap to Grid. Thank you. So I guess I like miscalculated things a little bit more. But now what we can do is we can move this one over here and turn off snap to grid. Move this one in the center over here. And now for this width over here, you don't have to actually go too precise because the snapping works a little bit different. But what we can do is we can try to go precise by going into display grid, and setting this to I believe 15. Yeah, I set this to 15 and then snap this to this grid over here. I know it's a whole thing, snapping everything to the grid. But of course, this grid, that's why we cannot be too precise because it does not line up anymore. So basically, I'm just going to wing this one a little bit. Like this. And I guess if you really, really want to, you can select this one last line, turn snapping to grid, and then snap it, and then it technically is on the grid. Like this. There we go. That is this way of doing things. If I go ahead and just press show over here, show objects, which you can find in display, show and just apply it to your grid. Another way that I will not show you completely, but it would basically be to duplicate this one, rotate it like this. Then what you would want to do is you want to place in the center. I'm just showing you an example, by the way. And then over here, what you would do is you would go to your modeling tools plus multi cut, and you would basically cut along this shape like this. And then you would end up doing the same for this one, although for this one, you can probably just, like, sorry, I sometimes use Alt and that's when I turn around. For this one, you can basically just, like, move it over here, and then you would, like, delete those faces once you have done an entire cut so that there's, like, a hole. And then it is just a matter of using your target weld to, like, nicely weld together your faces, which I think you need to combine it, combine target weld. See? And then you would weld your faces together like this. That's the Wi old school way of doing it. But of course, this way is faster, so I'm just going to go ahead and delete this. So we got this one ready now. For some reason, it feels like it's no longer a cylinder, but that's just perspective, I believe. Yeah, that's perspective. I guess I'm not completely happy with it yet. What I'm going to do is just quickly go to my side view and quickly grab my grid and set this to 20 subdivisions per supply. And I'm going to move this one more down. I feel like it will feel a little bit better whenever I do that. So, let's move this one more down over here. And then we can go at a select this. Snap to the grid. There we go. And now I'm going to set this back to like ten and press apply. Okay. Oops Let's go over here. So we got that one, and one last thing that I almost forgot to do is let's add a quick bevel here. And you can even place extra segments if you want, if you want to make this like Wi Smooth bevel, which, yeah, I'm going to actually place double segments like this. There we go. Okay, so that one is now done. So next chapter, what we will do is we will work on bolts, turning everything to a hypol. And once that is done, we can move on to next chapters, which are going to be UV unwrapping and preparing everything for baking. But for now, we have this stuff, and you can see that now we can, nicely repeat this stuff. And then if we turn on our wireframe and maybe turn on our over here, our occlusion and all that stuff, yeah, you can see that that works quite nicely, although we do need to fix, some small problems, but that's no problem. Okay. Awesome. So let's go ahead and continue with this stuff in our next few chapters. 31. 16 Blender High Poly To Low Poly Modeling Part2: Okay, so now let's go ahead and turn our meshes into high polis. Now, this is quite easy. This is simply the art of turning our low poly mesh into one that has a lot more geometry and it has, like, smoother edges and stuff like that to give the bits of, like, that higher fidelity look. Now, the way that we do this is, first of all, we need to prepare our layers again. So we want to go ahead and contraz contra V our pipe straight low poly, move to collection, new collection. Pipe underscore straight underscore HP. So here we have our hypoleversion, and we can just go ahead and also do this with the band. So here we have our bend. We can copy it, right click, move to collection. Pipe underscore. Bend underscore, HP. Second, let me just adjust my mic a little bit so that hopefully it sounds a bit better. And then we also have our T pose. So let's duplicate that. Move to collection. Pipe underscore, T, underscore, H P over here. Okay, cool. So those are now ready to go. So let's get started with our pipe straight. Now the way that we would do this is there is a oh, delete this phase because else it will cause problems. So the way that we would do this is that there is a modifier. This modifier is called the Multi resolution modifier, and what it does is it increases the amount of resolution or the amount of geometry on your model, and on top of that, it will also smooth everything as much as it can. So right now, what happens if we press subdivide, it adds resolution to our model. It nicely smooths it. Here I turn off my Wi Rim toggle. A right click and maybe press Shade Smooth, but it loses a lot of details. So what we need to do is we need to tell it inside of our added mode where the smoothing needs to stop. So right now over here, you can see that the smoothing it just keeps smoothing it as much possible. If I go to my wife rentagra you can see that this one edge over here is all the way over here, and we don't want that. So we are going to implant something called supporting loops. Supporting loops are super easy. You simply press contre R, and then you basically place like a loop, and you want to place it quite close to the edge. The closer it is to the edge, the sharper your edge will be. However, and this might make not a lot of sense. You want to keep your edges slightly smoother than they would be in real life. The reason for this is because you lose some of that smooth look when you start texturing, so you want to kind of, like, increase it to compensate with it. So what you can see me doing here is I simply add some edges, and I mostly only need to add them over here because we already have a lot of maybe like a single one on the sides here. And what will happen now is that now if I go to Added mode, turn off my Reno, you can see that now this bevel is a lot more defined and everything in general is a lot more defined. If we would have a look at the other side, you can see that here, that's the difference between this one and this one over here. So that is spot loop. So it's mostly just like practice. Wait, let me just zoom in here. It's mostly just like practice how far they need to be from the edges, so you kind of want to play around with it. But just in general, it's not rocket science. It doesn't need to be super precise or anything like that. Sometimes I can even just use my scroll wheel to place double edges over here. And there we go. Now this one has been turned into a hypol. That's all we need. And then, of course, just with your subdivision levels. So now let's go ahead and have a look at something a little bit more complicated, which is a bolt over here. Let's go ahead and do a bolt. No, sorry, shift H over here. Now, what we want to do is, first of all, we want to place a loop here and a loop here to kind of, like, keep these etges sharp. Now what I'm going to do is I'm just going to go ahead and I'm going to basically select all these pass because my loop is too far away from my edge. So this is one of those moments where I want to basically scale it so that it's a little bit closer to my edge. Next, I need to also have a loop over here to basically keep everything contained and also a loop over here. So what you can see over here is now what I'm doing is I'm just making sure that we can keep some of this shape. I can already go ahead and add my modifier to start seeing one, two, three, four, right click and Shade Smooth to make it look extra nice. Turn off five and t. So you can see that now we start to keep already this shape over here. However, we are completely losing our nice corner that we have over here. Which not very well nice. So what you can do is you can go ahead and place a loop. However, because this is a triangle, it gets a little bit confused. The first loop works, and you can see that it kind of starts to hold up. But then the second loop, it's not able to place this because we turned this from a triangle into a quad, although it doesn't look like quad because we are at an extra vertice here. It technically has four vertices, which means that we get this issue over here. Now, there's a few things you can do what you can do is you can place this loop and then select the original one and delete it. Over here. Or what you can do is you can simply place a single loop and then press your K to go to your cut and then cut around it. So it's up to you what you want to do. So what I will do is I will go ahead and I feel like using this technique where I just basically dissolve that. But what I then would do is I would probably like, first of all, do all of them. Like this, and then I would go in and select them. So we got this one done. So I can go in here, quickly select these etches, Okay, I guess that's already it. There we go. Okay, see. So now we are keeping the shape of our bolt quite a bit better. So that's already looking a lot better. Now, another one is that we need to add an edge over here. However, we cannot art and contre R in this type of edge. And the reason for that is simply because these are triangles, and it does not like to add edges to triangles. So instead, we can just click and drag and press I to inset, click and drag here, and plus I to inset again. There we go. That's it. So it's not too difficult. You can now go ahead. You can just press Aldag, and that is now our bolt ready to go. So over here, this one is quite easy. We will just go ahead and place one loop here. Whenever you don't have an edge, you don't have to place a loop because there's nothing here anyway to needing it to go around. So we can do that. We can go here. Multi resolution, subdivide it four times right, click, Shade Smooth. Perfect. Now, with this one, you can choose. That's so annoying is that you cannot just copy Well, you can copy paste these details, but it's a pain to do inside a blender. So it's often easier for me to just redo it like this. And a multi resolution subdivide. Like that. Right click, shag mood. And then for this one, of course, this one is slightly different. So it's up to you to choose if you want to redo all of this work, or if you just want to go ahead and duplicate this one. Of course, when you duplicate this one, and let's turn off our multi resolution for now. What you do need to do is you need to inset. So if we are duplicating this one, we would need to inset them exactly the same based upon this version over here. And then it's often easier to just move this version a bit closer. And, let me just hide this stuff over here. And let's go ahead and see if we can do this. Let's insert this. But to be honest, I'm not too comfortable with this because the bevel, I did not use a really precise bevel. It does need to match 100% with our mesh, but it does need to, like, match a bit closely, quite a bit closer. So here we can see the bevel. You know what? I'm just going to because I want to show you, but honestly, it's just easier for me to simply redo this one. There are many ways I can also just select parts of it if I really wanted to and all that scan stuff. But honestly, in my case, it takes so little time, so I should not try to go, the way which can cause the most problems in the future, especially not in the titoil. So I can just do this. I can simply select these phases. Scale them out. Nto And just place these extra loops out here. And then it's just a matter of selecting these loops. So this is about as fast as the other ways of doing it, but in this case, it's a bit safer. So we got this one, multi resolution it four times shade smooth, and just double check your work. But that is looking totally fine. So we can now go ahead and just move on to the next one. Okay, so the last one is going to be this one. Now, this one actually has some special details because as you can see, we have these ridges over here in our screw that we want. Now, of course, a screw. Technically speaking, because it's a screw, all those lines over here, they are all perfectly connected in, like, a ringing motion which allows us to screw something in. However, for us, that detail is so small that we can just, like, create a bunch of lines, and it will basically do the same. So what I will do is I will start by creating some supporting loops. Like this. And then I will just go ahead and do Shift H. The reason I place this sporting up is that I know how far I need to keep my details going. I then simply add a bunch of segments, but these segments need to bevel. Oh well, they don't need to bevel. We can also just add, like, a lot of them. So let's do this. And then we need to select them. You want to select them quite close to the edge because that makes it easier. See? If I select it in center, it does this, but if you select it quite close to the edge, I tend to forget about that. Like this, it will select a bit easier. Next, what you want to do is we want to go Q, extrude faces along normals. And we want to simply extrude this down. Now, this will not work very well yet. And the reason for that is because if we go at the top view, you can see that because they are exactly down, whenever we would actually bake our normal maps, which is something that we will do later on, it will not be able to properly read this. However, if you set your view, I hope that local should be fine. No, not local normal. If you let me just go to my forgot which one. No, it should be. It's to individual origins over here. No, that's a Watson I just need to, like, try to find the right setting. There we go. Okay, so global individual origins, and that allows us to basically scale our planes or our faces as if they are individual. And when we do that, if we go to our top now, you can see that now the top is a lot more readable. So that's basically why we would do something like that. I will move this one a bit closer. I will delete this backface because it's useless. And now if I would add a multi resolution, subdivide this four times, this is what we have. Now, it looks a little bit too Soft. So what I'm going to do is I'm just going to very quickly. Oh, and also over here, I need to place some segments. Now you can see that it looks already like a little bit harsher. You can also place one in the center, if you want. And it's up to you, how harsh you want this detail to look. And keep in mind that this is a really small asset. Right now, we look at it really, will up close. However, it will literally be like from this distance so it needs to stay a little bit readable. So, honestly, I'm quite happy with this. So yeah, I can just save my scene, and I would consider my hipoli of my straight pipe to be final right now. The other ones are super easy because all we need to do is add some of those same segments. So we literally just need to add one here. One here, one here, two here, and two here, and do the same on the other side, and that's it. That's all we will need to finish the hypol for this one. There we go. Multi resolution, four times shade smooth. And now the last one, which is our T over here, same details, but this time, we need to do it three times. Sometimes if you have this problem where because of a angled shape, what will happen is that sorry, brain freeze, brain freeze, is that it will try to follow that angle, even if you go closer. But what you can do is you can scale it flat, and then down here in your resize, set this to zero, and now you have an exactly perfectly straight edge over here. So what I tend to do is I tend to, like, just wiggle the scale, send it to zero, and then move it just like that. But of course, you only need to do that with these. Never place an edge like this because then you break the flow of geometry of your cylinder. And when you do that, I'll show you what will happen. You'll see, you can see that there's like a little nick. It might be hard to see, but it just breaks the flow of your geometry. So whenever you have cylinders, always go with the flow. And if you have to go against the flow, which we might. No, we don't need to do in this case. If you have to go against the flow, then try to minimize the amount as much as possible. So over here, I'm just placing another one here. And with this one, I'm just going to skate it. Zero. There we go. That should do the trick. Okay. Awesome. So all of our pieces are now completely UV unwrapped, so that's great. Sorry, all of our pieces are now completely turned into hi poles, which is great. And the next chapter, what we will do is we will go ahead and we will UV unwrap all of our pipes. So let's go ahead and continue with this in our next chapter. 32. 16 Max High Poly To Low Poly Modeling Part2: Okay, so what we're going to do in this chapter is we are going to get started by creating a bend version and also a intersect version over here or a T T version of our pipes. And this should be quite quick because, of course, we already have our main models, which would have taken most of the time. So let's go ahead and use our lowly for this, this, sorry. So we have this version over here. And yes, we have the bolts and stuff like that. If you want, you can even go ahead and that we already have a mental note of it. Duplicate the bolts like this because I want to have two different variations of bolts. The reason I want to have two is super easy, it's just that the texture is not exactly the same on every single bolt, but we can just alternate between the different bolts to make the text feel more unique. So let's go ahead and go in our pipe straight low ply. Now, for the bend version and for the intersect version, we only need the actual pipe. We don't actually need the bolts because we will use those later on and just place them. So we can grab a pipe, Contrave to copy it. And next, I'm going to go ahead and create a new layer, and I'm going to call this pipe, underscore bend, underscore LP. Here we go. And let's just go ahead and start with this one. Now, for these pipes, doing the bends is actually quite easy. So I'm going to get started by first of all, getting rid of these supporting loops here. And now for the bends, if we would bend this pipe, what will happen is that this section over here has too much detail, so it will warp. So instead, what I want to do is I want to select only this section simply by using holding Alt to deselect, and I want to press detach. So for now, we're just going to simply detach this version over here. Next what I'm going to do is I'm going to grab this version, and let's just go ahead and center the pivot. And the only thing that's a bit tricky is, of course, with these pipes, I need to figure out the absolute best location to give this a proper 90 degree turn. We want to make sure that it has a proper 90 degree turn because then we can sort of use snapping with it. Snapping will not always be perfect when we work with the band model, but we can get it pretty close. So I'm just checking, and my PIV point is still in the right location. So what I can do is I can go, for example, to my top view. Snap rotate is 90 degrees. And I believe that this one, yeah, this one is snapped to the grid, so I can grab this version, and I can start doing some grid snapping. So we can turn on snapping and snapping to grid only. And now let's have a look. So if we want to make this in, like, a square cause I want to make this in quite a strong version. Let's get started with something like this. In this case, it's more just important to be on the grid points. So, one, two, three, four, five, six, one, two, three, four, five, six. Now, wait. I'm doing this won. Sorry. One, two, three, four, five, one, two, three, four, five, that is six. So if I would go here, this way, it would be a band. We can, of course, make it a bigger band, but right now it would be pretty much a square, one, two, three, four, five, one, two, three, four, five, yeah. So now, it would roughly be in a square. It's not rocket science, but this is probably the band angle that I want to go for. This band angle over here, it is a little bit longer. So if you want to do that, you probably want to, like, diagonal you probably want to end up somewhere over here, but then it will not be a proper corner. So having this piece, so if that's confusing, play around with it. That's what I would say. It all depends on how white you want the bend to be. So if you go for a really short bend like I'm doing over here, then we want to twin and keep this like a square. If you have a lot of trouble with it, let me just first detach this one. If you have a lot of trouble with it, what you can do is you can always just create a box, turn off out a grid. And make this box into, like, a square over here. And let's see, so we are going to go for 50 by 50. So now we know like, Okay, so we are roughly into this square. And then one thing that will happen that I notice over here is that I most likely need to, like, push this one You can press P to go into perspective mode. I would need to push this one in the right location. The thing is my pivot point right now, it's in, like, a messy location. So let me just hold shift to extrude this and quickly collapse it for now. And the only reason I'm doing that is so that I can affect my pivot, turn on snapping and just snap my pivot to this vertex over here. See? I'm turning on vertex snapping. I might seem like, Oh, this is a really difficult way of doing things, but once you get used to it, it is actually quite quick and simple way because see, now we know that this is exactly a square, and we should pretty much be golden. Yeah, that should pretty much be correct. And else we can always change it later on. Okay, cool. So we have over here our mesh. Now, what I'm going to do is I'm going to go ahead and I'm going to, first of all, probably make it a little bit smaller like this. But this bend, it does not exactly work the way that you would think we won't have a set size. Instead, what we are going to do is we are going to give it roughly like a slightly longer size to give it some more space. Then we're going to select these edges, and we need to add a bunch of connecting loops. Right click here to reset that to zero, and let's say that we will add 22 connecting loops. Okay, so that is done. Now, in order to bend this, one thing I'm a little bit worried about is that, of course, the diameter also adds to our squareness of this. So this one we can kind of, like, move around a little bit, but we just need to, like, play around with it. So for now, what I will do is I will go ahead and I will probably want to, like, scale this in a little bit more like this until it hits the same level over here. And Oh, sorry. Of course, I'm scaling, but I'm scaling with my pivot point being too far away from my mesh, as you can see over here. So what I can do is I can turn on snapping. And for this one, you really need to have enable access constraint turn on. And I'm just going to go ahead and I'm just going to snap. Oh. Make sure to turn on affect Pivot only. Snap. Or pivot to one of the vertices and then it will automatically stay on this position. Because now if I scale, it will literally just scale from the pivot point because it always scales from the pivotoint like this. So anyway, this one that always takes a bit of playing around with, creating a bend is actually more difficult than you would think for something like this. So let's go ahead and set this to 90 in our angle, and then you can see that it starts to bend right away. I can see over here that the bend already is not correct. So let's delete our bend, go to utilities and reset our transforms. And now let's try this again. So this one, let's go ahead and angle 90 here, C, and now you can see that also something changes. So we need to set our axis to the X axis over here. Yeah, there we go. See now that looks more like a correct bend. In our direction probably also to 90? Yeah, also to 90. Okay, so this is what we have right now. Now, you can make some small adjustments to this. And the way that you would want to do this is if you go ahead and go over here to your gizmo, your gizmo is basically the box for your bend. You can move this up and down over here to basically increase the bend size. This one is a bit tricky because this one, it of course, moves away our band, so we probably don't want to change that one. The only thing that I'm a bit worried about is like I want to push this band in like this, but I'm worried that if I do that, it will, of course, no longer be propar modular. Now, what we can do is we can just extrude this out, and then it would be modular. But let's have a look at this right now. So right now, I just want to double check that my Pivot point, so my pivot point is exactly on one of the edges. But I think I want my pivot point to be on the outside because else the snapping will not work. So let's effect pivot only and set my pivot point. Oh. Oh, te Oh, wait, yeah, turn on snapping. Set my pivot point over here. Turn off effect pivot only. And now snap this. There we go. That is correct. Because else, what will happen is that, of course, this thickness counts towards the snapping, and then it's no longer on the grid because you always want to stay on the grid whenever you are snapping, which we discussed before. Snapping is something that you need practice. You will get used to it with a bit more practice. And now what I can do is I can go to my gizmo and I can push this. There we go, see. And now we can see that magically, it all seems to line up correctly because we kept all of our settings consistent. So we got this one over here right now, and I'm quite happy about that. I'm now going to go ahead and select this version, and I'm just going to go ahead and press Control I because luckily my selection was still saved. I'm going to delete this. I double check that over here. You want to make these faces empty because we are going to re merge this now altogether. So I can now go ahead and select this one, press attach, and select the other three pieces. And our cool thing is that as long as your vertices are really close together, you can see that they're not on top of each other, but they're really close together. You can press Control A, go to weld and weld settings, and then you can weld based upon the specific distance. So I can move this up and you can see that now I'm welding this way too strong. And I want to make sure that I'm setting the distance exactly to a point that I'm only welding these vertices over here. So make sure that you don't weld any of these things. What you can also do is you can also press seven to show your polygon count. And then if you go, Oh, I have the buck again with the settings. If you basically go to the plus and go to viewport configuration, statistics, Turn on total plus selection and press Okay. And the reason we want to do that is because now we can have a better track of our polygon count. So over here, we are welding and we can see that it used to be 970 vertices, and now after the welding, it's 926. This means that I'm most likely that we have welded everything correctly, so I can press Okay and to double check that we did it, double click. If you are able to double click, it means that it's welded correctly. You can even move it around to make extra sure. So this is now all looking good. So we got our pipe bend low poly. We can go ahead and just copy this. Artists do a new layer. Pipe bend underscore HP for high pool. Turn over a low poly version, and you guessed it, and I will this time do this really quickly. Since we already did this, I'm just going to go ahead and I'm going to Add my supporting loops over here. And the bend because it is a bend, it can just like nicely smooth, since it is already smooth, basically. So I don't need to add any supporting loops in there, and I can just go ahead and I can Oops. Move this here. And then for this one, I'm just going to select my angle. I'm going to set my angle a bit lower because then it is more accurate with selecting. Because I have two phases at the same time, this time doing an insert and inset settings is better because extruding two phase at the same time is more annoying. So I could just do an inset. Turbo smooth. Isolate display, set it to three, which is my favorite number. And now we can go ahead and there we go. We now have a nicely bent pipe ready to go. Okay, so that is those two versions. Now the next version that we are going to do is going to be like one of these joints. These are actually super easy. So the way that we're going to do it, they're super easy where you know how to do them. Let's grab a lowoli again over here. Let's done on edge and faces. So we can go ahead and copy this. And let's go ahead and artist do a new layer pipe underscore T. And the T just already shows even the shape of the pipe. Turn off the lowly version. And now for this version, we first of all, need to decide how long we are going to make it. Once again, this has to do with snapping. So we want to go for even snapping. So what I will do is I will delete the centerpieces, and I will just want to make this on an even spacing on the grid. But I need to, of course, give it enough space for the second pipe. So it depends how much space you also want in between. These pipes. The diameter of the pipe over here is the exact same diameter as what we have here. So let's see. Every box right now is 10 centimeters, so one, two, three, four, five, six, seven, eight, nine, ten. So this is 1 meter. That's a little bit too much. One, two, three, four, five. It's a bit too little. See, this is a bit of annoying shape or annoying one for snapping. So we need to snap this quite down, but as long as you go for increments of ten, it should be fine. I think I want to go for this. I think I want to go for something like quite close. By the way, if you hold Alt while you are in top mode and move you are going accidentally in orthographic mode, press T to go back into top mode and then press Al W or you can press P to go into perspective mode. So we have this one over here. So what I'm going to do is I'm going to go ahead and turn on my snapping, and I want to snap this to grid points. But of course, our PivoPoint that's the annoying thing like our PivoPoint over here. It is using my Pivot points like a general point. What I tend to do personally, and there are many ways to, of course, once you can do this. There are often many ways to do many things. I like to just basically go over here and just set this really close to the grid. And then I basically select the last verticee last phase that needs to snap. And for this phase, I just turn on snapping and I just snap it to the grid point. See? And then you know it is precise, but you don't really notice any difference. Okay, so we have this version over here. I'm going to center the pivot and I just realized that my layer, right click and rename, underscore LP. There we go. So I'm just going to go ahead and turn off snapping. We have center to pivot and I'm going to go ahead and I'm going to press Contra V and I'm going to copy this. You can also try to use a blend of symmetry for this. So symmetry, you can try. I never really do it this way, but I just remembered. You can where are you? Try to add a symmetry. Click on the symmetry once to go into settings, and then using rotation, try to maybe flip it, try to do some snap rotation over here. And then what you can do is you can try to add another symmetry in the center, flip that. Oh, yeah, here that's actually a way better way to do of doing it. Okay, fair enough. Let's use this way. So this is a good way to do the snapping. The original way, the old school way was to basically hold shift and rotate this 90 degrees over here. And then what I would do is in this version, I would basically add a swift loop over here where it ends. Delete this end over here. And then it would just be a matter of placing a cut along this line and then merging it together. But that actually will take way longer. So I would place this cut. I would like, delete the pass in between, and then I would basically grab this model, and I would merge it together with this one. So I just happen to remember the symmetry reason I forget this sometimes is because Tris Max is amazing with symmetry, but because other softwares are not as amazing, some of the stuff that we do specifically in Tres Max, we cannot always do inside of Maya or blender. And that kind of forces me as a tutor to basically swap things around and just in general, use more generic techniques. So basically, we have this one. I'm quite happy about that. The only thing I'm not happy about is and I believe it's even on the grid. Yeah, see, here, it's almost. No, no, yes, it's perfectly on the grid. Amazing. I did not expect it to go that easy. I'm not happy about this segment over here because it breaks up the evenness of our cylinder. So we can add added poly, double click on this entire segment over here, and Press, let's just press Control Backspace. However, over here, we do need to connect this. You can try a distance connect, selecting these two pieces and press distance connect, but it looks like it's not able to properly connect it. Another thing is just simply use a catol And of course, the cut tool, it can slice across multiple edges. So you can simply do this, and there we go. Want to optimize it even more, you can even go ahead and you can collapse this sit like this, although it does create a triangle which I don't really like that might cause problems in the hipol and over here. And then you can simply control backspace on one edge and select the other edge and like nicely place it in the center. I'm not going to do this because you run a big risk that you see some messiness in the hypole. So I'm just going to opt for a little bit more jump try. Now what I'm going to do is I'm going to select these sites over here, and I want to bevel them just like we bevel the other sites. And it's up to you if you want to make the bevel bigger because it is like a joint, or if you want to keep it quite modest. So we can make this like a really nice big bevel and even have an extra segment in between, or we can make it quite low poly. I quite like having an extra segment And making it a little bit bigger over here. And yeah, over here, you just need to make sure that the shape does roughly stay the same. I'm going to keep it like this. I think the shape is totally fine right now. Awesome. So we can just press Contra V on this one. Add a new layer pipe T, underscore HB. Turn off the low poly version. And in this version, I'm just going to add an extra added poly and I'm just going to once again, very quickly and I will just do this in real time again so that in case you want to take in once again, it's not that special where I place the edges. It's more from experience. Now, this one, you want to just go ahead and place one or two edges or sorry, I mean, one edge around each side, and that's it. That showed nicely smooth together like that because it is quite well welded and with bevels and stuff like that. And that's one I will leave until the end. And now, what I'm going to do is I'm just going to select by angle. The reason I press Ignore back facing is so that I do not accidentally select something behind it. It's once again just habit. Often, you won't even select something behind it, but just in case, inset these three faces. And you can see here that we now have this really nondestructive workflow where we can turn off our addi poli. We can turn off the beveling. We can turn off symmetry one, symmetry two. So it's really nice and non destructive. And then finally, we can add our turbomoot on top. Turn off edges and faces to double check and look at that. Really nicely merged together. And that's why like this kind of quick stuff is why Max is my preferred modeling tool, compared to Mayo blender, even though I can, of course, use the other ones. So that is it. All of our pipes are now ready to go. So we have our pipes done, we have our bolts done, and here we go. Yeah, our pipes are done, our bolts are done. So I would consider the models to be done right now. So what we will do in our next chapter is we will go ahead and we will go over UV unwrapping our models. We need to UV unwrap before we can start duplicating all of these models and create our final versions. Now, in the UV unwrap chapter, or maybe actually, I will do a separate chapter that I will call preparing our models where we will also create the final version where we will copy paste these bolts over here. So let's go ahead and continue with this in our next chapter. 33. 16 Maya High Poly To Low Poly Modeling Part2: Okay, so what we're going to do now is we are first going to get started by creating our bolts, which we can mostly check out over here. And our base going to create like a font of the bolt and also like a back of the bolt, like you can see here. Yeah, here you can see it a little bit better. So it's not going to be too difficult, but it is quite an interesting asset to create. Now, what we're going to do is we only will need to create one of them, and then we can basically just copy paste them because as a tree artist, sometimes it's good to be lazy and just, like, quickly try to reuse as much as you can. So let's yeah pipe straight, shift right click and start with a cylinder over here. And I'm going to go ahead and we're going to make the cylinder quite small, hold J. And this is going to be the little ring that we have before our bolt, and then we can just basically use it for something else. Oh, I have snapping turn on. That's why it was behaving a little bit strange. Sorry, snapping messed up my positions a little bit. Okay, so let's have a look. As you can see, I keep scaling the entire model. The reason I do this is because I want to change my segments. But if I start scaling like this, sometimes my segments over here get a little bit confused. So what I want to do is I want to go down here and let's say that this is going to be the size of our ring. Yeah, that should work. Let's go for something a little bit lower poly because we still want to use traditional techniques and not just rely on, for example, Nant. So let's go. And the reason I do this is because I want to teach you a broad range of techniques. Uh, 16. Yes, 16. I don't know, maybe 12. Now, let's go a little bit higher. Let's go for 16 over here. Now we can just go ahead and we can move this in. I want to just set my center segment to align with this center so that I'm sure that this is in the center. Then I'm going to duplicate this now grab my original over here. Select the vertices and push this back. So we have this version over here. And with this version, if we just press isolate, we can go to face select, turn on angle in selection constraints and delete over here the back because you cannot see the back, so it's wasted. Now the reason I duplicate this one is because I want to will annoying duplications, get rid of your history. I totally forgot about that. So 1 second, let me just go ahead and maybe this one still works if I set this now to Yeah, no, see, it doesn't work. I need to quickly undo this. Does it still work now? Eight. Okay, so now it does work. And instead, let's move this one. So we want to keep the original, and let's only move the duplicate over here. And now what I can do is, well, sorry if I sometimes do this, it's because I'm confused with trees MX right now. So let's remove it back. And in trees Max, you hold Alt to deselect, while in Maya, you hold control to deselect. So that's the confusion. So basically, we got this one and now for this one, I want to set this one to it was six or eight, one, two, three, four, five, six, six sides. So we can set this one to six. So that just becomes like a bolt. I have a look at my reference to kind of, like, guess how large the bolt would be, and I think this one looks quite good. So let's move this back over here. And push this roughly around this size over here. Yeah, that should work. Now, we are actually going to keep the bolt both sides, so we don't want to remove the back. And the reason we don't want to do it is because it's hard to see with this resolution. But these bolts, you can see that they actually warm up a little bit on the corners, and we are going to create a similar effect. So we want to go to tool settings and just reset our pivot so that we can easily have both sides. And then I'm going to quickly, I'm going to make it a little bit thicker over here. Yes, I think that will work. So that's a good thickness. Once again, reset up if it. And let's isolate this. We are going to use a mirror on this. I only will need to focus on this side. What we're going to do is we are going to basically use a technique that I rarely use, which is champing or beveling the vertices. If we go ahead and press Control B on this one, what you can see happen is that it will try and champ for our vertices over here. Now, when I see this, there's one thing I most likely, there's one thing I want to do before we do this, and that is that I want to just quickly duplicate or select these as over here. Hold shift and extrude this in roughly at this point over here. And let's see if I do I want to chant for it now or after? I'm just having a Yeah, okay, so I'm basically on the fence about when I should chant for this. The reason I probably want to chant for it now is because if I don't do that, what will happen is that we don't have enough space because we want to also play segments over here. So instead, let's just go ahead and try and chat for this. And it does require a bit more cleanup than most other software. So let's do this one over here. And now what I want to do is I want to go to my multi cut. Let's see. Let's multi cut here, here. I'm just now needing to do a little bit of cleanup. Like this. And then what we need to do is we need to add some segments because these bolts, if you have a look over here, are always round in the center. See? Yeah, they are always round in the center, and that's quite standard with bolts. That's something I do want to work on. Now, having this version over here, I'm probably going to go ahead and place another segment probably like this. Because we do need to connect these pieces. However, this is probably not round enough. So you probably want to create one last segment, and you can just leave it at the end over here. You probably want to create one last segment left. It doesn't need to be super straight or something like that, that is no problem because we are going to manipulate this later on. Let's see. So we do this. But I'm just having a quick thing in the background because I do want to make this straight. Yeah, this bolt is this is the time where working in meters might sometimes get a little bit annoying because this bolt is, of course, so small that our camera has a bit of trouble with the movements Now, there are ways to fix this, but to be honest, I kind of forgot how to do it because I normally just tough it out and just continue. So we have our last one over here. Yeah, a bolt is such a specific shape. You rarely have to model like this. It's just, it's a weird one. So we got this. So we have over here our corners. We just go ahead and select them, I might want to, like, scale them in a little bit more. And then the thing is that we also want to, like, make this stuff over here, go around. So first of all, what we can do is we have over here segments, and we can use a sperify which is the one over here. Sperify think over here, you call it, what do you call it? Circularized components. That's what you call it in here. And that will basically instantly just turn this into, like, cylinder. That's why we needed a bit more segments and why we evenly want to divide the segments. Now, the only thing with this is that I want to capture that roundness that we have over here too, but without changing the shape. And I just want to see if I do this. Now, that would change the shape. So this is probably already correct. Or maybe you want to go no, I think this should be fine. So we have segments there. I'm just having to think about when we start beveling this. Yeah, but maybe if we go ahead and actually, let's go to face mode, turn on angle select. And what you can do is you can hold Control and then the minus button on your oh, I forgot. Select Oh, no, this one, sorry, shrink your selection on and move this out a little bit. I know the shape looks really strange right now, but once we turn this into hypol it will make more sense. So we got this one ready to go. Yeah, I still feel like I'm missing something, but I feel like maybe, I still feel like we are missing this. I feel like we are missing the roundness of it. So I might want to after all, select these end segments and give them like the tiniest bit of like a roundness because else we don't have the curvature from the side because from the side, it will just look straight. But we want to have this curvature to be round on our face like this because that's how it usually looks like. And then our hypol will basically take care of the rest. So let's say that we have something like this. We can go ahead and we can reset our pivot, and let's throw on a quick mirror. Let's set the axis position to object or sorry, bounding box. There we go. And now we can go ahead and we can sort of isolate display. You see, this is what I meant why we did not want to move our bolt, remove one of our bolts sides. Now, this will look quite strange right now. But when we turn this into hypol which we will do in just a second, then it will look more logical. So we got these pieces over here. Now the next thing is that we also need to create an end over here. And right now, it's probably easier if I just very quickly temporarily. Uh, extrude these faces and collapse them at the center so that we have something to have as a back. And then to simply use these pieces. And if we just reset our pivot, we are resetting our pivot to the center. Hold Shift J to actually, let's do this first. Oh, come on. Where's my pivot. Clone, hold, J. And now you can see that over here are objects, they are not properly moving. So what we can do with that is I completely forgot where to do this. Oh, yeah, here. Rotate center, set it to minip in our tool settings. And MNIP basically means that it will just treat it as one object over here, and now we can properly move that back. And because we reset up PVA point to the center, it should be exactly as you can see on our center. So we got that one done, and now over here, what I want to do is for this one, I'm going to go ahead and I'm going to just click and drag to select both centers. And I want to basically create a hole in this. But the thing is that often with bolts in three D, whenever you do this, the hole feels like two small. So we often want like, let's see. Let's do this. And let's hold Shift and then push our hole down a bit. So we are manipulating it a little bit more just because it will visually look a little bit better. So once we've done that, we can delete it. We can go ahead and go to Edge Mode and select the front and the back, shift right click and okay, that looks like a bullet or like a gun barrel. Whenever that happens, here, I will isolate it so that you can see it better. Whenever that happens, just bridge, like one at the bottom and one at the top, and then double click and deselect the sites and then you can bridge it because sometimes the bridge gets a little bit confused where it needs to well. It is a bit strange because in t is max it doesn't do that. So it's like this weird thing where the makers they both made Maya next, but here, that stuff kind of breaks. And then we want to give it like a little bevel over here, and there we go. So now we have a bolt with a hole in it, and then the last thing that we would need to do is we would need to create the actual screw which we have over here and push it in here. And for our loplyi the screws is actually going to be quite easy because it will just stay as a cylinder. We went for 16 segments, I believe. I do want to try and keep it the same. Now if we just go ahead and hold, rotate, scale out and we don't want to have this one sticking out too far. We want to, bit like this over here. So just have it sticking out. A subtle way. So let me just go ahead and move this in position. And this is why it is important to try and keep the segments same because now you can see that it doesn't feel right. But if I now change this, okay, so we did not scale our cylinder enough to cause confusion. We cannot get a perfect 24, but we can get it quite close. Let me say it like that. And sometimes it's better to just pay for a little bit extra polygons to make sure that our segments are at the same amount because it will read a bit better. Because else you can very clearly see that one clder has lower resolution than the other whenever they are connected. So what I can do now is I can go ahead and delete that side, push this in here, grab the end and give it roughly like how far we want to stick it out. And then what we can do is we can decide if this turn off action phases. If this is too thick, and it does feel a little bit too thick to be very honest, so let's reset a pivot and make it a bit thinner. Yes, that feels a little bit more correct. So I'm just going to push this in. But of course, you might have guessed it. That means that over here. If we just quickly select the center and the outsides, let me just quickly go to There we go, and then turn off isolate selection. Here, we want to kind of push this in. Doesn't have to hit the cylinder. It just has to be like really close, and there we go. So now we have that one also ready to go. And if you want, you can do, like, a shade hard temporarily to kind of, like, get a better sense of things. Okay, awesome. So our bolts are now ready to go. So now what we're going to do is we are going to start turning everything into hypol and then the bolts will also make a lot more sense. So first of all, select your meshes, right click and art select the objects. So as you can see, I am first going to turn everything into hypol and at the very, very end, I will actually start placing my cylinders all the way around to create that variation. So let's get started with, like, our basics over here. First of all, what we want to do is we want to go ahead and remove once again our back because, remember, we didn't do it and it would just be extra work. So turning this from high to low poly, it's basically a very simple way in which we apply extra geometry to this to make this model look really nice and smooth and stuff like that. The same basic concept happens later on also with our modular assets, but there we are actually adding millions of polis which ends up with some sculpting to make it look more intense. So this is like a tone down version of that. So the way that this works is we are basically smoothening our mesh using extra geometry. Inside of Maya, you can do this by pressing three, and then you can see that your mesh right away smooths. However, we have a problem. It smooths, but it doesn't too much. See, I loses a lot of the shape. The way that we can fix this is quite simple. We just need to add a bit of extra geometry by adding some super loops. And the way that this works is right now it smooths and you can see that this segment. If you look at this line, it moves all the way over here. We are adding something called Super loops, and we are adding it quite close to the edge but not too close. And what will happen is that our smoothing will stop at this edge, see? So now, if I go ahead and go to object mode, see, now you can see that the bevel stays more defined because it stops the smoothing at this edge. And that is the general concept of it. Now, the closer you place your edge to the corner, the sharper it will be. However, because we are baking this down into a texture, we always want to make it a little bit smoother. Then it would be in real life, just because it will look better in our bake. So this is something you just need to, like, practice and experiment with, and then you will get used to it. You can see over here that I actually skip the bevels because I want to make the bevels nice and smooth. So you can see over here that I place two segments around these lines and here. And this is already it. Whenever we have no faces, there is nothing to smooth, so it will just stop there. But you can see that now over here, this already looks a lot better compared to this one over here, see? And that is basically how we are turning this into into a hypol just by doing this. These segments over here, we can keep the same. So what we can do is we can go ahead and go over here and place one here, here, here. Here, here, here, here. Basically do the exact same thing that we've done before. Like that. And I have to go into object mode. Oh, let's save Macin because I have a bug. Oh, there we go. That's a close one. Now you can see that now this model looks quite nice and hipoly. And we basically need to do that for all of our meshes. Of course, when we have these meshes, so let's move on to these ones, this might become a little bit more complicated. So let's save cin So for this one, what we can do is we can actually turn this one into hypol and then quickly, then we can basically have this one already as a hypole. So let's start with this one over here. Now, these segments right now if I would smooth this, you can see that it no longer looks like a bolt because this one is a little bit more specific. We want to go ahead and we want to place a segment here and here to basically handle these etches. And now we kind of like need to place a segment on the corners over here. But as you can see over here, this one often does break. So we might need to do some manual work. And the reason it breaks is because this is a triangle and triangles are not very good with repeating our segments. So let's go ahead and place these here, and then we basically can use the multi cut tool to finish them off. So we have this. We can go ahead and it's a bit annoying with camera, but let's go ahead and look at it from the top. And then we can have a multi cut here and here and here and here. And you can see that. Okay, that's a little bit too close to the edge. But you can see that it doesn't have to be absolutely perfect where that we place the edges. Often, those really small changes, they are not really visible, especially not on such a small asset as this. Of course, if you are making something super, super important and it absolutely needs to be perfect, then yes, of course, spend a little bit more time placing these edges correctly, but we are just placing something quite quickly, especially because this is just like forated oil. It's not exactly going to be the highest quality mesh ever and stuff like that. So when we do this, what should happen, this is one of the few times in the cylinder where you would do this, and I can already show you the problems that we get over here. Now we have this, you can see that this one wait if we just place one segment here, and we want to have this sharp, I believe. So let's place also two segments here and here. So now I can show you that now this feels a lot better like a cylinder. However, as soon as we go over to the actual round part, you can see that now we get these really ugly lines over here, and that's something we don't want. Easiest way to often fix this is by simply going to our targets weld, and as soon as we start with, like, the round areas, weld them together. So here you can see that this is where the route area starts. So I basically weld these together at like a point where you cannot really or where there is not a lot of space. Or should I do? Like, right now, I'm doing No, wait. I'm doing it wrong. Sorry. Let's undo it. I need to go one higher up here, up here here and Oh, that's all I did it. Okay, so we got those sites, and now let's not forget that over here, we need to do the same. I just need to go ahead and place a loop here, here, here and here, and then once again, target wealth, these. And normally, of course, when you do this, this goes quite quickly, like we did with the pipe, you don't have to do such specific actions. It's just that this is quite an annoying shape because it's almost square shape that goes into a cylindrical shape. So basically what we're doing now is we are double clicking these segments over here, and this is why we merge them together so that we do not accidentally loop all the way around. So we are only selecting the areas that we want to get rid of and then control back space. And now, what you can see is that because this one is around, if we now go ahead and we want to keep this yeah, oops, let's keep this one also sharp. So let's place a few more segments here like that. So now you can see that this one looks nice around, but then it transitions over and you can see how it only just holds up. I transitions over into like that bold look over here. And that's about it. I would say that although I will not do it for this one because this is a kind of bit okay of throwaway work. But if you have the time, I would say to grab these etches, and they probably look if I press three, they probably look a bit better if we move them forward like this. But then I would also need to go ahead and do this on the low poly and everything, and I already did this with our versions that we are going to bake. So for now, I'm just going to leave it like this. But I recommend maybe moving it forward and doing that kind of stuff. But then, of course, you also need to change your low ply and all that kind of stuff. Now, at this point, I have been very stupid, and that is that I forgot to do one very important thing, and that is that I forgot to actually duplicate my mesh and place it into a new layer. I'm just gonna do that right now just because we are not that far yet, so it's not that big of a deal. What you want to do is shift the, throw this into a new mesh and call this Pipe underscore straight underscore HP. Because of course, I completely forgot, and I sometimes do this. We want to keep our low poly versions over here. So with our low poly versions, just to show you if you ever want to optimize it, it is very quick. You simply double click on the supporting loops that you want to gets rid of over here. And when you do that, you can simply press Control Backspace, see? And that instantly optimizes your mesh because we are just getting rid of supporting loops who do not actually change the mesh. So you would also go ahead and do the same over here. Now, that bolt, of course, takes a bit longer to do the selecting, so I will just do that off camera. But I hope that you guys have not gotten this far yet. But, yeah, we can just basically hop, get rid of that. And there we go. So now, this one is a low poly. And then if we would go into our hypol we still have our original versions in here. S in our hypol. So let me just very quickly. Or what you can do is you can grab this one and then apply this mesh. But let me just very quickly turn this back into a low poly simply by removing the stuff that we Lily just applied. Here we go. So that's now optimized, sorry about that. Now what we can do is we can go back to our hypol versions over here, let's go ahead and isolate this. And for these ones, I think this is fine, but of course, if you want, you can also apply segments in here, but I think that this one is fine what we have right now. Okay. So what we would then do is we would, for example, duplicate this over here. And then what we can do is we can delete the old one. And the only thing that we really need to do for this one is we need to isolate this. Let's get rid of these segments. And these ones. And then we can just select these cents over here, delete them, and now we can just merge this to center over here. See, right click Merge Edge to center, and now it will still work as a normal hypol. So now we have instantly turned our low poly version, you can see into our hypole. I can, of course, double check. Yeah, that looks like we are at the same position. So we got that one also done. This one is very easy. All you will need to do is place one loop here. And because we cannot play swift loops on this type of mesh, we just want to go ahead and do an angle select. And then extrude this in, and that will automatically, as you can see over here, fix that version. And then for this version, honestly, it takes so little time to do, so I can just as well do this one. Oh, uniquely by moving an edge here and here, sorry, let's do angle select. There we go. I seem to have a selection problem. I will probably restart Maya, because right now we seem to have a problem that or C does not select unless I move my cursor, which is a little bit strange. So let me just go ahead and save my scene and restart Maya. So now we have arrived at the last one over here. So the last one, yeah, over here. Sorry, my maya crashed is our bolt. So you can see that our bolt has these ridges. I on purpose left these out in our low poly because this is a detail that we can just have in our texture so that we don't have to actually pay for all of those extra geometry pieces. Now, We all know that a screw these lines, they are not just straight lines. They are like coiled, which means that you can actually screw something in. However, this is something that is way too much overkill for such a small detail. So what we are going to do is we are just going to give it some vertical lines. Now, we are going to go ahead and isolate this, and I'm going to basically place a segment, turn off isolate, and I just want to push this in to a point where we can no longer see it so that we know that this is roughly how far we need to go. I will leave this extra extension over here on, but we don't really need to add details because we cannot see it. So the way that this works is let's place a simple segment over here, and then this will be our end. You can choose to place a bevel, but I think I will not do that. So I'm just going to play segment here. And then over here, we basically want to place a bunch of segments which we can extrude in. So we would go to connect. Let's go over here. And it's about selecting the center. So if I go ten, these are the centers that we want to select, but we also need to give them a bevel. So here I will show you eight. If I, for example, go for eight like this, what then want to do is I want to select also this end, and I want to press Control B and give this a small bevel over here. And once that is done, let me just quickly go to the top view and select these segments over here. I want to move these a little bit in to make this space even compared to the rest. And now, what I'm going to do is I'm simply going to select all of these pieces over here like this, very simple extrude them in, but it's not just going to be extruding. We are going to extrude these in. However, if we would now turn this into a high poly, it will not look very nice. And the reason for that is because in our texture baking, it's two D, meaning that it looks at it perfectly from the top. What do you notice when you look at it from the top? There's no difference between these two height differences because you cannot see the height since the edges are exactly on top of each other. So instead, you would grab your scaling over here on your X axis, you would scale this in and see. Now all of a sudden, you can perfectly see the height. That's basically what we want to do. We want to scale it in like this over here. Now at this point, what we can do is we can try to simply press tree and see how it looks, and it looks fine. If you want to, you can go, Oh, God, I lost my phase selection. There we go. If you want to, you can grab your faces, extrude, and then simply move this in. And this will automatically place these supporting loops already. And now you can see that here it looks a little bit more rigid. So yeah, you can, of course, manually place even more supporting loops if you want. But I'm going to probably stick to this. I will place a supporting loop here. And this asset over here, the reason I don't use weighted normals is because it is such a small asset that having a bevel here, you most likely will not actually be able to see the benefit of it. So the smaller your model, the less it is needed to add a bevel, because here, see, if we are looking at this model from here, even if we would add a bevel, it would be so difficult to see. It's just not really worth it, to be honest. So that is now done. We now have our hypol over here ready so we can select everything, right click and make sure that everything is in the correct layer. So hypol done. For our low poly, I'm just going to grab this center line and press control backspace, and the rest is already low poly enough. Yes, so we don't really need to do anything else because we modeled it as a low poly. So that one is also done. We have a pipe bend over here. We can press Shift D. New layer. Pipe, underscore bend, underscore HP. And let's go into our original layer and call it underscore P over here. And now what we can do is we can use these buttons over here to move our layers up and down. This might be nice for organization, here, see? So we have low poly, hi poly, low poly, hi pool. And then also we have our pipe T, which I'm going to call underscore P. Sorry, I've really been slacking away the naming in this project for some reason. And then I'm going to shift the Pipe T underscore HP. And now we also have this one ready to go. Okay, so our pipe bend hypol you already know what to do. So all we need to do is we just need to place exactly the same segments. And the thing is with a bend, you don't need to play segments on the bend because it's already bending, so you want to have it look nice and smooth. So we can place our segments here, here and here, and then we can just leave this because this will just like nicely and smoothly because we have so many segments here, bend around it. One thing that's quite important that I think I forgot to say is that you want to make sure that your hypol still looks very close and similar to your low poly. You don't want to make your hi pool vastly different from your low poly because the more different that it is here, see it's done, the harder it is for your texture to keep up with the changes. So if we are subtle changes like this where we just make it a little bit softer, these changes are quite easy for our texture to keep up with everything with all of the changes. So that's something that you just want to keep in mind. Now, over here, I seem to have a bug, and I think it's simply a matter of merging this together. And here also. So let's do target weld and merge this together, and it looks like that fixes the bug. Okay. And now with this one, once again, this stuff is quite straightforward and make sure that you are in the right layer, of course. We can just place the same segments that we have been placing. And this is what I meant with you can choose to, first of all, create your hypol and then create the other pieces or create your low ply. But I like to do low poles and then convert them to hypol even if it means needing to redo some work because it's way easier to manage low poly geometry. As soon as we have all these segments, you can imagine that it gets a little bit more annoying when we want to make really subtle changes to adjust this geometry. For example, if I want to just make these segments between here a bit shorter, that gets quite a bit more annoying whenever you do your hypol which is why I tried to wait with the hi poly before then. I'm going to place a segment here, and I'm going to place one here and one here just to constraint everything. And then let's press three. Look at that. That's looking nice. Okay, so Everything is now ready to go. Now, next thing that we would do is we would go ahead and start with our UV unwrapping. Now, for our UV unwrapping, at this point, what I want to do is I want to grab my bolts, and I need to toll on both my high ply and low poly for this. These select my pipes, and I'm going to move Oh, I'm going to move this up. Let me just remove my history and modify freeze my transforms. There we go. So now we can move it up because it was a bit confused. And this way, we are going to already prepare this for baking a little bit later on. So we move this up here so that it is not interacting with this piece. And I will explain to you in the next chapter why we do this. So in our next chapter, what we will do is we will go ahead and start working on UVs, which is the art of converting three D mesh into two D so that we can texture it. So let's go ahead and continue with this in our next chapter. 34. 17 Blender Uv Unwrapping Our Pipes: Okay. So in this chapter, what we're going to do is we are going to go ahead and do our UV unwrapping for our model. Now, I will admit that UV unwrapping inside of Blender is probably the worst UV unwrapper in all of the Tre D modeling software. So we'll try to do our best, but it's just not the best. There are many different on tools that you can use that you can download that you can even pay for. However, I will use a default of Blender because, of course, it's a begin tutorial, I want to stay with the default. So we're just going to go ahead and use a default for this because those other tools, they are quite extensive and some cost quite a bit of money. So let's go ahead and go into our UV Editing tab over here. Now, the first thing that we need to do is we need to press this little button over here, which is the UV sync selection, which allows us to automatically whenever we select a model, it allows us to see all of the selected models in our UV. So let's get started with the first one, which is just this shape over here. Now, as you can see with this shape, it is quite a long shape, so there will probably already be a problem there, but I will explain to you the problem, and then we will discover the solution for it. So if we would go ahead and do a clean UV slate, what I like to do is I like to just select everything U and unwrap. This will never work because a cylinder is an infinite loop. So with UV, it's the art of displaying our Twi D asset into two D. So we need to unfold it. We need to lay it out in two D. However, if it is infinite, it can never unfold. So we need to play something which is called a seam somewhere, and this is basically a breakpoint. Seams are visible inside of textures most of the time. You can try to hide them, but they are somewhat visible. Because of that, you want to twin and glacial seams always in a location where it is really hard for your camera to see it. Um, these can be on corners on harsh corners. It is good place seems because it's like a natural breakpoint. Or in terms of the cylinder, you just need to try and find the best location. In this case, that location would be at the top, because in our unreal scene here, our camera is often looking at it like this. It is not looking at it from over here. So that's why the top, in this case is best. What you want to do is you want to select this. Go to press U, and then you will get your unwrapping menu over here, and you want to press Mark Sim. Now, if you once again press and you unwrap, you can see that now it has unwrapped, although it is missing part of it. I think this is because we need to press Q and apply all of our transforms in object mode. Let's try it again. Unwrap. Oh, oh, that's why. Of course, this phase it cannot handle this phase so let's dissolve it or remove it. I have been talking about that before that we want to, like, remove that. So there we go. So now we have this unwrap going on over here. But we have a small problem. And that is that in this unwrap that we have right now, it is really long. And the way that it works in our UVs is that we need to fit our UVs into like a square, and this square will be a texture. You often go for square or you go for rectangle, but square is by far the most common one to use. So okay, let's say that now I want to make this a bit bigger because this is a really large asset, and if it is so small in this square and we have so much space left, it means that the resolution is also smaller because the smaller these things over here are the lower the resolution will be. So what I can do is I can decide, okay, I want to let's say that I place like a loop, not here. I want to place a loop in the center over here. And let's say that I grab this loop and I press U, and I mark the seam over here also. Now, what that allows us to do is it allows us to basically now move this shape. So now we have two shapes. We can now also even press and we can unwrap again. And now you can see that, although it looks like that. Oh, no, it's not overlapping. Now you can see that because we have two shapes, it can fill up a lot more space. So this is good, but we have one problem, and that is that we now have a seam over here that is very, very visible. So there's a few ways that we can fix this. We can try and hide this inside of our texture or by keeping our texture really clean in these areas or by adding actually a lot of dirt. Or what we can do is we can hide it by adding another object on top of it, and that is what we are going to do. And the reason that we are also going to do that, so we will hide an object on top is because we happen to need it anyway, since our pipes are hanging from our ceiling, we can just as well create a really simple shape like you can see over here around this seam to hide the seam. And right away, it will also have a utility of being able to attach to our ceiling. So that's what we're going to do right now. We are going to simply create a shape around it. You can go way more extensive. You can, like, completely embed this If you want, you can completely embed this cylinder or the seam, along with, like, a metal bracket and stuff like that, but we are going to go for something quite simple. So what I want to do is I want to go ahead and for this one, I will most likely normally I would use a curve, but inside of blender because I hate using curves inside of blender, I'm going to use a cylinder, and this can be quite thin. Let's say, like 14 is probably enough. Let's turn on our wife, Rim Toggle. And let's move this and scale this to the thickness that we want. Yeah, that feels like a right thickness. And then all we need to do is we just need to go ahead and we need to place this see over here over here, something like that should work. And now, first of all, we have the top which we can just Oops. We can just, like, extrude this. And then I can see that it's actually a little bit too thick. So we want to extrude this to, like, a nice amount. And the gall is that here at the top, it will kind of just sink into the ceiling. So it's up to us to kind of, like, make it long enough so that it kind of sinks into the ceiling. Next, I'm just going to go ahead and I'm going to scale it using my blue square a little bit more to make it a little bit thither. Okay. And now quite easy for this one, is that we need to What's going on? Oh, it's because I'm not in di mode, sorry. Now what we can do is we can move it so that it's just touching our pipe over here and hiding that seam. Now it's just a matter of going over here, moving it. And if you want, I guess, you can do snap rotations if you want to go more accurate. And what you can also do is you can also go to your left view, for example, and then press AldX then you can go ahead and move it over here. E, moved again, stuff like that. So we can go in here or well, we can just also do it over here. So it kind of depends. I guess, in this case, I like doing it from the left view a bit more just because it's a bit easier for me to line up my rotations. One. Here we go. And believe me, this is still faster than using a spline. But I did include a bonus chapter on how to use splines or curves inside of blender. It just means that I don't like to use them. And the reason I don't like to use them mostly, excuse me. Sorry, keep pressing the wrong button. The reason I mostly don't like to use them is simply because they just drop a spine to the floor. They do not actually allow you to place a spline wide away into the place and for me to have a spline dropped to the floor and then needing to move it around and extrude it and do all this stuff just to get it into location. At that point, I can just as well do this. So we're almost done over here. I think this is the last one. And then what we can do is we can just also double check. For example, over here you can see that looks like I missed the mark a little bit. So I just want to go in and make sure that it's not like pushing into our pipe too much because that's not how real life works unless it is completely welded, but that would be very logical for something like this. So I can just kind of Move it over here. Okay. Awesome. And now if we just go ahead and once again to left, Alt D mean to press that Alt. And let's set both of them nicely on this grid line over here. There we go. Okay. Awesome. So we now have our model ready to go. What we can do is we can delete these top faces. And now we can see that over here, the most important parts of our seam has now been hidden because it is now below here. And what I said about, you can make an entire bracket around it. If you want to hide the entire seam, that is totally possible also. So now let's go ahead and go into this one and go back to our UV editing. And then for this one, this one is quite easy. Unwrap and then place one loop all the way around here, and then let's go ahead and just mark the seam and unwrap it again. So this one, it's okay if it's really long. The reason why that is okay is because it is also a really thin asset, so it doesn't need as much resolution. So this one is now done, and this one is now also done. Now, let's go ahead and go over to these ones. These ones are often quite easy. So let's start with this one, and unwrap. Going around corners normally is not a good thing inside of UVs, but sometimes at least on cylinders. But sometimes if it's going around the corner, just a little bit, our UV is able to outlay it enough so that there is no weird stretching. And what I mean with stretching is, I guess that's something that I should show you. If we, for example, let's add a really quick new material here, just give me 1 second. You can ignore this. Scale 50. And I want this to be like a U V. Okay, cool. So now I can show you. So right now you can see this is also how you can see that a seam. So you can see here's a seam and here you can see where it breaks. This is just the break line. That's why we want to hide it because you can imagine in a texture that you are also able to see this. But right now we have all these perfect little squares. So what I mean is the thing that we want to avoid is stretching, which is this kind of stuff where the squares are no longer perfectly square, and that means that something went wrong. So basically, that's the same thing over here. When we have this one right here. And yeah, I need to, like, copy my material over if I want to show you. You can see that now going around the corner, the stretching is not too bad. However, if this would ever be longer, you can see that then the stretching becomes quite bad. So just take it from me. Right now, this is fine, and I'm going to go outside of texture fue, but be careful with it that you don't have too much insane stretching going on. Now, having this one over here, this one is actually not too difficult. So let's start with just doing an unwrap. Oh, that's interesting. I did not do the. Anyway, there is another way that we can fix this, and that's that we can right away place our seams. So let's say that over here, I want to go ahead and I want to place a seam all the way around this area over here. I don't know why it doesn't just loop around. That's a bit strange, but okay? I can also without doing any type of resetting, I can just select this mark Sam and then do the same over here. I'm also going to place one single seam here. Actually, I will show you why later on. It might be easier if I do that separately. I need to keep reminding that this is a beginner to toil, and there's some stuff that makes total sense to me, but I should still just in case, explain it. So, Mark Smear, this one over here, it's a cylinder. It's an infinite loop. So we just need to grab one point, and then we also want to mark a seam over here. And that's it. Now if I would go ahead and select everything, and unwrap it, you can see that now it has unwrapped around our seams, which means that we have a font, a back, and a side. So yeah, that one is now also fine. Then for this one, we want to go ahead and quite similar. So if we just go to edges, I'm just going to go ahead and select these edges over here. These over here. Still not completely aware. Like this would look like something that can loop around, so it's interesting that it doesn't. One in the center, and while we are selecting, we can just as well also select this outside. And don't forget that we also need to do one over here. So just let's place that like the top. Like this, U, and then we can go ahead and mark, select everything U and unwrap. Now, because this is a low poly, I actually also want to get rid of this edge, don't worry. Dissolving an edge will actually leave your UVs intact as long as it doesn't change the actual shape of your model. So we now have this one also ready to go. And now all that is left is this one. And for this one, all we need to do is, let's call it the Shift H, delete the back because we don't need the back. And then we have the font, U unwrap. Control I to invert our selection, U unwrap. And then for the Control I, I'm just going to go ahead and do like a mark Sam I know what I did was not super logical. But okay, we can just unwrap it again. There we go. So the reason why it's not superlogical is because I just use two techniques for different techniques for a really simple shape. I did an automatic unwrap for this one, and then I used a seam for this, but I could have just placed a seam around here and around here, and that would instantly do the same thing. So that's just me taking the long way around. Anyway, UVs are now ready to go for this one. However, we are not going to, of course, create a texture for every single component. We want to create one texture for everything combined. So what we will first do is we will first now go ahead and continue on with our pipe bend over here. Oh, and this one over here, we can right click move to collection Pipe straight low poly. Okay. So we have over here api bend. Now, api bend, normally, well, it should work, I hope, by just placing one seam here. So if we just go ahead and unwrap it to basically the reason why I always unwrap it before doing anything is because I want to reset all of my UVs to make sure that everything goes correctly. And now if I press and Mark seam and try to unwrap it again, it should fold out enough over here that it doesn't create too much weird stretching or something. So that's already fine. You can, of course, try it out with the checker like I showed you, but I know from experience that this one will be fine. And then I also want to unwrap here and here a line. So I guess here, if I do Markem, let's see. I guess it doesn't matter. It's a force of habit for me to unwrap before doing anything, but technically, that doesn't matter. But you can see over here, it's also able to, like, nicely unfold this entire thing like this. So all of our UVs are now done. Now what we need to do is we need to pack all of our UVs. So if I turn on everything, all of our low polis over here, we need to pack all of these UVs into this nice square radius because we do not want to have anything falling outside of it. We will go over our modular pieces later on on how that works and stuff like that. But for now, we want to make sure that everything fits within the square radius, and we want to make sure that none of these we call them UV islands are overlapping. If they are overlapping, what will happen is you will see the same texture on multiple objects, and that's not something you want. So what we're going to do is we are going to select everything. And now if you go over here to UV, you can go ahead and you can go for, first of all, press average island scale. See what I need to do is I need to press Q, I need to reset all of my transforms before doing that because else it gets confused. Average island scale, there we go. Now it works. What that does is it will make the scale of your UV islands relative to the scale inside of our three D. So this one, this large pipe gets a bigger scale than, for example, the bolt. The reason you want to do this it's because of something called taxodnsity. What I can do is if I can go ahead and here, let's select everything and then at last, select the pipe. If I go down here in my materials and press copy material to select it, it will apply this checker material to everything because it's copying it from this large pipe. Right now, what we are after is to make sure that all of these squares on all of our models are at a similar size. This is called taxo density. The general logic behind it is that if we, for example, scale up one model, let's say that we grab this one and let's say that we scale it up. Now, this one, all of a sudden, when we would see this one next to the rest, it would have a super high resolution, while all of the other ones will have a super low resolution. And this will break the visuals and the immersion. It will not look nice because you will see a high resolution version next to low resolution. This is something in the video games you probably have seen. If you've ever seen a character standing next to a rock, you can see in all the video games, the rock looks really low resolution and the character looks really high resolution. Rather, what we want to do is we want to have everything at a similar resolution. So let's call it the mid resolution. So we want to go ahead and keep everything at the same, and we call those taxol densities. Now, the nice thing is that what we can do inside a blender, just press UV and average them, and then they all have a similar taxol density based upon their scale. Next, what we're going to do is we are going to start with an automatic packing. So we can go to our UV, and then we can go ahead and go to our pack islands over here, and then you can go down here into some settings if you want. But often the default is fine for what we need to use. So we now have packed our islands. However, we still have quite a bit of space left, as you can see over here, and this is space that is unused. Whenever you have unused space inside of your UV, if you can make use of it, it's often best because remember, the bigger shells, the higher resolution. But, of course, take it with a grain of salt. And the reason for this is because we do not want to sacrifice our taxa density just to fill up some UV space. So having all of this stuff, what I would do, for example, is, oh, God, now I need to select select linked. I need to set this one back to four because now I have, of course, a few modes, W E, because I have a few modes over here that now do not work because your UV view has different shortcuts than the rest. So I just want to quickly set my own personal shortcuts here. And for that, I'm just going to go to Key Map, and I just want to press number four, and I want to figure out why, we need to go in UV editor, and I want to set four. You know, just said it to something else. There we go. And now, if I press four, see, now that one works. And let's see W. We also need to go ahead and assign shortcut to contro W. So now, Come on. Are you still let's remove the shortcut. Contra W. Okay, let me just quickly go to preferences because I guess there's another one key binding W. Then if we go to our UV editor, set tool name, Contra W over here. Now, this should work. Does not work. That's strange. W rotate. That's still a bit confused over here. Yeah, okay. You know what? I will just use these tools for now. I'm not really in the mood for such a small UV to figure all of this out. Yeah. So, honestly, I will just use, like, the manual tools right now. So what I'm going to do is I'm going to grab my bolts and I leave those over here for now. And now what I can do is I can go ahead and I can still use the rotate tools, which are normal. What I want to try and do is I want to Ty and basically place these. Yeah, let's move this one out of the way. I want to try and place these ones over here a little bit to the top. And the reason for that is because now, technically, I should be able to simply select all of this stuff. And if you press this little transform button over here, you can get this transform box and you can do, even scaling. And now you can see that I'm able to scale it up just like a little bit. So I'm just saving a little bit more resolution over here. And now I can move this one, which is this. This version, you know what? I will go ahead and I will scale it up a little bit more. And the reason I'm going to scale this up a little bit more is because it's such a thin shape. I want to make sure that I have enough resolution so that you can see some detail on it. Okay, now we have gotten to an interesting point. Remember how I said about texto density, we want to keep everything even. Now, this one is one of the few exceptions. So the reason why this is an exception, and let me just go ahead and rotate it sideways over here is because our bolts, we are baking our norm maps. However, if our bolts are too low resolution, those norm details will break. So norm details, they do need a specific amount of resolution in order to work. Especially over here. This shape has a lot of these ridges, remember, that we created. And we, of course, want to make sure that we are able to see the details in those ridges. If we keep it dismall, there will be so little space for the ridges in such a massive texture that we will not be able to see it. It will just look like a blurry mess. So this is one of the feca times where I will actually scale this up a little bit. Not too much. I'm not scaling it up to an insane amount, just to give it that extra bit of resolution. And that's where I'm going to leave our UVs for now. So we now have mapped our UVs from three D to two D, so everything is now ready to go. The last thing that we would need to do is we would need to in next chapter, prepare our models for baking. So for now, we can go ahead and save sin and let's go ahead and continue on to the next chapter where we will prepare all of these models for baking. 35. 17 Max Uv Unwrapping Our Pipes: Okay, so we are now going to get started with our UV unwrapping. So for the people that don't know, UV unwrapping is a method in which you convert your three D models into two D so that you can properly paint on it, in this case, texture so that you can give it color, details, all that kind of stuff. This is quite easy. Of course, it doesn't mean that your model will end up only being two D. It's just like an extra part of your model that will be two D specifically so that we can actually texture it. So we have our model over here. Now, the way that this works, when you are UV unwrapping, the bigger the shape of your model, the more resolution it needs to get the correct resolution. This will make more sense later on. However, what I'm thinking about now is that these faces over here, we probably never see them because they are attached to another cylinder. So what I can do is I can actually remove them, and we only want to, of course, this is low ply over here. I'm going to remove them because this will basically save us something we call UV space, and this is something I will need to show you in order for you to understand. So at the beginning, we have installed something called text tools. So we also add it to our Toba, and let's go ahead and open it up. So in our text tools, if we go ahead and let's just isolate this model and we are going to use this model as an explanation. I want to press the dit UV button over here. However, you can also add a unwrapped UVW modifier. The reason I like to use this one is because it also applies some extra settings. So we now have this window. As you can see over here, this window has a square in it, and then it has a shape. This shape is actually our swedie shape. However, it is not yet correct. This is something that we are going to work on. So what we want to do is basically in the end, we want to fit all of our shapes into this square over here, which will mean that we get a proper texture. Textures within the game and film industry are always square or they are rectangular in even sections, but square is by far the most common one. With this, we often use resolutions like 512 by 512, 1024 by 1024, 2048 by 2048, et sta, et eta. And it is just like even divisions. Or what you, of course, can sometimes do is, for example, 512 by 1024 or 1024 by 2048, but those are less common. So we want to basically unwrap this almost like a puzzle, lay out this tree D shape into two D. Right now, if I would press my checker box over here, you can see that these checkers, they are all stretched and they are not like nice cubes, not squares, like nice squares. So what we want to do is if we just go ahead and go down here to Polygon, we want to turn this into a nice square. Because right now you can see that it's worked the cylinder over here, it plays a cut, but let's just get started completely from scratch. Let's press the iron button, and what the iron button does is it will basically try to unwrap our model for us. Now, a cylinder, because it goes around infinitely, we need to have a point where we can break the model so that we can fold it open. Now at this point, we want to have at the least visible point. This we call a seam. However, seams are visible because this is where the texture, where you can sometimes see the texture split because this is where two textures come together. So we know that this pipe over here will hang at the ceiling like this. So our best point of action is going to be here. Sometimes with cylinders, you simply don't have a point of action, and you just need to keep an eye out for your material. We want to grab this point over here. And then in here we have our Explode section and we want to press the brake button. So there's a few sections in here. We have some transformation sections. This we don't really use. This one will straighten UV. It's something that I will show you in just a bit. This one we don't really use. Over here, we only really use the brake. This one we maybe sometimes use. It basically is the same stuff as the relax button that we will go over later on. But it's not yet exactly the same. And then over here, we have some extra tools for packing that we will also use. At the top, you have your move, rotate and scale tools, and at the bottom, you just have your selection tools. So it is quite similar to our other viewpoints. But for this one, because UVnwpping is quite a big topic, I'm not going to go over it that extensively and just show you how to Uvn es models, including cylinders and also including the squares. So we now have placed this point ovary. You can see that there's now an orange seam. So what I can do now is I can unfold it. Now, I can press relax, and then what you can see is it starts to the more times I press it, it starts to carefully unfold. Or what I can do is I can go over here and press Quick Peel, which will do it right away in one go. So the relax is more like you see, for really small increments. But in our case, let's do a quick peel. So now you can see, now that you can see this, let's turn off our angle snapping. You can see now that if I go ahead and I increase this size a little bit for now, just to show you that we have nice squares. But as you can see, this is what I meant the squares over here, where wherever we have our seam, they break up, and that's why our texture can look a little bit different. But if we look at it from the bottom, we will have really nice shape. Now, this shape, because it is a cylinder, it is able to also unwrap these pieces because it can just lay them out. Sometimes this is not always able to do this. And then what we would do is we would, for example, unwrap this one separately, but this is something we will go over in just a bit because there are models where we need to do this. So this one is honestly already fine. It is quite simple. It's just a model. If you scale, you can accidentally change the scaling like this, and I'm using the freeform mode over here. But if you hold Control and click on the corner, you will evenly scale your model or your UV to make it smaller. So let's say that this one is already correct. Now what I can do is I can simply close this window, go outside of isolation mode, and now I first want to go ahead and continue on with the next one. So let's say that we have these ones over here. We are now ready with our model. So what I'm going to do is I like to just right click and convert this to an added ply to do a full reset on it. Let's say that we have this model over here. I want to go ahead and add a checker, Mark, and I want to add my did UVW. You can see that this model is more complicated and the original UVs are just completely broken, see? So we need to completely redo this. Now, with this one, what would make sense to me is to basically have this because this one is essentially a cylinder as one piece, and to have the front and the back as one piece. And that's way we can nicely unfold it. Right now, if I would click and drag, what will happen is that it does not properly select. This is because we have some selection settings automatically turned on whenever we use text tools. These selection settings are over here. Ignore back facing, which allows you to basically select the back, see? And this one basically selects by angle. So if we turn both of those off, select this side, hold Alt and deselect the center. We now have the front selected. We can press iron. And if you want, I always like to press relax once to make sure that it is correct. We can now do the other side, iron, relax. And now all that is left is this version over here. Of course, because it is a cylinder, if we would press iron again, you can see that it does not work. So what we need to do is go down here, and I always like to grab my shortest edge, and I always try to have my seams on corners. Now, this is not exactly a corner. Oh, Alex, yeah, it is exactly a corner. So this is often the best way to place a seam. So I can go ahead and press break, select my model, and out appeal. See? And now it is just a nice model. And for now, that's all we need to do. Now, a cool tick is that just like any other modifier, we can copy and paste this. I can go ahead and select everything else and let's add a checker mark over here, and I can go into my bolt, right click and copy my UV, go to this one, right, click and paste, so that it is exactly the same, because this is exactly the same model. This one is going to be super easy. So with this one, what we can do is if we add an edit UVW modifier, this edge over here, is small enough that we can just do one quick iron so that it can still wrap around from here to here without too much errors. However, what you notice right now is that it doesn't look correct. The reason it doesn't look correct if we just cover it to added pool is because we need to reset our X forms on this because it looks like it broke during the X forms. So let me just quickly do that for all of them. Select them, reset X forms in the utility tools. And now if we would rety again, select everything, res iron now you can see that it does work correctly. E. So you can wrap it around. If this would be bigger, this would not work because then it will not be able to properly wrap all the way around. I can copy this, and I hope because this doesn't always work that during the reset X forms, it's still able to retain the exact same shape, which it does, so that's good. So we can simply copy these over and then double check our work. Awesome. Now the next one is going to be this one, which is almost exactly the same. Let's isolate it. The only thing is that, of course, we have the center over here. So let's turn off our quick selection tool. Select this side and deselect the center. So we have front number one. Select the other center number two. And now all that we have left is these two sides. And what you can do, even though they are not connected, you can easily just press iron on both of them, and they will simply become two different pieces. S one and two, because they are not selected. Then we just select the edge. So I will select this one and this one because those are the least visible most likely. And I'm going to press break and then once again, select them and do a quick peel over here, and there we go. Now, I can see that this one, it did not correctly unwrap it. So let's go ahead and try a relax. A couple of times, maybe try another quick peel. Okay, now it worked. Sometimes when you have multiple objects selected, and you do a quick peel on them at the same time, they sometimes get a little bit confused. So in those cases, you just want to go ahead and you want to select it again and try it individually. So we have this one now done. We can now simply press right click and copy and paste it over here. So you can see that we are reusing a lot of the stuff that we create so that we are creating as little new stuff as possible. For this one, we can select the font. And then we can press conto I to invert our selection. Iron, select one edge, break, and quick peel. See? So you will get quite fast in this. The more you do it. And it is just puzzling, pretty much. So we are now just like carefully laying out our weenie model into Tutti. And then what we will do is we will put it all together into that square. So now you can see that all of these models are already UVnmpped and it's only took us a couple minutes. So what we want to do now is we want to go ahead and go to our other models. So we have our pipe, T split low ply. And this one, for example, is a little bit more complicated. Let's go ahead and yeah, let's just convert it to add a ply. You can, of course, keep your settings if you want. Add a checker box. And let's have a look. So how would we unwrap this? You can kind of see that it's already kept a pretty good unwrap for us. Now I look at it. We would want to split this one somewhere over here. I'm going to select everything. Oh, actually, sorry. Before I do that, I would like to Let's do select by angle. Delete this one, this one, and this one because then we don't have the UV unwrap it if we cannot see it. And since there will be pipes always connected to it, you cannot see it anyway. So it's literally just like wasted resolution. So whenever you cannot see a face and you know for sure that you will not be able to see it, it is often, not always, but often better to simply remove it. But this is more like experience to know which ones are best to remove and which ones are not. So let's select everything and press iron for a clean slate. And I'm going to go ahead and I'm going to probably place a seam here. And I know this seam is quite visible, but we have no option. This is just our only choice. So a seam here. And then I want to also place a seam here and here, because these areas over here are really difficult to get, like, a close look. So it's a great area for seams. And then what we're basically doing is we are splitting this piece in half because there will be a seam down here, so it just goes all the way around. And this piece we will split into two pieces here and here. So having that done, we can now go ahead and press break. Select everything. Quick peel, and there you go. See? And now you can see that it is a pretty decent looking resolution over here. And then after we've done that, we can later unpack them. If I can already show you now, let's say that over here, this one is angled and I want to straighten it out. I can select one single edge down at the bottom, and I can press the align button over here. And what it will do is it will align our shape based upon that edge. And now you can see that the cubes are more like square. But this is something we will go over more later on. It's more like a habit that I do like to sometimes already do that. So we got our T pipe done, our straight pipe done, and finally we have our bend. Now, because this is a bend, the UV unwrapper cannot as easily just like unwrap it. So I can show you, if we would, for example, go ahead and iron this, and let's say that over here, I keep forgetting to do that. I keep forgetting to remove the ends. There we go. Let's try that again. So remove the ends. So we have this shape, and let's say now I now duplicate this and I press break. Select everything and peel. So this is what happens right now. Right now, our shape, because it is a bend, it's trying its best to make it straight, but of course, making a bend straight is not as easy. And what will happen is that our cubes over here, they start to stretch a little bit. They start to become a little bit stretched out. Now, in these type of instances, it's up to you if you think that, oh, this stretching is not too bad, it is fine, or if you think it is too bad. This is a balance. So what we can do is we can sure remove the stretching, by, for example, placing another seam here and doing another break, and that should do the trick. Yeah, you see, so that kind of, like, removes the stretching a little bit. See? However, now we have an additional seam here, and this seam is very visible. So it is up to you to decide if your texture looks too stretched like it's stretching out because it is trying to keep the shape. If you want to have an extra seam, which is visible, or if you say, no, you know what? And that's what I'm going to do. You know what? The stretching is not too bad, I think, because this is like a plain metal, that this is fine. If this would not be like plain metal, but like a really detailed asset that has painting on it and that kind of stuff, this would not be the way to go because then those details will also stretch. But with metal, you probably won't really notice. So I like to do this and avoid having too many seams. So this is once again, more experience, like a use by use case. And don't worry about making mistakes because that's how you will learn from this experience. Okay, awesome. So we now have our assets UV unwrapped. Now, what we're going to do now is we want to combine all of them because I want to texture all of them at the same time. So we want to combine all of them into the very same UV. Do this, what we're going to do for now is we are simply going to turn on all of our meshes over here. And yes, I know that they are clipping. Don't worry about it. We can go ahead and we can select everything. And what I always like to do is I like to quickly go in here and reset my transforms, and then quickly just convert everything to Adiple. This way, we can be sure that we do not have any weird bugs or anything like that. Next, what I like to do is I like to add an Adipol modifier. And yes, you can easily add modifiers to multiple selected objects. That is no Pmadal. So we now have all of this mess over here. Now, what I like to do is I always like to automatically, and we call it packing, automatically pack these shapes into this one by one square. And then what we can do is we can manually go in and improve it if needed. So right now, let's go ahead and select everything. And the first thing I want to do is I want to press this button. This button is the rescale elements button. What it does is it will make sure that the scale of your shapes are the equivalent scale as they are in T D. For example, right now, our bolts are willy massive, however, they are really tiny in T D. So they would take up a lot of resolution, which we don't want. So we press this button, and now you can see that everything gets scaled roughly equivalent to the actual size. Now that we've done that, what we will do is we will do some outer packing. Want to go ahead and turn on rescale and rotate over here, which allows the system that will automatically pack our shapes to rescale and rotate these UV islands. We call them UVA islands. And the padding, we want to set to 0.001. That's often my go to. Padding basically means the space between these shapes. So I like to go ahead and press this button, the pack normalize. And this is what I mean. Padding is like the space between these shapes. So what do we have right now? She can see over here, we have a lot of space left over here. Now, this one is actually a tricky balance. So, yes, we have a lot of space left. And this is because we have one shape that is really long, and it basically pushes all of the other shapes out as she can see over here. Now, we need to make a decision. What we can do is we can scale up the other shapes and leave this one long. However, what will happen is this pipe over here will look lower resolution than the other pipes because, of course, we are scaling it up. Or what we can do is we can place a seam down here. However, this seam over here, it will not look very good. So instead, we are going to do something different. And this is something that's a common technique, and I'm totally not doing this because I totally forgot to do this. So what we're going to do is we are going to create a bracket because yes, okay, I forgot. Sorry, guys. I forgot that we also had to make a bracket to actually place it to the ceiling. However, this is good because I can show you. What we're going to do is we are going to create a very simple and quick bracket, just something to hold the pipe, and we will place this bracket exactly where we are going to place this seam. So you have this one over here. So we would like break this. And now if I would select everything again, And try to repack again. You can see that now we are wasting a lot less space. However, if I just quickly convert to Adipli, you can now see that we are having this really harsh seam over here, which we don't want. So we are going to create a bracket. I am really sorry that I forgot to do this. But that sometimes happens. You forget about like this mustf. So if we just go into our pipe straight over here, now, for this bracket, let's make it, like, super, super simple. Honestly, I don't think we need much. I can have, like, a look you know, in real scene, which for some reason is on my other screen, and it's really small. Here we go. So yeah, we want to have a bracket that basically sticks all the way up so that we can use it. So let's go ahead and make use of our lines in this case. Let's go ahead and isolate this. And what I'm going to do is if I'm just going to go to my side view over here, I want to go ahead and I want to go to my line tool. Now, I need to have a look, and I think that this is the line I want to follow. Make sure that you select the correct layer over here. And then what I'm going to do is I'm going to crab my line. And normally what I would do is I would click and drag to make it round. However, in this case, because we have actual geometry that we want to follow for an even polygon count, I'm going to simply go ahead and click on every vertex point over here. Doesn't have to be 100% precise. But this way, we can go ahead. And now over here, we now have arrived at the straight points. What I'm going to do is I'm going to hold Shift to straighten my line, and I'm going to make this quite long. That might be a bit too much. Let it, let's make it this long and we can always scale it out if needed later on. Next, what I'm going to do is in my modified tap, go to the insert button, and then on the other side over here, we want to once again also hold Shift. And place a line over here, something like this. So this is quite easy. It doesn't need to be anything special. I just want to create something that will hold our pieces together. Now, if you know the exact distance between your pipes and your ceiling, then of course, you can make a more interesting shape. However, because we don't know that, we will just leave it as simple as this. So we have this shape over here. We are going to place it where our seam is, and then it is as simple as adding a sweep modifier, which we already went over. Setting the belt to be a cylinder. Go to interpolation and maybe set, like, a little bit lower like this. And let's set the radius a bit lower. Uh, maybe a little bit less. Let's do 0.9. And next, what we're going to do is right now our shape is clipping into our il into our pipe. This is because we placed our edge exactly on our pipe. All we need to do is go to the sweep parameters. And often what I like to do is, I'd like to just play around with my pivot, and in this case, I'm setting my pivot to the center right, which means that it will place our shape on the very edge. Of our line. And as you can see over here, this is not perfect yet. You can play around with offset. However, I think in this case, the reason it is not perfect is because I have mistakenly placed my line in the wong polygons. So I'm going to go to line and turn on my show end result. I'm just going to press one. And I'm going to nicely move this on the correct position. And this one I'm just going to move up a little bit, and then I'm going to also select the top one because if we don't do that, it will start tilting. There we go. Yeah, that's all. So in our sweep, what we can do is we can just go ahead and we can set our interpolation a bit. Oh, sorry, not our sweep. In our line, we can set our interpolation down here a little bit higher. That's interesting. Eight, of course, it doesn't. Sorry, the reason it does not give extra geometry is simply because, of course, we used a different tool. So in that case, I just want to go to my edge and faces and make sure. And what I notice right now is that this feels quite loply Like the polygon count, it works for my cylinder over here because my cylinder is completely smooth, but this shape, it looks like this shape is a little bit too specific for these polygon counts over here, which I don't really like. So this is actually then one of the cases where I would go ahead and let's say that we just temporarily hide this one. And let's grab a new line. And let's place the line down here down the center. Then click down the center here, and then click and rotate and then place another one over here. I click and drag. And now I just need to quickly go into my line because I accidentally set the interpolation rate to low over here. And now we press one to go into our modes. So basically to get a perfect sorry, perfect semicircle. You want to set this part over here to be straight. This part to be straight and this part to be horizontally straight, right click and press Basier corner to turn it into a proper straight area like this. And then it is just a matter of using your scale tool to scale, right click and Basier corner. You'll see to scale this to be exactly around our shape over here. Like this. So we are just now giving it control over how many segments we want to make. And you guess it at this point, it would just be as simple as again, clicking hold Shift, and I believe we did it up until this point. And this side clicking Hold Shift. And like that. So we now just have another line, and now I will show you the difference. If we just go ahead and unhide, you can right click and press hide. Whenever you do this, press no, because s will unhide all of our layers. So now I can show you the difference. You can simply Oh, it looks like I had to go one higher. There we go. So you can simply grab this cylinder, right click and copy our sweep. And then over here, right click and paste it. And this time, it looks like that our Pivooint was a bit different. See, now you can see the difference because now if we go to our line and let's turn on the show end result, now we have control over our interpolation, see? So we can actually control how smooth we want this to be. So this is a lot better. So what I'm going to do is I'm going to delete this one. And sorry for wasting your time on that, but I think it still shows you something good. And honestly, it doesn't matter how many years of experience you have. Sometimes you just make still ****** mistakes like that. So we got this one over here, totally fine. All I'm going to do now is add a added poly and delete the tops because we don't need it. And then we can add a UVW wp, select everything. Iron, select the center. And what I'm going to do is, do I want to cut it here? I don't think it's needed because it's such a small asset, so we can just scale it up. Let's break. Select it, and let's quick peel it. Now, over here, there might be interesting one that I can show you. So if we just go ahead and reset the X forms on this because spines often break X forms. Add a checker mask and re art our added UV. You can see that even if you collapse a UV to add a pool, it will still stay here. Let's do another quick peel, and now we get a better example, but this piece is still perfectly straight. However, this is something we can make perfectly straight. We simply go to reshape elements and press this straightened selection button. This will make it perfectly straight. However, it does not abide by any stretching. So what will happen is that when you make it perfectly straight, it can still look warm and stretch. So if I go, for example, heres, this is what I mean. So it did not do a good job. So what I would like to do then is I like to just press relax. And as soon as I do that, Okay. I think I need to press relax a few more times. There we go. So I just press it like three or four times. As soon as I do that, it is fairly straight. However, it is also not giving us any really strange looking shapes over here. So we have that one done. Now what we can do is we can simply go back to our low polis. And for this one, we can go ahead and just press Contrave. Copy this and throw this into our pipe straight hypol. But honestly, like for hypol, it doesn't really need anything we can arotobsm to it if you want to, but it's a cylinder. So we were arotobsmot, but because it is a perfect cylinder, it does not actually do much. So anyway, our lopols. We want to select our low polis and ta Added UV again. And now that we have our seam over here and sure, we have a seam still down here, but this one will be difficult to see. If you really want to hide it, you can create a different type of bracket. So this is a common technique that we often use, and it's simply hiding our seams using other assets. It's super, super common, especially in environment art and in prop art. So I can now go ahead and I can repack this. And now, what you can see is that because this is such a small shape, we have this one down here, and look at that. We have really nicely and tightly packed our shapes together. So what do I want to do now? The only thing I want to do now is that we have these bolts over here. Remember, whenever you make something in IUVs larger, it will use up more resolution, which means that the texts look sharper. However, if there is too much inconsistency between your models. So, for example, these are very, very large, which ends up creating these look super high resolution, but these are very small, so these look low resolution. That does not look good. Those instances, what you want to do is you rather just want to try and keep everything as even resolution as possible. This is something we call taxol density. It basically just says what we do over here with the rescale elements, we try to keep all of these models at a proper scale so that the resolution feels the same all the way across. However, now comes artistic and technical vision to this. I know that these bolts need a little bit more resolution, and the reason why they need it is simply because we have some really small details on here. If we keep these bolts this small, those details will not show up. So this is one of the few cases where I would artificially increase the resolution. And the way I do this is simply by moving this over here, and now I want to pack this a little bit closer. So I can go ahead and select these shapes, and I'm using my object or element select over here. And basically, I want to give this, like, a nice space so that I can properly scale this. And this is, of course, more time consuming, but in the end, it will give us a better quality. So I just like to, like, carefully pack this together. And you will often hear people worrying a lot about packing it not too close. However, when we use weighted normals and using the latest baking techniques, this is less of a problem than it was, like, a couple of years ago. So we can often go quite close without any without getting any errors. So over here, see? I'm just like nicely packing this close together. And even this one, I can spend a lot of time to make this UV over here even better by doing the same techniques as I'm doing here and just trying to get the absolute most optimal technique. However, for a tutorial, I won't really be doing that. It is a balance between time and quality. I can spend half an hour or not half an hour. I can spend like ten 20 minutes making this UV absolutely perfect. But if the difference between this UV and the one that I make Kasami is only 5% extra resolution. It is often not really worth the time I need to spend on it. So what I'm going to do with this one is I'm going to hold control, and I'm going to scale this up like this to make it a bit bigger. Next, I want to just go ahead and I want to grab, specifically these versions, these two. And I want to make these even bigger. This is because these have those really thin lines on it. And now it's just a matter of packing it together. You want to make sure that of course, your UVs are not touching any other UVs. And the reason we do that, this one is different from what we're going to do later on is because els are baking and everything will not work correctly, because then we would end up ops then we would end up baking the details on top of each other. And I guess you can imagine that that will not end up well. We have another U VN wrapping technique that we will use for the modular pieces. So don't worry. We will cover those in case you are arguing, but there are cases where you can overlap them. That is true. There are many cases where we will overlap them, and we will use those, but later. So over here, I'm just basically filling in the gaps. And once again, by filling in these gaps, I'm again, utilizing my resolution a lot better. So I'm just and I was hoping that I could have just grabbed this entire chunk and basically throw it all into, like, one area, but it looks like that I was mistaken, so I just did it manually. And there we go. We now have UV. Everything is now nicely. Oh, God, I'm missing one. I missed this one, the pipe bend. That's why it was won. See? Yeah. So I missed this one. It's an easy shape to miss. Now, don't worry. So I can show you. So we have this one, and now you might think, like, Oh, yeah, but we just did all of this work and all of the scaling. Don't worry. All you need to do is select your model, and you want to go ahead and actually, my bend, I need to make my bend a little bit bigger like this. I want to select everything. But this time, turn off rescale and only turn on rotate and again set the bedding to 0.001 and now pack it again together. So over here, now what you can see is unfortunately, our UVs are not packed as nicely. So what we can do now is we just need to try and get because sometimes it is better for us to do it than a computer. Going to scale this one down a tiny bit so that I'm not overlapping my UVs. And let's see. So what if we grab this one hold control to snap it Oh, wait, we don't need to wi. Yeah, you can, of course, scale it if you want. It's okay if we have a bit of resolution that we have wasted. So what I'm going to do is I'm going to grab these pieces over here. So you guys probably already noticed that I missed the bend by this point or even before we had this point. But basically, I'm just moving this around a little bit to see if I can get the most optimal version possible. So here, I move this up a little bit so that I can let's move this one here so that I can maybe scale these up and give a little bit more resolution from these. Like this. And I'm just going to move these two together to keep them nice and close. And these. Now, you might think that doing this, we now have a lot lot more UV space left, and you might think that that is wasted resolution. In a way, it is, however, for me, it is more important to try and keep the resolution fairly even than to spend this resolution, if that makes sense. And this is simply a matter once again of taxal density. We want to make sure that our resolution looks even so that we don't have a really large inconsistency. So we have this stuff over here done. If you want, you can try to do tiny bits of scaling, like, for example, scaling this one up a little bit, and scaling this one up a little bit. But then, over here doesn't really work too much. I want to keep this even, so I'm not going to continue with scaling. I'm just going to leave my UVs like this. We can even add additional models to basically fill up the space. But this is a fine UV for, like, some simple pipes, and I want to kind of end this chapter here. So what we can do now is our UV unwps are now ready to go, and we have done all of this. We can now prepare our scene for baking and we can actually start baking our models inside of Marmoset. So let's go ahead and let's prepare our scene for baking in our next chapter. 36. 17 Maya Uv Unwrapping Our Pipes: Okay, so we are now going to get started by UV unwrapping our models. So for our UV unwrapping, I've said it probably many times before now, I simply means turning our three D models into a two D version of them, which we can use ton texture models to give color and all of that stuff to our models. So for this, we need our UV toolkit and our UV editor up here. Now, I already attached them to my sites over here in our very first chapter, I believe. But you can also go ahead and go to UV and here you can find them also the UV set editor and the UV editor. So whenever you select something, you can see right away that we have this square. Our general goal is that we end up with a texture or with all of our models displayed into this square in like a proper way. So this is actually it's not too difficult. U VNwrappings often even just boring, to be honest. Now, I don't have too much space over here, so let me just try and get this as good as possible. So what we're going to do is funny enough, cylinders are one of the most annoying things to UVNwb. This is because it is an infinite loop. Of course, if we want to display this in tote, we need to unfold it. We need to display it into Toti. However, the problem with cylinders is that they just keep going. So I will show you what we're going to do. Now, we are going to get started with probably just like a let's start with like a fresh start. I'm just going to praise keypress Planer, and there we go. Now we have a fresh start. And basically what planer does, if you have your entire model selected, it almost, like, resets your model a little bit. So over here, I also still need to warm up a little bit with IUVs. What we want to do is we want to basically create a seam, and a seam is a point where it will break our tree model so that we can unfold it. Now, the problem with seams is that this is also a point where you can often see that textures look slightly different because they are no longer attached to each other. So you want to try and get your seams in positions that are as least visible as possible. Now, we know that these pipes will be hanging from the top. If I place my seam at the very top, you can see that when I look at it from the angle that we will use our pipes, you can not really see them as well. So this is a good position to place our seams. Another good position to often play seams is on corners. On harsh corners, you can often also not see them. So what I would do is I would go down to my cut and see in my UV toolkit, and I would press cut. Now, at this point, with this being done, what we now have is we now have this chunk of mesh, and we know that there is a cut over here. We can then go to unfold and we can simply press unfold over here. And now, what you can see is that it is unfolding it into our T space, and we can just use WE and R to move and rotate. So you can already see what we have done right now. You can see that this is definitely our shape, but especially if we look over here, you can see that it has, like, nicely mapped it into two D, which is good. Now, at this point, there is one more thing that we need to have a think about, and that is that we actually this is quite a long math. If we scale this mesh down and have this into our cube, it's not so much that it's taking up a lot of space, but it just doesn't get a lot of resolution. The bigger something is within this cube, the higher the resolution. But because this is a very long shape and it needs to fit in here, it doesn't work as well. However, if we place another seam over here, another cut, now all of a sudden, you can see that just an example, we will make this bet. But now that we have two pieces, you can see that we can make them much bigger and they still fit within a cube. So that's the general concept behind this. So we now have a small problem, and that is that over here. So if I just go ahead and a see just so that I can see the seams still, let me do this. So now we have a problem that we have this seam over here. However, it is on a cylinder, and we can most definitely just like we can definitely see this seam. If we would texture this, we are able to see it because it is so visible. And I don't want that. Now, because it's a cylinder, we have very few options, but one of the classic options is to hide it with another model, and that's what we are going to do because and it's something that I totally did not forget to make. Trust me, what we are going to do is we are going to give the bracket because we need these anyway in order to have these pipes hanging on our ceiling. So this bracket is going to be super, super easy. We just need something like super basic. So what we can do is having this if we just go ahead and turn it off and turn on our wire frame. So around the center one, we basically want to create a bracket. Now, you can, there's a few ways that you can do it. I guess, in this case, the easiest way is probably a spline. So let's see if we go to our side view, and if we go ahead and grab a Basier curve, what I want to do is I want to go ahead and I will probably start like over here, and I think it's it the inner one or the outer one? I guess it's like the inner one over here. If you just click Click and Drag. It doesn't have to be perfect just yet. Click and Drag. Oh, sorry. I said, click and drag. And then click up, something like this. Let me just go ahead and quickly isolate this. The first thing I'm going to do is go to Control vertex and move this until I see no longer any end alysing so that I know that it is exactly straight. The second thing that I can do is I can actually delete this side because it's a cylinder. We can just copy it over. And the third thing that I want to do is I want to go to my object mode, move this one in the center over here and now I can see that I did not properly place it, but don't worry about it yet. I will yeah, you know what? This is probably fine, this height. It is no problem if it is sticking to our ceiling later on because we cannot see our ceiling. So for now, this should be fine. And now what I'm going to do is I'm going to go to create. And remember, we have spoken about in a bonus chapter about spins. I'm going to add a sweet mesh, and yeah, we can make it a pole and just set the scaling way down over here. It sets to like 0.01 to 0.008. I think that's about a pretty decent scale. Next, what we can do is we can go into our interpolation. And we can increase this way, all the way up so that this nicely goes around here. And then we also have our loops over here, and we can set our sights a bit more. So I'm going to go for probably like ten, something like that. And you can press Optimize, by the way, to optimize your mesh because this is exactly straight, so we don't need all of these extra segments here. Now, once this is done, you want to select your curve again, go to Control vertex, and now you basically select both of these at the same time. Now we basically want to move this out this one in. This one roughly over here. And then you can also still use your skele tools. To nicely curve it around until you get something that you like. Okay. And once you're happy with that, all you need to do is let's reset a pivot, remove our history over here. And now, what we're going to do is just a simple mirror, set the mirror to bounding box again. And this time it looks like the axis is wrong, so we want to go polyp Z axis over here in the plus direction and now we can just kind of, like, basically move this having a look Yeah, probably move it somewhere like this. There we go. So this is quite a simple bracket. So what will happen now with this bracket and we can actually apply this to our low poly. And if you want, you can also press Shiv D. Arts right away to your hypol but in your hiply simply press three. Like, there is not a lot of difference between the shape. So anyway, now if we go to our UV editor, what you will see is that most of us seem is now hidden. Okay, we can see like a tiny bit here, but it's way more difficult to properly see it. And sure we have a little bit of the seam still here at the top. If you want, you can create an enclosed bracket that just goes all the way around it, all that stuff, if it's a problem. But since this is going to be on the ceiling, it will be way more difficult for us to see the seam. So that's the general goal. You want to minimize being able to see your seams, or you want to have them on really harsh corners where it makes more sense that that there is a cut over there. So we now have this one done. This one, we can also just UVNwb and that one is also quite basic because it's also cylinder. So let's just do plainer. Double click on, like this edge over here, cut, and then we can just go ahead and unfold, see? And for now, I'm just going to leave it as it. Fitting it into our one by one square is something that comes when we actually have done all of our meshes. So once these are done, we can move on to the next one. So over here, we have one that's a little bit more interesting, but actually is still quite easy. So for this one, the way that you can see it is we have a front We have a side cylinder and we have a back. I still call it a cylinder because it's repeating. That's the only reason why I call it cylinder. So what I can do is I can select over here the front. And with our front, what I can do is I can go ahead and sorry, I can do a best plane and just select on the front. What that one does is it will basically and then you can press unfold. Fix. There we go. Doing that, basically, what it will do is it will grab our mesh based upon our selection. So if I select it here, it will try to grab it pointing this direction. I can see that it slightly changes. So often what I do is a bass plane. I select my front and I press Enter, and then I want to press unfold because it's not always perfect. So sometimes you need to unfold it. Another way that you can do it. And for this way, you need to rely a lot more unfold. Is, let's say that we have the back over here. We can also, for example, do a normal, actually, normal based I don't trust. We can do a camera based, which basically grabs it from the point that we are looking at it. And then when you unfold it, it's the same thing because you are unfolding it and then it looks good. From the site, what we want to do is I would just go ahead and grab anything except automatic. Do not grab automatic, but to reset it doesn't matter. Even if we do like camera based over here, it does not matter because we first need to place a cut here. Like that. And now we can grab this shape, and we can unfold it, and now it's just like a straight shape. And that's it. Now it is UVnwbRady to go, all that fancy stuff over here. So we got that one done. For this one, we can pretty much just do, like, a best plane and select the front and then unfold it because it is able to unfold this way. Be careful about this. So right now it is able to web around here. However, whenever there is cylinder, if it is going on for too long, it will be more difficult for shape to web around it without the UVs breaking. It's just something you will notice soon enough, because what we are going to do is we are going to add a checker, text you do this, and I will go ahead and show you that, but let me first finish this stuff because else I will be jumping too much back and forth between everything. Best plane center, click Unfold. For this one, this one is slightly different. So what we want to do is we want to go ahead and select the edge, same as before, over here. And yeah, well, it's not that different, to be honest. We just select this. Unfold. Select the other edge, remove. Best plane unfold. And now what we can do is we can select these two edges. And even with both of these selected, we can still, for example, do a best plane. It doesn't matter what we do because they are not connected, we are able over here to press a cut. And these are separate, see? The reason they are separate is because they're not connected by vertices. They are loose from each other. So this one we can unfold, and this one we can also unfold. So we got that one done, and now finally we have this one. And for this one, all we need to do is let's go ahead and select the front, Best plane, Control Oh. Control shift I. Sorry, control shift I, and select this one. Best plane and place a cut, and I'm going to place a cut over here at the top, because that's where I will most likely not be able to see it as well and do another unfold over here. Okay. So now having this done, in order to double check and make sure that your UVs are correct, we are going to add a checker mask to this, which is a basically over here in our textures. So what we want to do is we want to select our meshes, and we can do this very simple. Right click, go to assign favorite material and just assign a simple Lambert material over here. Now, if you cannot find your lambert material, you want to remove your history, and then you can see it over here Lambert two. So this is an easy way to very quickly apply it. Now, next, what I want to do is I want to click on color over here to the button next to it and grab my checker. Now, if I turn on my textured view, you can see that now we have a checker over here. It is not great yet, so what you can do is you can go to your UV coordinates, press a little button to go inside of our UV coordinates, and we want to repeat this, let's say, by 20 by 20. So the general goal for this is that here you can see what I mean with the seams. See how they no longer line up. This is simply because of the seams. So you can imagine that in your texture, it would also not line up. That's why you want to hide them. But in general, you want to try and have your cubes or your squares as square as possible. Don't worry about the rotation right now. You just want to make sure that they are square and not that they look like this, for example. If I just go ahead and this is bad, this kind of stuff, because that means that it is stretched and that means that your texture will also look incorrect. So that's the general idea behind it. So we just want to basically double check, make sure that all of our cubes are square, and they are because Uvonpping is not very difficult, so you get used to it, and then you can save your. I'm just going to turn off text view, and I'm just going to go now into my bend, Lowpli. And if you want to reuse your text view, you can right click Assign existing material and assign the Lambert. Or if you want, what you can do is you can go to your attribute editor and call this checker in the name to make it easier to find. So we now have this one done over here, and over here, we will see how it works. Let's turn off my check few. The reason is because a bend is really hard to straighten out if we only have the top. So I'm just going to go ahead and I'm going to do best plane on my object. Select the top over here. Actually, for this one, I might want to select the corner. This might be less visible over here, to be honest. I think this one. I think this area over here is probably the least visible. So let's press the cut over here. And now, just to show you what will most likely happen is that it will stretch. So if we turn on our textured view and try to do an unfold, oh, actually, yeah, it does a pretty good job. So it has been able to do a pretty good job. Sometimes what happens is, you get this stuff. You get that it's not able to properly handle the shape. And if that happens, then what you would want to do is you would want to place, for example, another seam so that it can unfold, a little bit softer like this. But it looks pretty good, so I'm just going to minimize my amount of seams, and that's already fine. Now what we can do is we can go to our T split over here. And for that one, again, just do like a bass plane and you get quite fast at this. And now for this one, I want to this one is a little bit trickier. So we want to place a seam here and a seam here. But most likely if we do that, we also need to place a seam at the base because it's probably not able to unfold the way that I want it to. So if I go ahead and press unfold because it's one shape, Ah. Okay. Honestly, I'm surprised. I'm surprised if we are the checker. I am quite surprised how well it holds up. Yeah, over here, we can see an error, but that's actually interesting. So why is that error happening here? I guess because it's just like, Oh, no, wait. Sorry, I forgot that we need to we did this on the high poly, but we also on the low poly need to fix this. So let's merge this together over here. There we go. That's better. And now select it and do one extra unfold to make sure. There we go. See Okay. Awesome. That's working better than expected. So I'm quite happy about that. And now, with all of this stuff done, what we can do is we can turn on all of our low poly models over here. Now, there's one last thing that I want to do. I want to go ahead and go to my low ply bolts over here. And what I'm going to do is I'm going to turn on my high pol and low ply. And I'm going to duplicate this. The reason I want to duplicate this is because if we have one bolt, the texture we will make for that bolt will be exactly the same on all of our bolts and because we are going to grab this one bolt at the end, and we are going to duplicate it over and over and over again. That's why I want to basically have two bolts that are textures so that we have two different texture variations for our bolts. Having these two different variations, it will just add a little bit more variation in our actual measures. So just trust me on it. Now what we're going to do is we are going to select everything And now there's a few things that we need to do. First of all, our scaling is way off. We have really large assets that have small scaling, and we have really tiny assets that have large scaling. Remember, the bigger something is, the more resolution it is. However, our larger assets need more resolution than our smaller assets. So why are we going to fix it? It's quite easy. We're just going to go ahead and select all of our UV shells by going right click and UV Shell. And then we want to go ahead and we want to go to our Modify, and then we want to go ahead and we want to go to our normally, I also orient them. But if we just go ahead and go to our layout, in here, what it will do is it will also automatically scale, and then it will automatically do a packing for us. I believe that you can also go over here to, like, there was another one, but I never really use it. I'm not completely sure. By the way, orient shells, just to show you, it will straighten out our shells. But normally layout does the same stuff. Anyway, so we go to layout to pack this within our square, and then we want to make some changes. So if we go over here with our packing resolution, I like to set this to 496 because our texture is going to be 40 96. Our packing iterations, the higher you go, often the better your packing is, however, the longer it will take the UVNrap. I'm going to set this to three because these are quite simple models to pack. Now, you want to go ahead and use non overlapping. The goal for this is that we pack, so we compress everything into that one square, but we need to make sure that nothing is overlapping, not like what we see here where everything is overlapping because then you will have the textures on multiple different objects. We want to go ahead and turn on preserve three ratios for our scaling, and that's the important one. What this will do is it will scale our UV shells based upon the scale in three D, so the bigger objects get more space than the smaller objects. Once this is done, you can apply translate shells and rotate shells. Translate shells means that we allow it to move around, which is absolutely necessary because else it will not be able to pack it. Rotate shells means that we allow it to rotate. Now, we allow it to rotate by 90 degrees. This is why we went to modify and orient them to make sure that our shells are already vertical or horizontal. If you set this lower to for example like 30 degrees, what will happen or one degrees even, is that it will just randomly rotate our shells until it finds the best position. However, this is quite messy when you want to texture it. Now at this point, what you can do in your layout settings is set the taxi map size to 40 96. And there is some padding options. Basically what padding means, shell padding is the distance between these shells, but I first of all, like to just make sure that this is fine. So I like to press Apply. And now down here, you can see that it's starting to pack UVs, number one, and now number two, and then another iteration and number three over here. There we go. Okay, so this is what we got right now. You can see that it has packed our shells. But now, 1 second. Let me, if we can go here. So it has sorry, someone is playing fireworks outside, which is distracting. You guys will not be able to hear it. So now what you can see is that everything is at the correct same scaling, which is called taxil density. It basically means that all of our cubes are exactly the same size, which is correct, because we want to have everything relative to our tei scale to be an even scaling. And that's what I was talking about with, like, the scaling and stuff, also. Now if we select this, it did a pretty good job. Like, don't get me wrong, did a pretty good job. We can zoom in, and the annoying thing is that if I turn off text view, right I can go here. There we go turn off this button to turn off text view. However, look how close this is. If you are not comfortable with it being this close, which when we do high poly to low poly baking is something that is not always the best thing to do. We can go in here and we can set our shell padding a little bit higher to, for example, 0.1. And let's do one iteration so that I can show you. So if I now press apply again, I guess I need to select it, apply. What might happen. Okay, it looks like it doesn't change, and the reason it doesn't change is probably because I need to go from padding to UV padding, so that it actually does the padding based upon our UVs. And now if I press Apply, or is it just a too low value? I always forget what the right value is for this. Takes a second to load. Okay, so this is way too big, but now you can see that you get the idea. Now that we have set this bigger, it will try to do, like, a bigger shell bedding. So if we go way lower, so 0.005, for example, and then let's set the packing iterations to two, because we probably don't need more than two. And I will pass the video until this is done. Here we go. You can see that it left a little bit more space, which is a little bit more comfortable for me. So at this point, I am happy with what we have right now. So what I can do is I can just improve it manually. Now, there's almost oops, no improvements really needed for this. So improving it manually, of course, computer is good, but sometimes you want to go ahead and you want to, like, add some extra changes. For example, this is a really thin, long shape, and I want to scale this up a little bit to give it a tiny bit more resolution for our metal. Now, these main pieces, I do not want to scale. If I scale up one, what will happen is that the texture resolution will look way higher resolution than the other pieces. Now, you probably have seen this in video games, but when something, for example, have a character next to like a rock, what you can sometimes see in all the video games is that the character looks super high resolution and the rock looks super low resolution, and it breaks the immersion. It doesn't look good. So we want to also not have one pipe that looks low resolution, and then another pipe that looks high resolution. Rather, we want to have all of them at like a medium resolution. There are a few exemptions, and this is one of them. One of the exemptions is that we want to go ahead and if we just go ahead and select all of our bolts over here, our bolts have very specific nor map details. They are quite complicated and they have these ridges, remember, over here. With the resolution we have right now, what will happen from experience is that those ridges will be so low resolution that you can barely be able to see them. We don't want that. So this is one of the few times where we will cheat, so to speak, and we will basically make all of these pieces a slightly higher resolution simply by scaling them up a little bit. We have more than enough UV space for this. So you might always hear about, try to fill up as much UV space as possible, if you've ever done any research towards this. This is true. You want to try and fill up as much of this, here we go. You want to try and fill up as much of this space as possible. However, take it with a grain of salt. You do not want to break texal density, which is the scaling, just to fill this up. Now, you can, of course, try keep moving this stuff around until you get the absolute perfect location to fill up as much space as possible. But if it takes you half an hour to do that, to save three or 5% of space, it's often not worth it because you won't notice the difference nowadays, especially because we are texturing a four k. You can see that I have scaled this one up a little bit more. And another thing that I will do is I will actually go ahead and grab my ridges over here, and I will make these even bigger, just to really make sure that they have more than enough resolution. But I'm not going to go crazy because then, of course, it will not look very good. So we now have all of these pieces ready to go. If you want, because we have the space, you can give them a bit more space, which often avoids any baking errors. And we have now UV unwrapped Oh, look at this. This one is outside of our field. That's really strange. That is not supposed to happen. Let's go ahead and push it inside of our field over here and over here. Let's scale this one down and make sure that it's not overlapping because that's our goal. We want to make sure that nothing over here is overlapping like this. And then for this one, what I'm going to do some just going to scale it down a tiny bit. Don't worry, you won't notice it because else it is touching each other. So there we go. Okay, so that was weird. Maybe I accidentally moved something. Anyway, our UVNwps are now ready to go. You can see that now everything looks quite nice. It fits. At this point, what you can do is you can just assign a normal lambert material if you want to see or you can turn off your text fuel. But all of our models are now UV unwrapped. Now what we will do in the next chapter is we will go ahead and we will start by preparing our models for baking. So we will start by creating all of our final models ready to go and export them so that we can nicely bake them. So let's go ahead and continue with this in our next chapter. 37. 18 Blender Preparing Our Pipes For Baking: Okay, so we are now going to prepare our assets for baking. This will be quite a quick chapter. So first of all, what we need to do is we need to assign correct smoothening to all of our assets. Now with this one, remember how we were going to use weight normals. We don't really need weight normals on something like this. We just need to right click and Shade Smooth. However, these ones over here, we can definitely go ahead and modifier weight normals, and then we just want to right click and press Shade Out smooth to turn on our Outer smoothing over here. I often like to set it to 100 personally, but there we go. So this is actually really easy. These ones over here are a bit different. We did not add support for weighted normals. The reason we did not do that is because they are so small that it's just not useful. So I'm going to go ahead and add my normal 100% smoothening here. Let me just do toggle. For this one, I like to first of all, inset this Q, and merge that center. And let me just double check to make sure that Oh, here, see? That breaks everything. That's interesting. That breaks. I think the way that we can fix this is, let's just see if we just do a contra E Oh sorry, Alt E and then a right click to leave it and then Merchant Center? Oh, no. Okay, fair enough. That is a little bit annoying because I want to, of course, merge it. So I should have done that in the very beginning. So what I'm going to do is I am going to merge it at Center. However, I'm just going to very quickly turn everything on because now that all of our models are combined, whenever we make a change like this, we, of course, need to make sure that we do not overlap with anything else. So what I can do is I can select this Unweb scale it down and move it here again. There we go. So now at least that geometry is crack. So we are now will just preparing everything for our baking. So, let's see. We were doing this. This one has the crack smoothing. No, so let's shade smooth. And it might seem a bit drastic, the shading smooth over here. However, you don't have to worry because our normal maps in our textures will compensate for that. So, trust me, it will look fine later on. We can now go ahead and go to our pipe bend over here for which we just do right click, shade outer smooth, and weight normals. Maybe set weight normals to 100. And then we also have our T split. Once again, right click out a smooth modifier, weight normals, 100. That's all we need to do. It's totally done now. So all of our final low poly matches are now ready for baking. So what we're going to do now is we are going to create our very final version, which is literally going to be the final versions that will be exported to Unreal Engine. So for this, what we want to do is, first of all, I completely forgot to do one last thing again. And that is that over here are bolts, what you want to do is we do a quick pivot. I want you to duplicate one. The reason I want you to duplicate one, and we are also going to change our UVs a little bit. So let's first of all, move this back into our pipe straight low poly. The reason I want you to duplicate one is because right now, if we have one bolt, we will have the absolute exact same texture on every single bolt in our model. Now, you can imagine that doing that kind of stuff, it will look very repetitive because we have a lot of different bolts over here, so you will just see the same texture over and over and over again. And that's simply why I have two bolts. One, first of all, two bolts already we have the texture space. So I can literally just, like, go in here, move this one over here, and maybe then need to, like, select this stuff. And then let's go ahead and rotate it here, see? So we have more than enough space for this. And what it will do is it will give us that extra bit of texture variation because now we will have two different textures. So if we just alternate between the bolts, you will not notice so much that they are at that they are the same textures. Of course, we could not really do that while we can, but we would not really want to do that with all of the bolts, because then what will happen is that you need to spend so much UV space, so much resolution on all of these little bolts that it would just be a shame, like it's not really needed. So this is more optimized. So anyway, we now have all of this stuff ready to go. So what we're going to do is we are going to start by selecting our pipes straight low poly selected. And then you want to go ahead and you want to add a triangulation modifier, probably first. So you want to go to art modifier and then just simply press triangulate. Oh, no, wait, it is not a multi select, is it? I forgot the blender does not allow multi selecting. Now, the reason why you want to do that. Let me just turn off this. 1 second. We need to move this one up over here. So the reason why we want to add a triangulation modifier, it once again has to do with our baking. And that is that just like I said about Unreal, whenever we export something from Unreal, it gets triangulated. Unreal triangulates it. Now, you can see that we have this We specific smoothing. All of this smoothing here is we specific. Whenever you change something to it like this, your smoothing will also change. You might not be able to see it, but your smoothing will change very slightly. Now, you can imagine that all of these softwares like blender and marmoset and substance paint and Unreal, they all have a slightly different way of triangulating your model. So all that has to happen is for the triangulation to be slightly different between unreal, for example, substance painter or marmoset. And then when that happens, you will get inconsistencies in your smoothening, which you can see. They look like visual errors. So instead, what we want to do is we want to have full control over our entire mesh. And we simply have this full control by adding a triangulate modifier and adding it to the top over here. Triangulates modifiers. They do not actually change our weighted normals, or they should not. So let me just double check. Yes, they do not change the weighted normals, but having those on here, we now have full control over our triangulation. Because we now have full control over this triangulation, it doesn't count for polygons, by the way. This triangulation has to happen, so it's not like we are adding a lot more polygons all of a sudden. Well, technically, we do, but this has to happen if we export to a game engine anyway. So I rather have full control over all my geometry. Plus keep normals also. Then that I risk getting problems later on. I hope that that sort of makes sense. So basically, all we need to do is we just need to trangulate and press keep normals. Now another annoying thing inside of blender. Don't ask me why. Maybe they changed that in the latest update. Let's see. And that's that you cannot multi art, you see, you still cannot do it. I honestly don't know why they don't do this. That is so annoying. It has been here for years, so we now need to go in every single one, and we need to go ahead, triangulate, keep normal, trangulate, keep normal. So that's just something that you can hear in my voice. I'm not a big fan of because it seems like such a standard feature to have. But anyway, so now we are basically just triangulating our models, and that's the last thing we need to do before we can start creating our final meshes. So we have a loply. Let's not forget that we just need to quickly also do this on our triangulate, move it up, keep normals. So it might seem like your geometry is now really messy, but because it is a modifier, we can always turn it off later on. So we can always just go ahead C and get rid of it whenever we want to. So this is now done. Now let's go ahead and grab a pipe straight. And then I want to go ahead and I want to select everything. And I want to press Contra C Contrave. Right click, move it to a new collection. Pipe underscore. Straight Underscore final, and then press Okay. So these are going to be our final measures. Everything with underscore final is going to be the ones that we will export to Unreal Engine. So now we can go ahead and we can also go to our bend. We want to once again, although technically for the bend. Oh yeah, yeah, we do need to do it for the band, of course. We must go ahead and duplicate it, move to collection, new collection, pipe underscore, bend, underscore final. And the T. Duplicate, move the collection. Pipe T, ncovinl over here. Okay, so we now have our final versions done. So what are we going to do? Let's go ahead and go to our pipe straight to get started with the final version, I mean. And now in here, we are free to basically move these pieces around and start by placing all of our balls. That's the only thing that we really want to do in this kind of case. So we are going to go ahead and I will actually use both of these because I can remember that we move them a little bit, see? So I need to move them into location over here. Let's move this up. So we can basically move this one here. Now, I like to personally do this by hand. You can try to do like fancy array modifiers, but doing it by hand often gives me, like, a bit more control. And what I like to do is I like to have, for example, let's do, actually, let's grab this one. Over here. And I want to keep grabbing this bolt, and this bolt will be every side interval. So we want to place one here. And then what we want to do is we want to rotate it a bit. Rotations will just add like that extra bit of variation. We then move one here, and we rotate it a bit again because it will just make it seem even more like it's just like these random different bolts all of them. Oh, it would be handy when I do that if I actually also duplicate my mesh. It would be completely copy paste it, and then you can go ahead and do this. Sorry about that. After this, I will take a break because I'm starting to get tired and when I get tired, I start to make mistakes, especimender. So now what I can do is I can grab this one, and I'm going to have this one every angle like this. So I can go in here, move it. I can go in here, and I'm mostly just eyeballing it, to be honest. And I can go in here, Al. There we go. Awesome. Okay, so just like that, we now have our bolts placed. Now you guessed it, all we really need to do is we need to go to a top view, select the back side of our bolts over here and simply move these on this side. Because whenever we start to repeat this model over and over again, of course, you will have one side with normal bolts and one side with the back of them. And that's about it. So now what we can do is we can select everything and then we can, for example, deselect our pipe. We can copy and paste this, right click, move to collection, and this one is going to be pipe bend vinyl. And all of this stuff over here is going to be pipe straight vinyl. So in our bend version, we now already right away, have our bolts on the right location, which is nice. We can grab this thing over here and let's do a quick pivot. We can grab this one. And we can nicely place it over here, just like that extra bit of detail, even though it's technically probably not needed, nice to if we have it, we can just as well add this extra detail. Take that once again with a grain of salt because sometimes less is more and that kind of stuff. And now we can just go ahead and we can grab these, snap with this one, we need to tweet it all as like one object. So what you want to do is you want to go up here, and you want to set this to bounding box center. And now if you hold control, here it will treat it as one object. And then it would be nice if I actually rotate it 90 degrees. And now I can just go ahead and I can move this forward. Move this in center over here. There we go. Okay. Awesome. So this one is now Also done. Now we can go back to a pipe straight. And all I want to do with this one is I want to go ahead and I want to select only my bolts over here. And I want to once again copy paste, move to collection Pipe T final. And with this one, all we need to do is move this one forward to place it on this side. This one is already placed on this side. And then what I'm going to do is I will probably grab these versions over here. Move it. Yeah, yeah. Of course, it depends on which direction pipe gets entered in here. But let's go ahead and grab these versions, rotate them. And then what we can do is we can nicely move those in here, and move them in the center a bit more. Like this. Yeah, that should work. Awesome. Okay, that's it. We are now ready to go. We just want to go ahead and select everything, move it to the final collection over here. And everything is now ready to be exported so that we can bake it in Mm set, and we will also have a bonus chap on how to bake it in substance painter. Now, I already exported this because I already made these pipes three times by now. So basically, in our exports folder, I have a few folders. The two unreal folder contains the FBXs of our final pipes. All you need to do with those things is you need to select them. File, Export, FBX. Then you want to navigate to your folder, and all you need to do is press selected objects, scroll down, and in geometry, make sure that apply modifiers is turned on, which will apply these modifiers here. And then you can just export it using the names that are logical to you. Now, the same works with your low polis and your hypols, you simply want to go ahead and in my case, I exported them here, pipes. So pipes, hypol and low pool. With those, what you want to do is you basically want to go ahead and turn on, for example, we need to make some small changes now. So if we turn on your T pipe hypol and low pool at the same time, simply move it to the side. And do the same with your bend over here, and the reason you want to do that is so that they are not intersecting. Now if I would turn on all of my pipes, well, actually, let me just turn on my hypol so you can see Huh? Oh, like this. There we go. So now what you can see is that all of these pieces over here, they are now separate. I also realize, Wow, I'm really starting to forget a lot. I am realizing now that I forgot to duplicate my hypol bolt. So let me just quickly duplicate it and try to place it as close as possible to the original bolt over here. Doesn't need to be absolutely perfect, but just really close. And don't forget to quickly right click, move to collection. Pipe straight hypole. There we go. So the reason we want to do this kind of stuff is because if they are intersecting, you will be able to see this in your textures. It will try to or it will think like it is all one model, separating it like this. And you can do this separation also in your baking software. But let's not go over that. This is just the quickest way right now, way right now. Separating this, we'll make sure that we are baking correct textures right away. We now have our hi polis and our low poles ready. What you would want to do is you want to select all of your low polis, export it as a single FBX file, and do the same thing with your hi polis. And then what you will end up with is a hi ply, a low poly and also your files that need to go to unreal which will be separate. Make sure that at this point that you do not change any positions or something like that. It's important, especially for our finals to keep the position the same. So with that now all done, what we can do is we can save our scene, and we can finally move on in our next chapter in baking our hypol and low poly models so that I can show you the logic behind everything that we've just been doing. So let's go ahead and continue with this in the next chapter. 38. 18 Max Preparing Our Pipes For Baking: Okay, so what we're going to do in this very quick chapter is we are just going to prepare our models for baking. So basically, do prepare them for textures and export them. I want to get started. While we have all of our low poly steel turned on, to go up here to my material editor, and I want to click on my material editor. Now, you can see that I'm using this icon. If you click and hold, give me a second Foot load. If you have this one, just click and hold and select this one. This is like your quick material editor, which is a bit easier to use. Just going to leave the selection to the first one and press assign material to selection. If you want, you can even call it pipes, but it doesn't really matter too much right now. So we now have one material that just makes things more manageable. What I'm going to do is I'm going to prepare my smoothening and everything for baking. And for that, I just want to use weight normals. So we have this one, and I'm just going to use weight normals and sort of my edge and faces to double check to make sure that the smoothing looks quite good over here. An old technique would have been to add a smooth modifier and set the smoothing to one. You can see that this one is less good than weighted normals. But when we start baking, our norm map will compensate for that. So you can use this technique. However, often the more better technique is to just use your weight normals like this. Now what we can do is we can go to our opo or sorry, our straight version. For this one, once again, just add a weighted normals. This one just add smooth and set this to one to be extra sure. We just want it to be completely smooth. But now we have arrived at the bolts. So these bolts, they cannot actually they don't have weight normals because there are no bevels. If we would outweight normals, it breaks. In these type of cases, we would want to use our old school technique, which is going to smooth and setting the smoothening to one. This might look like really strong and ugly, and if it gives us problems, we can fix it. However, most of the time, the normal map that we are going to bake, which is one of our textures will compensate for this. So we can go ahead and set this to one. Now with these ones, we can also do it. And what I like to do is I just like to set the smoothing to one like this. And then simply if I have problems, I will simply fix them. If I don't have problems, I kind of leave it. If you have a problem that you would want to fix, most of the time with this one, this one is quite tricky, or you would want to just add a weighted normal. Or what you can do is you can keep the smoothening separate. You can set, for example, if we press one on all of our smoothening down in our smoothing groups and then select the corner and set that one to two. Now, this will create a harsh edge, and it will mean that in your normal, you can see a slight seam. But for really small assets, it won't be too noticeable. But of course, in this case, what we're going to do is just keep the smoothening to one. And over here, let's do the same because often with really small models like this, the smoothening will not be that big of a problem. Now we have our last one, which is our T split for which we can just use our weighted normals. Okay, so that is all prepared. Now, if we go to our pipe straight low poly, what I am going to do is I'm going to go ahead and actually, we need to do this with all of them. Let's start with the first one, which is our bend. We want to press Contra V and copy our model. And then just press a plus sign and call this one pipe, underscore bend, underscore final. So I like to prepare my models for baking inside of my three D application. However, there are tutorials out there that show you how to also do it in, for example, marmoset or in substance painter. There are many ways to do this. This is just my way, which is a bit of an old school technique, but still a really useful one. T's go ahead and grab this one, copy. Pipe and the score straight and the score final. And lastly, we have this one. Copy. Pipe T, underscore, sorry, final over here. Okay. Awesome. So let's go ahead and go to our Pipe straight final first. And let's prepare our bolts for placement. What I'm going to do is I'm just going to go ahead and select all of them. Actually, let's just select everything and right click convert to Added Poly. And just to make things a bit easier, I'm going to go select my bolt and press attach in my added geometry. And I'm just basically attaching my geometry. You might see me going a little bit faster right now, because this is all stuff that we've covered quite a few times right now, and I hope that's not too bad. So we have these two bolts over here. Now, there is a technique on how to really quickly place them. However, I would want to alternate the bolt. So I will show you the technique to how to quickly place them, and that technique is basically this. So we have over here and we place our bolt roughly somewhere here. And then what you would want to do is you would want to go to your hierarchy, affect pivot only, and we want to set the pivot in the center of our cylinder. Now, because we kept our cylinder exactly on 000, we can simply go down here and type in 000 to set our pivot correctly. Now, next, what we can do is we can add something that is called an array modifier. If you go to tools and array over here, this is basically a duplication. I can press the preview button to preview the box. And now if, for example, I don't know which on the rotation, if I move my rotation, you can see that it nicely and evenly starts to copy over bolts just like that. Now, this is great to use, but, of course, it only works with really like one bolt, and that's a bit of an annoying thing. So often I don't like to overthink it. What I do is I have these bolts. I just decide how many I want of them. You can go down here and set count to, for example, nine. And then play around with your ordation to give it a bit more spacing, like that. And yeah, I quite like this. I then basically just go ahead and press Okay. And I'm going to let's go ahead and now effect pivot only and just center pivots again to make it easier to select. I like to, first of all, just like move this in a little bit over here. To make sure that our bolts are not too close to the edge, something like this. And next, I just tend to, as I said, not overthink it, grab my second bolt. And what I tend to do is I tend to, like, place my second bolt, right click height selection. Delete the old one, right, click hight. And just press do not show this message again and press no. So this way, we have a bolt. And now what I can do is I can, for example, now also go in here, place it roughly in this location, right click, height selection. And don't worry, we will add even more variation after this. Nhight like this. And let's go ahead and do another one here. Right, click height selection. Delete, right, click height. And let's do another one probably here. Just to alternate between the bolts. See? And you can do this quite quickly when you would not have to explain. So we have this done. Now, what I like to do is I also like to add rotations. This is quite an easy one. Like, I could go in and simply add some rotations to all of my bolts to make them feel more interesting. Or what I can do is I can quickly select my bolts. I can go to my soul buurn scripts, and I can try to go down here and add a transform randomizer and then press do. And in our transform randomized, what we can do is we can say -90 and 90, turn off tweet object tweet group as one object, and then go ahead and random X. There we go, see? And then it will just randomly change the rotation of all of my bolts at the same time. So that is just extra handy to add some very quick variation. So we have these bolts. Now, all we need to do is go to the top, deselect the front bolts and simply move these ones over here because we are having a pipe that we are going to be using repetitively. So we got all of these done. And yeah, just having one of these joints is fine. Now what I'm going to do is I'm just going to go ahead and grab this stuff, press Contrave to copy it. And I'm going to drag this into my pipe bend final over here. And in my pipe bend final, I can grab these bolts over here. I can make sure that snap rotation is turned on, rotate them 90 degrees. And then move them in here and move them up here. There we go. So we got that one. And if you want, you can also grab this one, and let's say that this one will be like 45 degrees like this. And then kind of just like nicely match it up. Although I don't know if it is really needed, but yeah, we can give it an extra support over here, which is looking pretty good. Now, let's go ahead and so that's the pipe bend final. Let's grab our pipe straight final again, select everything. Actually, for this one, we don't need brackets, so only select the bolts, copy, and drag it into our pipe the final over here. And now we can just once again, place them over here like normal. So that's pretty much it. We can just go ahead and do this. And then for this one, we need to decide which one to have on top because we can never really be super sure. So what I will do is, first of all, let me just make sure this is correct. Let's go ahead and duplicate this. Rotate it 90. And then move this one also roughly in the center of here. Yeah, that should line up pretty good. Okay. Awesome. So that's it for our final pieces over here. So we're going to go at a Sava scene. So we now have our final pieces. Now the next thing I want to do is I want to open up my high and low poly for each model separately, and I want to move it out of the way. So we have this one. Then we have our straight, which is already correct. Although for us straight one, I'm going to probably m you can leave it. Yeah, you can leave it or you can move it away. The reason is we have something called ambient occlusion, which means that it will give slight shadows where we have our model. But since we will most likely I don't know, let's move it away for now, what I'm doing right here is I'm deciding if I might come across problems in the future. If I leave this model here, what will happen is we will be able to see like a shadow on our pipe. However, if I ever want to remove this model, that shadow will stay. And that's why it is sometimes better to just leave the model away from our main so that the shadow does not interact. You will see what I mean when we actually start baking. And then we will have a bend version, which I can just move over here so that now if I go in and, for example, let's load up our hypols because that's what we need to do next. All of our hypolis you can see that none of them are intersecting. Now with our hi police, all I want to do is in our quickly go into your turbo smooth, turn off Isolate display. Isolate display currently gives a bug, which will make your model geometry break upon export. Now, I have a script which is called Zorb modifiers. However, it feels a bit overkill to use it for so little meshes. But that script would basically do this for us. But there we go. We are already done. So, awesome. We are now ready to export our meshes. So let's first of all, in our exports folder over here, let's create a folder called pipes. And in here, we can just go ahead and nice place our pipe models. So I want to export all of my hypol so of all the pipes at the same time. So we have all of the hypol selected, file export, export selection. And let's go ahead pipes and just call this Pipes underscore HP. And just go at the save and press Okay. Like this. Now what we're going to do is we are going to go ahead and grab our the pipes low poly over here. And now what I like to do is I like to go ahead and export it again. But there's one small change, so let's call this pipes score p and that is that I like to turn on triangulate. This is important. The reason I like to turn on triangulate is because I know that my models will be triangulated inside of the game engine. Now, it might make your geometry look messier. However, it will make sure that all of our smoothing, which is our weight to normals and stuff, stays correct. If we turn off triangulate and we export our model to marmoset, to paint and unreal, every single program has a different algorithm on triangulation. So basically, the triangulation will be slightly different in every single program which can cause errors. So it is best for you to control it by turning it on here, and then we can simply press Okay. Now finally, we have our final measures, and for those, what we're going to do is you can right click press Rename and press Control C, for example, File Export export selection, and this one is going to be too unreal, pipe bend I don't need to do, like, the final for this. So pipe bend, it's safe export. Here we have our pipe. Pipe. Straight? I guess I don't have to copy the names. You can copy names if they are really long, which I often have, but these ones are really short. And we have our Pipe underscore T. There we go. So now, those are all exported and can even already be imported into real. So that is it for all of our baking preparation. What we're going to do in the next chapter is we are going to actually get started by baking our models, in this case, in Momset and then all of the stuff that we have done now will come together. And if you have not yet completely understood why we do certain functions, everything will hopefully become a little bit more clear. So let's go ahead and continue with this in the next chapter. 39. 18 Maya Preparing Our Pipes For Baking: Okay, so we are now going to prepare our assets for baking. So we need to create one final type of layer, and that's our final layer. We now have a low polis and our high polis. However, I want to create one extra layer, which has our final models, and these models will have all of our bolts placed and everything ready to go to UnwilEngine. So, you basically want to now that you have done our UVs, you can only do this after you have done your UVs. To prepare this for baking, a few simple things that we need to do is we need to go ahead and go in here and we want to smooth shade everything like this. Now, of course, over here, we don't have weight normals, and this might look really dramatic with this shading, but you don't have to worry about it because our normal maps will most time fix these kind of problems. The only one that I might be a little bit worried about is this one over here in which I'm tempted to only hard shade this bolt over here. And it's mostly because I'm going to use these bolts so often. I just want to make sure that I don't run into any really drastic problems, so to speak. So we now got these ones over here done. These are all cylinders, so we don't need to do any weight normals or something. Just shading is enough with our bevels, because our bevels are already almost the same as weight normals. Of course, if you want, I guess you can use weight normals on this part over here by running our script. Yeah, that looks, I guess, a little bit nicer. So if you want, you can do that. Like this. But for the rest, yeah, don't worry about it too much. So, we got this one. Let's go now to our low poly over here. This one, a simple Shade Smooth, we'll do. And this one over here, Shade Smooth, is also totally fine. Okay, so our shading is now done, and our models are now ready to be copied over to our final layer. So let's start with this one. We are going to go ahead and shift the new layer and call this. Pipe underscore straight nscoeFinal and press save, and let's move it down over here. So we have that one done. Now we have our bend. We can go ahead and shift D. Pipe, uncoe bend, nscoreFinal. Oops, final. Save. We have done that and's move this one down here. And finally, we have this one, Shift D. UnscT un score final and save, and that one can just stay into its position. Now, if we go back to our pipe straight. Not a low poly, our final layer. And now what we can do is we can start by placing our bolts. And this will be super easy. I'm going to turn on my geometry. And for these bolts, now you can use some fancy array techniques where it will automatically place all of the bolts around here. However, I like to often place them manually because we need to make some small changes. I like to place one bolt here and the second bolt over here. And at this point, we can kind of decide how many bolts we want to place? What I want to do is I want to place one on pretty much every corner over here. So we have this one this one, and then I like to basically select this bolt because I want variation and place this one over here. Now what I like to do is with this one, I want to already rotate it. Actually, I should have done that for this one also. I want to rotate them a little bit to make it seem like the bolts are never all at the same rotation. And at this point, what we can do is we can have one bolt, let's say, in the center here, once again, rotate it. We can select this one, maybe another bolt in the center over here, rotate it. We can have another one, let's say, maybe over here in the center. And I just tried to balance out. I try to keep them nicely even, but I mostly just try to have these different types of bolts at different positions and different rotations. And this is to give us as much variation as possible. You can even count one, two, three, one, two, three, to roughly guess where the center is. Should have been more accurate over here, one, two, three, one to three, and there we go. So now these bolts are also placed in the correct location. Ready to go. So this is probably enough bolts. You can have more. You can have less. But now at this point, what you would want to do is, let's go ahead and go to our top view, for example, and we simply want to now select all of the ends of bolts over here. And we want to move this one. Over here to the other side. Because when we are repeating this stuff, this is how it will look. When we are repeating this, this stuff over here. Okay, yeah. I'm not going to bother showing you now because our transforms are all broken, but this one will simply repeat over here on this side. So we now have that done. Now what I'm going to do is I'm going to go ahead and I'm going to grab my bolts, make sure that they are in our correct layer so that if we turn it off, it works. And now I simply want to press Shift D and move these to our bend final over here. And if we go ahead and let's do actually another one, another shift D and move these to T final over here. And if we go to our bend final, that's bend lopoli bend final. These ones are already in the correct location because we never move them. And these ones all that we need to do is we need to go ahead and set our X orientation to world. I don't know why it's set to object. Maybe that was probably the problem. And then we want to go ahead and we want to again, set our rotation to world, set it to minip, hold J and rotate this nine degrees. And let's go ahead and turn on our grid and nicely move this over here. And because our heights and everything never changed, it should right away, be in the correct location because I looked at my This is why it's handy to use edges as guidelines. I basically looked at my edges over here. You can even go like, a little bit more accurate. There we go, see? So those are now already in the right locations. So this one I would say it's also final. If you want, you can also grab one of these pieces, maybe. Yeah, let's assign these and have these over here. I'm just going to hold Jade to snap rotate because I assume that this angle is pretty much like an even angle or not. Yeah, it was probably even angle, but well. And over here, you can kind of, like, do something interested and interesting. S there we go to also hold this one together. So we have that one done, and now we have our T over here. And for our T, we are just going to grab this one, move it over here. And then finally, we have this top version. Let's clone it, rotate it or minip and let's go ahead and go over here. And nicely move this. Oh, this one I cannot line up in the center. The reason I cannot line up in the center is because we used a mirror. So the topology is slightly different, but that is no problem. We can still make a very rough guess, something like this over here. And there we go. So these ones are now also ready to go. Okay. Awesome. So we now have everything done. Now, in order to export this, I have already exported these pieces because we are going to use the ones I made in Max. But the final ones I have placed in the two unreal folder, which is as easy as simply selecting your model. File Export Selection. And then all you need to do is if you go to your folder, you want to set the type to be an FBX export over here. And then you simply want to export it. Oh, and turn on triangulate in your geometry. So go to geometry, turn on triangulate and simply export it to whatever name you want. Now, for the hypol, I Maya works a little bit different. So whenever you have a hypol like this, what you want to do is before you export your hypol and these are located in here. Pipes. Oh, I completely forgot to do something. Sorry, one last thing that we need to do. When our final is done, you want to go ahead and just quickly grab your bent pipe, move it over here. Don't do this with your final, only do this with the low polen hi pol. The reason we want to do this is because I don't want them intersecting. So now what you can see is if I turn on my hypols and low polis, they are no longer intersecting, and this will make our bake look cleaner, and it makes everything a little bit faster to bake compared to if we need to fix this later on. So we are moving it far away so that they do not interact with each other. Do not do this. If you do this, our ambient clusion, which is the shadows that we are going to bake, our contact shadows, they will show up. So try to move it at least like somewhere over here, like, quite far away. Anyway, so as I was saying, with this done, if you want to export our loply, you simply select all of these measures, file export selection. And with these ones, you can once again just go over here, set this two FBX, and you can export this as Pipes underscore LP, and I have it exported in my exports Pipes folder. So this is just very basic exporting. The only thing to remember is to turn on triangulate. And the reason we want to turn on triangulate is because else we can experience baking or smoothening errors when we import our meshes to different applications like unreal and painter. But by triangulating it, we have full control over our mesh so that we can so that we do not get the smoothing arrows. Because the measure will be 100% the same in every single treaty software. Without this, whenever you import something into a different treaty software, it will try to triangulate it using its own algorithm. However, that algorithm can be slightly different from other programs. So you can understand that there is a mismatch. Now, finally, for a hypol what you would want to do is you would want to select everything and then of course, press three to go into your hipleview then just before you export your hypol what I recommend is that you go well this is needed, you go to modify, convert smooth mesh preview to polygons and give the second to load. So this one will turn that smooth mesh that you see into actual geometry. So now you can see that it's really high poly then you would want to export it just as a normal FBX, the way that I showed you. And after you have exported it, Undo what you just did. And come on. Give the second its loading. There we go. Undo it. The reason you want to undo this is because you can never go back whenever you convert it. However, if we need to make any changes later on because, like, there is an error or something like that, we basically lost the mesh that makes it easy for us to add changes. So you always want to undo it, and then you just want to go ahead and save your scene once again. So that is now all ready to go. We have our mesh is exported and prepared for our baking. So what we're going to do in our next chapter is we are actually going to go ahead and start by yeah, baking our models inside of Momset. And then there will also be a bonus on how to bake it inside of Substance Painter after that. So let's go ahead and continue with this in our next chapter. 40. 19 Baking Our Pipes In Marmoset Toolbag: Okay, so now with our pipes done, what we can do is we can get started with our baking process. So with our baking process, you can really start to see why we spent all this effort creating these two versions. Now, I like to personally bake inside of marmoset. However, I will also include a chapter on how to bake inside of Substance Painter, especially because recently, and I'm literally talking like a few days ago, Substance Painter released a very powerful update that makes the baking very similar to marmoset. So what we're going to do is let's go ahead and select our hypolloppipes, and we are going to start with Momset where we will drag this into a empty Mm set scene over here. And there we go. So you can just go ahead and alt left mouse button to rotate rout, alt right mouse button to zoom in and alter middle mouse button to pan around. It is all quite similar. I won't really go too much over the navigation in Mm set because we will go over this a little bit more in depth later on. Now, what you want to do with these two pipes is you want to go ahead and press this little bred icon up here. I want to select the low poly, drag it into low. Select the high poly and drag it into high. As soon as you drag the high poly into high, it will be hidden, and you can unhide it by using this little icon over here. So let's go ahead and go over here because what you can do is you can select an object and press Control F to zoom in. So I'm going to go over here because this will be the most visible changes to Wi show off our baking. Now, if we go ahead and go to our folder, I created in our textis folder, I create the folder called pipes and another folder called bakes. So this is the folder where I often like to just place all of my baked maps over here. And now what I like to do is I like to click, first of all, my low. And in my outer bake, I like to set this to none. This is because it will try else to automatically bake before we even have changed any settings. Now what you can see over here is when we press our low, we get this green outline over here. This outline is very important and it is called our cage. What we can do is we can turn on a high, and the general concept is you want to make sure that your cage is very close to the shapes you have, but not too close that it still covers part of the high poly. So what this allows us to do is, for example, if you and we will see this a little bit more later on, if you have a high poly that looks quite different from your low poly, this cage basically allows the system to capture all of those hypolle details. So over here, as you can see on the inside, when I set my cage very low, you can see that it's not covering the entire hypol and this will actually cause errors because it is not able to see the hypol. It can only see the stuff inside of the cage. So you want to make your cage big enough to cover pretty much everything, but you still try to keep it quite close to your mesh because it often gives better baking results. So now my gauge is pretty much ready to go. I don't see any real arrows over here. So now what I can do is if we just go ahead and go over here, we can well, let's first of all, just go ahead and save cine. Why not? So we can save cine, and let's do saves and let's call this bake scene and press save. And now if we go to our Bake project, you can if you want, if you are going to bake multiple objects like we will, we can go ahead and call this pipes over here. And then, first of all, we want to have an output, so we can just select this and we can set the output to be our pipes and our bags. And let's just call this Well, simply call this pipes. And you can choose how to save it. So in my case, I will probably save this PNG just so that we can easily open it up and I can show you everything and press save. Now, in my samples, I want to go ahead and set this to 16. This will give us a smoother result. You can see it a little bit like entera alysing. It will give us a slightly nicer crisp result. I'm going to set my master to four K by four k, and we can leave the format to eight bits right now. However, you can also choose 16 bits for most of these maps. I will explain to you a little bit more about this. So let's leave this to eight bits, set our master resolution to four k resolution. And then in our maps over here, we can press configure and we can choose which maps to pick. Now, what I was just talking about between the eight bits and 16 bits is that there are some textures in here that require 16 bits. These are the height and the position. However, the height map we don't need because this is not the type of model where we would generate a height map. And then what we have is we have our position map over here. 1 second. Let me just lower down my audio a bit because it's a little bit loud. Our position map requires 16 bits. Now, what I tend to do normally is because a position map it doesn't so much look at the hipole I tend to simply bake this inside of painter because else I would need to bake everything at 16 bits, or I would need to bake everything at eight bits, then switch to 16 bits and select my position. Honestly, it's just easier when I start texturing my model to simply bake this inside of painter. So what I like to do is I like my normals object, curvature and ambient occlusion, and we can turn off the material ID. Material ID basically allows you to create a mask based upon the materials, but this is something we do not need for this specific model. Now I can go ahead and close this and I can go ahead and turn all of this on. Now that this is done, I want to hide my hi poli that we can see our low poly. And now I can show you the magic of baking your meshes. So as you can see, what we will do is, thanks to these maps, especially the normal map, it will basically manipulate the lighting and smoothening using the norm map to make our low poly version look like our hypoly version. So what we can do is we can now press bake. The first time pressing bake, it might take a little bit longer to load. However, after that, whenever you even update your models, it will be quicker to load because it needs like cache in our model. So over here, it is just baking and that's it. Done. So it doesn't take too long. Now, if we go into our folder, you can see that we have our AO map, and if we open it up, our amid occlusion, our curvature, our normal and our normal object space. And you can see, I don't know if I can really show you, but in our normal, it's a bit difficult to read if you're not used it. It will have all of our extra map details in here. So if we go ahead and now press this little P button up here, it is the preview button. As soon as I press it, you can see that now, that's what I meant. So now what you can see is that it has greatly improved the look of our low poly mesh. This is still our low poly mesh. So that's the amazing thing about baking. So it is able to improve our low poly mesh and capture all of these details, including even the little ridges that you can see over here. Also over here with our smoothing, of course, we are looking at it very close. We should be looking at it a little bit further away because we did not make our mesh like an insane amount of polygons to really look at it this up close. But just in general, these pipes are looking really nice and they look at like a decent resolution. So the preview button just applies our emit occlusion, which is some shadows and our norm map. You can also play around with your roughness to make it less or more shiny. Now, at this point, this is honestly looking fine. Sometimes what you can see is over here. Sometimes things feel a little bit wavy. This is often a balance between the resolution and between IUVs. But you can try to fix this by going into your low and pressing paint screw. With paint screw, what you can do is you can paint the direction from which your nor map will work. So if I paint this over here, I simply paint on this, and I'm trying to avoid the corners because if you paint corners, it will often break. But what we can try, for example, is we can try to paint this and see if that improves. If it doesn't improve, honestly, it's not really that big of a deal, but if it does improve, then it is great. So let's go ahead and press Bake again. And give that a second, and then hopefully we should see slightly straighter lines. And else it is just UV. But as I said before, we are so far away from this. See? So the scow does definitely work. It does improve things. Of course, we still have our problems here at the top, but this is because we have our UV seam here. So what we can do is we can go at the press Paine scow again. Let's just make double sure that we have the top over here painted. There we go, and then do the same over here. Now, the paint scow, this is something that unfortunately substance painter, as far as I know, does not yet have even in a new update. However, subs painter and we will go over this a little bit later. It does have the cage features which are brand new. So do make sure that if you are following my Substance Painter chapter, to update to the absolute latest version because those versions have all of the new baking features. The previous baking features, they are not as good. They do the job often, but they're just not as amazing as what we have over here. So I have this now all baked, and that's pretty much all I had to do. The rest is all looking fine, so I can go ahead and I can just brass bake once more. And then we are done with the baking of our assets over here. And then we can continue on to the bonus chapter where I will show you how to also bake inside of Substance Painter. Okay. Here we go. I do see, like, a little bit of waviness left here. So I might want to just, like, Porlge just a little bit more, go a little bit closer, but for the rest, honestly, this is looking fine. I think it is mostly just like a lack of resolution because this is such a small asset that is causing some of these waves to not work perfectly. But, yeah, you can just like, nicely fix this, do a final bake, and now we are ready to go and use these maps. So let's go ahead and continue to a quick bonus chapter where we will be baking, everything is up as painter. And then what we will do is we will actually move back into some modeling. So let's go ahead and continue with this in the next chapter. 41. 20 Bonus Baking In Substance Painter: Okay. Welcome to this quick bonus chapter where I will show you on how to bake your pipes inside of substance painter. In the previous chapter, we went ahead and we baked everything and Moms. So in substance painter, I will not yet go over substance painter because we will have a complete introduction into this a little bit later. So we will just go over, like, the bare basics that we need in order to get started with the baking. What you want to do is you want to go to file and new and then in your template, we can for now just pick like a PBR metallic roughness over here. So let's just grab that one. And then in your file, what you want to do is you want to go ahead and find your exports pipes, your low poly pipes. Those are the ones that you want to select. So we can go to file. And then if we just grab our pipes, low poly and press open over here. Now we can choose our document resolution. I always like to work at four K resolution. If your computer is not as fast, you can always lower it down to two K. But the nice thing is that in painter, this is very flexible. So you can actually lower it down later on, you don't have to have the final resolution in here. I always work in OpenGL. It's just a habit. I know that Unreal engine uses direct X. Basically, the only difference between OpenGL and direct X is that the green channel of your norm map is flipped. It just different software use different methods of rendering. I prefer OpenGL. Next, what I can do is I can just press Okay. Now what it will do is it will import our maps. The moving around is very similar to Max and Maya. So ld left mouse button rotate, old middle Mouse button pen, ld right Mouse button, Zoom, but we won't really go over this too much. All I want to do is I want to go up here and do make sure if you are following my techniques here, make sure you have updated to the latest version, of painter. So the latest version of Painter, they have just released brand new baking tools like just a few days ago, and they are really awesome. They are very close to subs sorry, to Mum set tool Back. And yeah, everything has changed quite a bit. So if you are on all the versions, you might not really understand where we are going with this. All the versions you used to go up here to your mesh maps and press bake mesh maps. In the newer versions, you can go over here to the baking channel, which is this little croissant, and you can click on it. Now, in your baking channel, now what you have is you have a special view, and in this view, you can preview your mesh. What we want to do is we want to go ahead and set the output size to four K. And then in our high definition meshes, we want to press this little icon next to it and grab our hi poly and press open. Now, what you can see is that the cage gets activated. Your cage is basically a shell, and the important part of your shell is to encase both your hi pool and low ply. If you don't do this, it will not be able to capture all of the details from your hypol. This is because it will only capture all of the details inside of your cage. Now, inside of substance painter, there is an easy visualization to show you. If I make my cage too small, you can see that details become red. This means that these details will not be rendered out. So you want to make your cage a little bit bigger to basically capture most of your mesh so that you don't see any red details. You might see red, but that is just because we are looking at the backside and the backside doesn't count. So the goal is to have your cage, to be quite snug around your model, so don't make it too white because then you can get baking errors, but to have it white enough to encase your entire model. This is often very easy to do with models where like we made them, where the hypol low poly are quite similar. Whenever you have a hypol that is quite a bit different from your low poly in those cases, you might need to set your cage to be a little bit more intense. So this is totally fine. And the baking methods inside of painter are much more easy right now. So over here, you have some visualization where you can go ahead and you can turn off your hiplymsh which is the blue one. You can turn off the cage if you don't want to see that one and all that kind of stuff. However, we don't really need to worry about this too much. All we need to do is we need to go ahead and go down here and choose our maps. And we want to make a norm map, a worldspace map. We don't need to make an ID map, which is like a mask. We want to make embed clusion curvature and position, and we don't really need to bake a thickness map. Now with all of this done, all you have to do is you just have to go ahead and go down here and press bake selected textures, and then it will go through the process of baking all of our textures, which shouldn't take too long. So you can see over here the process, but you can still move around, which is also new and everything can be baked. As we can see over here, everything is now baked. Now, you could preview your bakes in here, but what I like to do is, I like to simply go back to my paint of view. And then in here, I can instantly see my bake. And here you can see the power. Of baking from high poly to low poly. So our low poly mesh, which did not look very nice, is now looking really nice, and it feels much more like a high poly mash. I explained this much more inside of marmoset, but this is mostly because of the norm map. Since thanks to our nor map and a little bit of our ambentcclusion map, it is manipulating the smoothing and lighting to make our mesh seem like it comes like it looks higher detail than it really is. This is also something that the closer you go, the more you can start seeing the arrows, as you can see over here. So it is better when you go further away, and then you will never really be able to see those arrows. So this is how you would bake inside of Samson's painter. Now, personally, I will be using my bakes inside for moms because I do prefer those bakes, since they often come out a little bit smoother and a little bit better looking. So what we are going to do in next chapter is we are actually not going to go ahead and do any texturing. We will quickly move back to some modeling because we're actually going to dive into zebras, where we will be sculpting our modular pieces. And after that what we will do is, we will fully focus on all of the texturing, the unique texturing, creating til materials, all that kind of stuff. So that was it for baking chapter, and let's go ahead and continue on to the next chapter. 42. 21 Quick Introduction To Zbrush: Okay. So what we're going to do in this chapter is we are going to get started by sculpting our modular assets inside of Cebush to give them that extra little push of quality. Now, in previous chapters, we have went over on how to bake and how to create high pole and low poly models using our pipes. And this is the same basic concept. Only this time, we are going to make everything a little bit more intense. So we are going to actually create another low poly version, similar to this, that we have, like all of our damages. Now, this will also be a very quick introduction to brush, but brush is such an absolutely massive software. Like, literally, you can spend ten years in it, and you would still not know the entire software. So we are going to keep it really narrowed down to just like the basics that we need right now. So Zebrah. Now, Zebras does accept FBX files. However, they do not often work very well. So what we want to do is we want to go ahead and we want to export our models to OBJ files because as you can remember, we have already exported them over here to FBA. Oh, no, sorry, these are just our pipes. Looks like we have not yet exported our modular pipes, yeah. Oh sorry, I mean, our modular models. So what I'm going to do is I'm going to go ahead and I'm going to probably create like a folder called modular, and then I will create a folder called Z as in two Z brush. And let's go ahead and place it basically in this folder. Now, a few things that you should know. Z brush hates it when we do not have connected vertices. So as you can see over here, these vertices, they are not connected, and Z brush often gives arrows and even breaks your mesh at times. So what you want to do in this case, honestly, with this one because I'm not really attached to it, I can literally just extrude scale it down, shift right click, and then just merge my face to the center. That's honestly already enough because I'm not really don't really care about this phase because it's like a dead phase. So it's something that we won't really be using. It's just there in order to keep our mesh closed. So we have that one. Let's just go ahead and horizontal pillar, we need to do the same thing. So let me just quickly select and merge over here. And yes, I will show you how to do this inside of Maya. However, at this point, you should be able to do the exact same stuff inside of Blender MMX. These ones are fine because they are quads. And actually, our floor, we don't need to sculpt. No, we need to sculpt our horizontal and vertical pillar. We don't need to sculpt our wall, and we need to sculpt over here. Our what is it called? Railing, I guess. For this one, I'm just going to use my cut tool, and all I need to do is just place a single cut here to clean it up. See, these are the only meshes that we are really going to sculpt, our railing over here and our pillars, which is good. Okay. So once we have our meshes prepared, what we're going to do is we are just going to simply go to file export selection, navigate to our location, and then as an OBJ export, we are just going to go ahead and export this and call it railing Oops. Ailing underscore 01. And let's go ahead and Export. Next one is going to be our vertical pillar, so expot selection. And then we can go for vertical Bill underscore Zeron. I hope you don't mind if my audio changes a bit whenever I'm typing. This is because my microphone is blocking my view of my keyboard, and I'm not very good at blind typing in tutorials. The next one is going to be our horizontal Biller, so that's like that one, export, and this one will be horizontal hoops. So Biller, on the score 01. And let's go ahead and x put that again. Awesome. So this is now over here done. You can pretty much ignore the MTL files. You can even delete them. They are just like a byproduct for OBJ if you want to have materials, but we are not going to need materials. So we got our OBJ files ready to go. Now, let's go ahead and jump into Z brush and quickly go over a few of the basics of Zbrush. Here we go. Okay, so here we are inside the brush. Now, as I said before, brush is a really large and sometimes complicated software. I would argue that it's probably even larger than the modeling software like Blender, Max, or Mayer, although Blender does also have a lot of stuff in it. Whenever you open up Cebush, this is what you will get. The first thing that you often want to do is you want to turn or click on Light box, which will hide this one box that we have over here. Now navigating a Z brush works a little bit different. I highly, highly recommend that you use a drawing tablet. Personally, I'm not even able to use Z brush without a drawing tablet, just because it's so focused on sculpting for which you need some more. Yeah, you can't really use your mouse for proper sculpting. Now, in here, we have a few views. So over here we have the top views, which will have all of the settings. Normally, I would have gone over these settings, but because there are so many, we won't really be focusing on these too much. The only thing that I will do is well, actually, it's really difficult because I can tell you about Alphas, but if you are new to Zebras, you don't even know what an Alpha is in this case. So over here, we have controls over Alphas and our brushes, which basically are tools that we use to sculpt and to create details on our mesh. Let me say it like that. We have color controls, we have document controls. In our documents controls, there's something that I always like to do whenever I start with Zbrush. And that's that I first of all, like to press the Zoom button and just click and drag to make my window a little bit bigger. And then over here, you have this little 0.5 range. If you tone this down, your gradients will not be as strong. I prefer a view where my gradient is less strong over here and it'll have a slightly bigger window. Now, for the rest, I don't need to do much in document. All these tools drawing files, we don't really need them right now. Files is a way that you can save your scene, but we will use a different way because C brushes like three different ways to save a scene. It has stuff about lighting. It has stuff about materials. It has your default preferences, where we will dive into a little bit later. See, there's so much stuff going on in here. It has transform tools. It has brush tools. It has some plug ins, which we will also be using a little bit later. And for the rest, it has some classic help. So yeah, I'm really going to stick to the basic right here. Then what we have over here is we have another tool over here, and this will be all of our tools that have to do with moving with sculpting, with the intensities that we have, and with the draw size of a brush. You can also find these tools simply by right clicking and then over here in your view. Now, whenever you right click in a empty view, you get this view because it will try to allow you to make a mesh. Just know that. This is something that will go away when we actually import our model. Now on our left side, we have a brush selection. And if I just let's first of all, go to the right side because else I can show you. On our right side, we have some selections to import meshes, load and save our files. And if I for example click on Cylinder three D, what I can do is I can click on the Cylinder three D and now I can create a cylinder. I can create this by clicking and dragging. As soon as you've dragged in a cylinder, what you want to do is make sure to press edit up here. If you don't do that, you are able to drag in multiple cylinders, but we only want one and then if you indo it, it will break your scene. In this case, drag in a single cylinder and press dit. So what we were talking about is on the left side, we have a selection of all of our brushes which we can use and we will go over this a little bit later. We have the way that the brushes behave. For example, we can have them behave in dots. We can have them behave as sprays or we can have them behave very smoothly. We have Alphas in case we want to give our brush like a general shape on top of it. That's what an Alpha is for. Alphas are also used like imprint shapes from texture files. We add textures if we want to apply textures. We have materials, which I often like to set to a basic material over here, and then we have some different color controls. Now, your UY, which is the layout or UX, whatever you want to call it, it is the layout might look slightly different. However, we are going to end this chapter off with importing a custom layout that I will give to you. Now, over here on the right, you have all of your settings, basically. These are settings. Honestly, they are really big, if I just ignore what I just did. There are a lot of settings over here. It is quite intense, so we are really going to once again, minimize it to only the stuff that we need. But all of the settings that you would often need specific to your model, in this case, our cylinder, will be found here. The most important tabs are the Subtool tab, which will show it's almost like your scene hierarchy. It will show all of your models. It allows you to merge models, to duplicate them, to separate them, that kind of stuff. Your geometry tab is the tab that controls basically the geometry of your model. With this one, which you can, for example, do is here. You can, subdivide your model to give it more segments, that kind of stuff. And also, it also has some topology tools and some cleanup tools. These ones you can most ignore. Layers allows you to basically It's not the same as layers inside of Maya. What it allows you to do is it allows you to sculpt details on different layers, and then you can turn off those sculpted details or you can turn them on, and you can also control the intensity of them. It's something that we will not be using our cells right now, but it is something that if you want to dive more into zebras, you will probably be using it more. Most of these you can honestly ignore. Defamation just allows you to do random deformations like inflating, smoothing your mesh, scaling your mesh, just generally manipulating your entire mesh. Surface allows you to add noise to your mesh if, for example, turn this on here or see and change the scale. And then what you can do is you can use this handicraft over here to, for example, create very quick concrete looking surfaces and that kind of stuff. Once again, this is something that we most likely will not be using. Maybe we will add a little bit, but not a lot. So for the rest, we have some masking tools for if you want to mask. In zebras, you can hold control to basically create masks, and then you can manipulate them. That's what those tools are for. Poly groups, they dictate it's a little bit like elements select inside of your tree mulling software. They basically dictate different parts of your mesh, and what you can do with this is you are able to select different types of meshes, manipulate them, all that kind of stuff. Again, we won't be using that one. I just want to quickly go over it. Over here, we have some tools for texturing, U VN wrapping, that kind of stuff, and that's about it, but I want to leave it for now. Now, two more tabs or yeah, two more taps. One of them is over here. These taps have your move tools and all of those type of tools. However, you can also, of course, use these tools using your down tablet using shortcuts inside of your viewpod. Next, this, it has also a tool where you can see the wireframe. It has a solar option, which is the same as your isolate option. So whatever model you have selected, it will be isolated. And for the rest, yeah, you might have a bit more tools over here, but that's because you probably have a default UI. So you will probably have it looking like this, which has a bit more like zooming, but these are the same tools that we found in our document. And then what we have is we have our viewpod and in our viewpod. If you go ahead and hold Alt and left mouse button, you can pen around. If you simply click in empty space, you can rotate around. Please note that you cannot do that when on your model because then you will start sculpting. And if you go ahead and you can hold Alt and sorry, Alt hold Control and write mouse button to zoom in and out over here. On your drawing tablet, of course, you will use your mouse, and it is slightly different. I currently don't have my drawing tablet plug in yet because we will do that when we are starting with our sculpting. So what do I want to do to end this chapter off now that we have done a quick overview is because I like to simply jump right in and actually show you the use cases later on. But I have something for you. I have a custom UI, which is if we go into our source files and other this custom UI for Zebras, it will change things up a little bit more, but it will make it a little bit easier to use. I did not create this UI. I've had it for years. Unfortunately, I cannot give credit to the artist because I honestly just don't know who the artist was that created this. But basically, you can go to your preferences and to load in this custom UI, what you want to do is you want to go ahead and go to your convict and you want to press Load UI. Once you've done that, you can navigate and you can simply select this and press Open. And now you can see that this is our custom UY. Not much has changed. The only things that have changed right now, next to, of course, our colors, and we can again, go to document like lower down over here, our razza. The only few things that have changed is that down here, we have some brushes. Now, this is quite nice, and that is because normally, if you would want to select a brush, you had to go up here and you had to find your brush and all that kind of stuff, or you had to go ahead and press B. On your keyboard to also find your brush in here. But there's a lot of stuff in here. A cool trick, however, if you want to find the brush, is if you press B and start typing, let's say I press DR, what it will do so let me try that again, B and T. It will start showing you everything that starts with the letter T. So once you know the name of your brushes, you can find them like this. However, what we have is down here, we have shortcuts to our most used brushes or the ones that I often use the most. You can see that there are some empty windows in here. These are for brushes that are not yet loaded in, but we will go over that a little bit later. It also has some shortcuts for our masking and over here, it even has some shortcuts for our materials to very quickly change the look of our material. Most of this stuff it's just shortcuts to keep it nice and easy. And for the rest, everything is pretty much the same. It has a few extra tools over here where you can, like, clean up your mesh or you can delete some stuff here and there. But honestly, you don't need to worry about this too much. Awesome. So with all of this now done, and we have our custom UI ready to go, what we will do is in the next chapter is we will simply dive right in, and I will show you what we will be covering, which is on how to sculpt etches inside of zebras, which is often for environment artist, the most common type of sculpting you will do unless you are a texture artist or you are really a high fidelty artist that works very heavily in Zebras. So let's go ahead and continue with this in our next chapter. 43. 22 Sculpting Our Modular Pieces Part1: Okay, so in the previous chapter, we went a bit over Z brush, and now what we're going to do is we are just going to dive right in and we are actually going to get started with sculpting a mesh because I believe that it's easier if we just go ahead and dive in and actually do the stuff than me showing you examples that are out of context. So I just did a fresh restart of my ZBrush. I would like to go ahead and I can go up here to Zoom or I can use my document. And in our document, I'm just going to set the range a bit down so that I get rid of my gradient because I never like that really strong gradient. So you might need to get a little bit used to the new UI if you are a brand new user to ZBrush, because this UY it is quite extensive, but the more you brush, the more you will start to love it. What we're going to do is we want to import the mesh that we exported from Maya. So we can go ahead and go to Import over here. And then if we go to our exports modular two Z, Yeah, let's get started with our horizontal pillar over here, just like a start. Now, whenever you select it, because we have just imported a new model, we want to click and drag to input it in, and then do not drag anything else. Just go ahead and go up here and press, dit right away. And there we go. Okay, so we have our mesh now, and I'm just going to go ahead and switch over to my drawing tablet. So I am using the continuous Pro Sorry, from Wacom? Yeah, so the Wacom ItinuousP drawing tablet over here. Now, one feature that is really nice about the drawing tablet is that I can control my brush size using a button on here. So you might sometimes randomly see me change my brush size without any indication. This is because I'm using my drawing tablet. I could, of course, also go up here or right click and find it up here. However, this is not very nice to control my brush size like that when I can literally just have a slider where I can smoothly control it. Now, finally, what I'm going to do is I'm going to set my material to be a basic material. And now let's go ahead and zoom in. If you click once on your model, and as soon as you rotate, and you can rotate by clicking outside of your viewpod over here or by clicking in empty space in your viewboard. When you click Once on your model, it will rotate around the point that you just clicked. This is super useful for when we are sculpting and it's something that you will get used to. Cebush is quite annoying with its navigation compared to the other software, so it is something you will need to get used to quite a bit. So over here, I'm just using Alt and then I use my drawing tablet and empty space to basically move around and just use my drawing tablet and click an empty space to rotate around. Those are the biggest ones. Of course, you can also use Control, and I use a button on my pen to zoom in and out. So what do we need right now? If we go up here to our geometry, you can see that we do not have enough geometry to sculpt. If I would try to sculpt, you can see that it doesn't really do anything. So we are going to use a feature, which if you go to your geometry tab, it is called dynamesh. So if we just go ahead and oops, I didn't mean to press that and scroll down this UY, it has quite a lot more features because it has basically everything exposed. So that's something to keep in mind that if you are using the default UY, everything will be a little bit more compressed. But we are going to use something that is called dynamesh. Dynamesh is awesome. Basically what dynamesh does is it will grab our model and it will give it an even layer of geometry at a specific plecunt, which is often going to be quite a high plcunt. Now, if I would go ahead and press Dynamesh right now, and I would turn on my poly frame, you can see that it tried to capture our shape like an even polycunt, but it was not able to do it quite perfectly. And this is because we did not set our resolution high enough. We set a resolution quite a bit higher, let's say that we set it to around 900 and press dynamesh, give the second, and then you can see that now we are at around 400,000 or 450,000 points. So you can see that now this is getting quite close. It's not yet perfect, but it's getting quite close to the resolution I want. I'm going to probably go for, like, around 1,100 in my resolution, and this one it's a bit difficult to say. You want to get a balance. You don't want to go to high resolution because if you go to high resolution, you will not be able to control your mesh, as well. However, you also don't want to go to low resolution because then the sculpting would not look very nice or your shape would change too much. As you can see over here the resolution I have now, Ah, let's see. Is this okay? So what you can do is you can test to go up here and press divide a few times to see if your resolution is okay. Now, if you just go ahead and paint on it and it doesn't matter what brush, you can see how your resolution behaves. What I'm going to do is I'm going to Undo this, and I'm going to set my resolution slightly higher in my dynamesh. This is something that always requires some playing around. Let's try like around 1,400. And give it a second to load. Yeah, 1,400, I like. Now one thing you might also note is that the dynamesh, it softens our edges. So this is something that we do need to keep in mind that right now we technically have broken modularity by softening our edges because when your eedges are soft, you are able to see like a seam. But this is something that we will go ahead and we will work on a little bit later to basically fix this problem. So what we're going to do right now is we are going to go ahead and turn off my dynamesh, because the reason I want it turned off is if you hold Control and click an empty space, normally, what it would do if dynamesh is turned on is it will activate dynamesh again, so it will recalculate. I can show you. But so here, if we press dynamesh, if I click and drag, you can see that it will recalculate the dynamesh. Now, of course, right now, it doesn't do much because the dynamesh was already fine, but just keep that in mind. So I'm going to turn this off, and we now have around 1.2 million polys. What I'm going to do is I'm going to drag all the way up, and I'm going to subdivide this once to basically push my polygon count to around 5 million pulleys. I now have quite a nice poly count that I can use to do some sculpting. So there are a few brushes that we want to use whenever we use our dynamih over here. So the first one that we want to use is we have over here a trim dynamic. I'm just going to show you a few brushes before we actually do the sculpting. With your trim dynamic notes, if, for example, click and drag, what you can see, is it kind of like damages or edges a little bit over here. However, the damages right now, they are quite smooth. You can see that it already starts to look a little bit like concrete damage, but it's not yet exactly like the damage that I want. One thing I'm also not too happy about is, do I maybe want to subdivide this once more, make it a bit smoother? But that's quite a high polygra. Yeah, Okay, let's now subdivide it once more because it does give me a bit of a smoother effect. It is up to you if you can handle this kind of polycon. We can probably get away with one less subdivision. But for now, let's try this. So with the trim dynamic, a way to improve the look of a brush because right now it looks really smooth, as you can see like that is to basically if I just Undo this, going to Alphas and giving it more like a square Alpha over here. So if we pick Alpha 28, because what it will do is that when we use our brush, here, see? You can see that the brush use an Alpha, which means that it gives us a bit more like a square look, which automatically looks a little bit harsher, see? And this is great. So this is like the default brush that you would often use to sculpt any type of concrete. So if you can see over here, now, the sculpting is looking a lot better. We can also go ahead and we can undo the work that we just did, and, for example, go for, like, a bigger brush. You can also do, by the way, by going up here and clicking on these points. And then if you want to, like, do quite a few bits back, because sometimes undoing on a really high poly mesh, it, is a little bit slow. But what we can also do is we can also hire a brush size and then go from, like, a bit of a distance, okay whenever you have done a lot of inning. And now you can see that we can actually go for, like, some quite strong damages over here. See? So now it really looks like we are missing like a chunk. And if we go even zooming out even further away, you can see that you can create like that classic concrete look which you often see just by simply dragging, and you can really hammer away at this mesh. Now, of course, we are going to go for, like, much more subtle changes, so I want to go ahead and stay quite zoomed in. Now, there's one more brush that I wanted to show you. However, this brush actually is not yet in our quick select over here. This is because we need to activate the brush. You can find more brushes than the one that we want by going into your light box. Up down here. And then if you go ahead and go to brush, you want to go to the folder, which is called trim over here. And in here, there's a brush called the Trim smooth border. It's quite a popular brush. If you just double click on it, what you can see is that now we have this brush selected over here. The trim smooth border. Basically what it allows us to do is it allows us to make really sharp cuts. If we click and drag, you can see that over here. It's quite sensitive, but it allows us to go for, like, quite sharp cuts in case we ever want to, like, yeah, just great will sharp cuts, I guess. So that one is also quite nice. With your trim smool border, if you ever want to, like, some kind of, like, interesting slashes. So we have, like, cuts like this where we can here, see, we can carefully create a bunch of sharper cuts like this, which will look cool and concrete because what you would normally do is you would have this. Then you would go to your trim dynamic, and then you would, for example, you can see over here, use your trim dynamic to basically balance out those sharper cuts with some smaller cuts over here, something like this. And then in general, you can get quite an interesting damage profile where you would make your cuts a bit sharper by going sideways and stuff like that. I do feel that right now my For some reason, my PC feels a bit slow. I don't know if that's because of the recording. It wouldn't be because of the Polycount because we're not that high yet. But now you can see that we can get some quite interesting cuts over here. What you can do is if you ever and you can use this on any branch like the Trim Smooth boarder, which I can find down here or on the trim dynamic, is that you can go to your see where it is because I always forget. No, over here, you want to go to your picker. Then over here, you have a few notes that you can use to control the way that your brush behaves. The once Auri is the default. If we do count continuous, basically what it does is it will not be as impactful. It's a bit hard for me to. It has to do with directions. It will not be as impactful on your mesh. So you can see that it respects the shape of our mesh a little bit more, which can be quite nice for our trim smooth border because the other one is used often if you really want to, like, slash away at your mesh, but now it's a bit softer. However, what you can also do and the Auri means orientation if we go back to where are you? Pick a rove. We can click and hold. And basically, with this, what we can do is we can set the actual direction of a mesh. So if I set it sideways, no matter what way we are looking at it, it will always go in this direction. And you can see that this can be great if we, for example, want to do a very specific cut or we want to chip away from a mesh. So just like this, if I just go ahead and undo these ones, let's say that I want to go ahead and I want to make quite a strong slash over here, and it does matter a little bit based upon your camera angle. So I set my camera angle a bit lower. Like this. What I can do is I have this one, for example. I can then go ahead and go to my picker and set it back to once and go to, for example, my trim dynamic, and then I can go in here and I can soften out these cuts to make them feel more like smooth concrete. And just like that, you can give it the look as if you have a chip that is missing inside of the concrete. So, honestly, these are the only two brushes that we really need in this case. I want to show you that you can hold shift if you ever want to soften your mesh. However, the higher resolution your mesh, the less the softening effect has the less the soften has an effect, but you can see over here that we can soften our mesh a little bit. Next this, I would say that there are some more classic brushes you can play around with. For example, the clay builder brush down here, it allows you to add to your geometry over here, pretty much. So it allows us to basically what you can do is sometimes what they often use this for is they, for example, add some geometry like this. Or they can remove um tree. And then what they would do is they can use their trim dynamic and make it quite sharp to basically create some really quick cuts over here. And like this, you can create interesting patterns. Now, I'm doing this very quickly, so it doesn't look very good. But you can also always in your clay buildup, you can always go downwards if you want to create actual cuts inside of your concrete. And then you can once again use a trim dynamic over here. Let me just try to do, a little bit of a better job for you. You can see that in the trim dynamic and maybe you can also use smoothing on it. You can see that you can get some quite specific and harsher cuts. And then using the trim dynamic, you can kind of, like, blend these cuts back into the concrete. So these are some more intense situations, but we will not be using something this intense. And the reason we are not going to go for such intense details is because we are working with modular assets. If we use this in a modular asset, what will end up happening is you can see this detail repeating over and over and over again. And we don't want that. Now, next to this, there is one more brush that we will not be using, but I just wanted to quickly show you. And if we press B, it is the DAM standard brush. So if we go over here and press D, the DAM standard brush is great if you want to, for example, create like a bit of cracks over here. So you can use DAM standard to, for example, create some cracks, and then of course, what you would do is you would use this along with, for example, your trim dynamic and set the trim dynamic to be quite flat over here to basically create some cracks. I'm doing a really bad job here, but I hope that you can get the idea of it, you can, of course, go back in and do this quite precisely. I don't want to waste too much time on something that we won't be using. But, you can use this to basically create some cracks. Or what you can do is you can go online, find some height maps of cracks, and you can actually use it as an Alpha in here. But there are way more better videos on how to use those type of things. So I would just recommend some things that you can find on YouTube to look up is how to use Alphas inside of Cebush, just basic tutorials like how to do rock sculpting, how to do damage sculpting, how to do wood sculpting. And often using those type of search terms, you can find really quick and easy tutorials that will cover everything a lot more in detail than what I'm going to do because I'm really going to focus mostly just like on edge damages in this case. I think that's about it. I think what we can do now is we can just go ahead and start with actually sculpting our mesh over here. There's a bunch more brushes, feel free to try it out, like the pinch brush, which allows you to pinch stuff, the polish brush, which allows you to, like, do, like, a soft polish. There's so much stuff in here. But what I'm going to do is I'm just going to go out down here. I'm just going to go way back in my and it's a bit slow. I don't know why it is this slow. I find that quite strange. But what I'm going to do, I'm just going to go way back into my history over here until we are at, like, a clean state. Maybe it is because of the high geometry, although I've never had those proms before. So let's see. So over here, let me just go ahead and try to go back to four. Oh, over here to this one. This one is the one underneath. And then if I click once on my mesh, it will say, like, basically what it is saying is that because we went this far back in history, it will over wt all of the stuff that we did before. So as soon as we pass okay, we are now at the starting point again, and from this point, we can go ahead and we can do whatever we want. So at this point, you can choose, as I said before, your jom recount. I feel like that if I use this jom recount, it can work, but it's not as great. So I'm just going to go ahead and I'm going to subdivide ones. You can balance out your geometry by setting your dynamesh a bit higher, and that way you can, for example, play around with how much geometry you actually have. But for now, let's just keep it at something like this. So one last thing that I wanted to do is that because this is a modular piece, I kind of want to be able to have the beginning and the end to look the same. Okay. Sorry for the credit card for the quick cut, I accidentally crashed. I don't know why, but I guess that's why my C brush was so slow. So I had to redo my scene, and I end up now with around 7 million poly. So I end up not going for 19, but just seven was fine. Since I crashed, I think this is a great time before I show you how to fix the modular stuff to actually save our scene. That would be nice. So what we are going to do is we are going to go up here to save, and then we can find where we want to save our scene. So let's go ahead and go save. And because we have a few Z brush files, it might be nice to create a folder or new folder. Called ZBrush. And in here, we can just go ahead and just keep this name, for example, horizontal pillar 01, that's fine, and just press Save. And then whenever you want to go ahead and load it up again, you can press Lotool and then you can just drag it in, and it will have everything on there that you wanted. Another way that you can save, but it is a little bit more buggy is to go to File and then save as over here, and that will save your entire scene along with all of your UY and everything like that. However, often between Z brush versions, that one is less compatible. Okay, so modular. Now, as I said before, we want to make sure that this perfectly transitions. What we can do is in Z brush, we can also use symmetry for this. We can simply go to our transform, turn on symmetry. And then what will happen is that you now see two brushes. Now, I'm lucky enough that the X symmetry was already the correct one. However, you can also go up here and choose Y or Z or anything like that. And often it will grab it exactly in the center of our model. So as you can see over here, if I press over here, C, the symmetry is exactly the same. I don't want to use symmetry the entire time. What I want to do is I only want to use symmetry on the corners. Now, for these corners, what I'm going to do is I'm going to make my brush quite small, and I'm just going to go ahead and you do not want to touch the very end of the corner. I found that it's often better if we just avoid that very end so that we have a bit of flexibility. Instead, what I will do is I will go ahead and just before it, I will start sculpting like this. And I'm just going to go ahead and I'm going to do that for all of the pieces. And you can just choose what kind of sculpt you want to give. Do not make your details too intense. As I said before, we are going to go for quite mellow details. And the reason for that is because we want to go ahead and we do not want to have too specific details because then we can see that in our modularity. So over here, I'm just going to go for something like this. And often that little switch that you see in between here where we just in front of it, you won't really notice that it looks a little bit strange, like maybe this up close, but when you are from a distance, it will look totally fine. So what you can see over here now is that everything now seems to work quite good. Now, at this point, if you want to save time, we can leave on symmetry, do some sculpting, and then add some additional details. That is often quite handy with these kind of brushes. What I would then do is I would do quite an even sculpt, and then I would do the rest. Because this is not a perfect square, I'm afraid we can only use symmetry like this. I can check. So sometimes you can also use Y symmetry, and then you can use four symmetries. Ah. That does look actually pretty good. So that's Y symmetry. And then I wonder if we can even do the Z. So symmetry is quite powerful. As long as your mesh is exactly in the center whenever you export it, then it's quite powerful. This is honestly looking pretty good. So what I would do is to really save a lot of time. I have this symmetry, and now in the next chapter, what we will do is we will start sculpting. We are going to sculpt like a very base layer over here simply by doing very small adjustments like this. And then what we do need to do because you don't want to have the exact same edge everywhere is we need to go in later on and then just add some unique variation to every single edge. So let's go ahead and once again, save my scene. Over here, and let's continue to next chapter where we will start with the sculpting process. 44. 23 Sculpting Our Modular Pieces Part2: Okay, so let's go ahead and get started with our sculpting. So our symmetry is working actually surprisingly well, better than expected. So what we can do is we can start with some default edges. So right now, if we would sculpt the edges over here, you can see that that's looking pretty good. If you want to make your edges even harsher, you can go up here and set your focus shift to be lower, and then you can see that it clamps down our edges, so it will make everything a little bit sharper, you can see over here. And what we want to do is we just want to go for, like, some quite soft details. So nothing too specific. It's just going to be some generic details to already break up our edges and make it look more like this worn down old concrete. So over here, you can see me trying my best not to add any super specific details. Sometimes I do like a little bit like that, but even those details we will need to fix. There we go. And now you can see that we very, very quickly got already some base edges over here. Awesome. Now, at this point, what I want to do is I'm just going to go ahead and I'm going to go to my transform and turn off my symmetry. Now at these points, what we can do is we can go ahead and, like, sculpt in some harsher details like you can see over here where I just try to cut out a piece. And if you see any details that look quite specific, you can just go ahead and once again, change this up. So that's our goal. Our goal is to change things up from our symmetry to make it look a little bit more interesting. We can at this point also go, for example, to our Oh, because I crashed, I don't have it anymore. We can go to our brush, rim trimsmbrder, and we can set a picker to count. And then we can go over here, and we can, like, maybe capture some sharper cuts and areas. Is that too strong? Yeah, to be honest, I feel like that one might be a little bit too strong. Go to make my brush a bit bigger because of the brush size actually changes the behavior of your brushes quite a bit. So you can see that over here. It's sometimes nice to just, like, give it a quick cut like that to break up the shape. So I basically just go in here and I can do this for a couple of areas. I can also go down to this edge. Let's do these two edges roughly at the same time. That's too strong of a detail. Let's do that. Yeah, let's do these two edges, roughly at the same time, and then we'll do the rest later on. Okay, and let's go back to my trim smooth border. And just really start hammering away at this. Is that too big? No, I can live with that. That's not too big, but I am going to make my brush a bit smaller to not get too many of those really strong details over here. See, I'm just basically trying to now break up the surface. There, honestly, at this point, there isn't too much to say about this. So what we will do is I will do this one in real time, and then the other two because it's the exact same workflow, I will just go ahead and I will do those in a little time laps. But just in general, here you can see that I'm just trying to add visual interest. Sometimes I like to do some sharp cuts, and then make sure that you kind of try to blend those cuts into, like, the rest of the concrete over here. And remember that we will also be able to rotate this pillar around to make the edges not exactly the same. But just in general, over here, we have some quite interesting looking edges. A cool thing that you can do is you can go up here and press this BBR button to make a quick render, which often gives you a slightly better render. Looks like it doesn't do much in this case, but normally it does give you more interesting render. And you can also play around with your materials over here if you want to see how that looks. And you can also go ahead and give it a quick subdivide just to make sure that everything looks quite nice. Okay, awesome. I'm just going to do my subdivide because I'm not yet done. I will do subdivide like the end. So let's go ahead and go up here. Let's say that I want to make this edge a little bit flatter. I can just simply draw over here and make sure that you do not draw near the end because then you would break your symmetry. There we go. That's like flat. And then over here, let's say that I give it like a little cut. I can see that my symmetry did not work absolutely perfect in these areas. See here, it's kind of like missed parts, but that's no problem at all that actually is beneficial for us as long as it looks as long as the ends end up going correctly and they look correct to me. Probably because I didn't do a square symmetry. So over here, I'm just trying to give it like a cut. I think it's just on the edge of being too big, but if we maybe soften out like one area of it like this, and maybe, like, break this up a little bit more also in these areas. I might look fine. So definitely just try to draw your cursor, don't just go up and down. Like, that's quite boring. Try to, like, do circles, try to, like, go for, like, sideway cuts and stuff like that, and just have a good look at, like, the behavior of your concrete, sorry, of your brush and how that it looks on the concrete and stuff like that. Here, sometimes, like over here, what I like to do is I'm basically painting my trim smooth border here, and it will almost give like a sharp edge, like a sharp cut. You can even make this stronger by grabbing your pinch brush and like pinching it down a little bit to make it even like a stronger cut. Your pinch brush, you can actually use in multiple areas like this. It does mess up your geometry a bit, but Ferras is fine. And then over here, what I'm going to do is I'm just going to go ahead and paint this a bit flat again. And there we go. So now we have, again, quite a different looking edge compared to this one. So this one is really soft and mellow. This one has, like, a couple of damages. This one has, like, medium damages, and now for this one, once again, let's go for nothing too intense. There we go. Let's do that and let's have it like wave around going from one side to the other side like that, which often also looks quite interesting. So most of this is just experience and trial error and looking at references and stuff like that. Unfortunately, right now, I don't have too good references, but this is often really basic sculpting. So we got this one over here. Break up the shape a bit, maybe, like, make it really soft on one side of the edges by fading it into the rest of the pillar. And also, if you are using a rat bit, which I really hope you do, you can use the pressure of your pen to art here to make it like stronger or make it like really soft. So you can see over here that I can make it stronger and softer, using my edges. That one is a bit strong. So let me just know that. There we go. That's a bit better. And now let's go ahead and grab one more a trim smooth border. Maybe make a brush a bit bigger. And let's see. Let's place like some small flat cuts like that because often concrete also. Yeah, concrete is an interesting one. It breaks both in like these flat cuts sometimes, but it can also break in like this really soft concrete. However, this concrete, I like to think it's like reinforced concrete. So maybe it's like a little bit harder to break it. So when it breaks, it just very softly chips off and it doesn't, like, take out entire chunks of mesh. Yeah, that's cut my trim smooth border and soften out these edges over here a bit. Okay. So basically, once you are happy with your base edges that we have over here, this is looking pretty good. Now what I'm going to do is I want to basically go ahead and let's try to add maybe some surface details. So for our surface details, if we just zoom in over here, this is something you don't have to add. I just want to show you. I don't even know if I will end up adding it, but you can go ahead and go to surface. And then if you click on noise, and we can Oh, we should be able to make this window bigger. Not. We can zoom in over here. And what you can do is you can give it some noise that we can actually make it look quite similar to concrete. We basically want to set our noise strength quite high. And remember that we are going to also have a texture on top of this. So all of these details, they will actually not be that intense when we have a texture on it. They will actually be quite soft. But what we can do is we can, for example, over here, simply click and drag to artist details. If you want to get rid of a point, just click it outside of the view, and then you will get rid of it. And you can see that over here, we can create maybe some bit like soft noise. So I want to twy and get noise. But I want it to be like maybe set our noise scale a bit higher. I want it to look almost like flat. Like we still have flat concrete. So let's just tone this. There we go. So now we are getting somewhere a bit better. Let's say something like this might look quite interesting. So what we can do is we can press okay. And now what you can see is now that we have this noise. This noise has not yet been applied. Now, what we can do and I can show you this is we can use layers to basically be able to turn this noise on and off, but still apply it and then like art addi to it. The way that you want to do that is you want to go to layers and press this little button, which means a new layer. At this point, you want to press applied to mesh. When you apply your noise, often your mesh changes slightly because it pushes out the noise. So if you press applied mesh, here we go. See we can see a very slight change, but the noise looking pretty good. It's a little bit on the low resolution side, as you can see. So you might want to at this point, let's say that we subdivide it. Oh, sorry, we need to turn off my layer before I get subdivided. Let's say that we remove this layer. We can subdivide this once. So now we are at 26 million polis, which is quite a bit. So this is something you would really do at the end. Then we can apply a layer. Apply our noise over here, and now you can see that the noise is a little bit higher resolution. Doesn't make too much of a difference, but still. And then often what is quite a nice effect is if you use your trim smooth border on this to soften out here see, you can actually soften out some of these details on the front to make it feel more flat on the front, and that often gives a bit of concrete look. And this, combined with our textures, which we are going to make in substance Ziner will make this a really nice, well rounded asset. See, this is a great way over here to like paint out some of the concrete. A have rest sculpting and Zebra, yes, it's a bit time consuming, which is why we will be time lapsing the other chapters because else we would be spending quite a bit of time just doing the same stuff over and over again. But in the end, we have quite an interesting looking concrete pillar which we can then bake down into a low poly and use inside of unreal engines. So it will look quite cool. So let me just finish this off. And it is quite satisfying to do this kind of sculpting, just like breaking up etches. I find it quite relaxing. B over here. It starts to already give that concrete feel. And, of course, once again, be careful around the edges. We might need to do some cheating on the end of the edges by cutting them off in our low poly, but that is something that I will go over a little bit later. So for now, we can simply go ahead and this over here. There we go. So yeah, at this point, what I was talking about the cutting of low poly, you can go to transform, activate symmetry and only set the symmetry to the side. And then you can cut off like this little end. And what that will do is if we mask this end over here and remove it, it will pretty much like finalize our low poly mesh. So it will prepare our mesh for low poly conversion. Let me say it like that. So now because it is symmetry, we have an exact same cut. So what we can do is we can go to our poly groups, and then we can press group mast over here. So with our poly groups, what we now did is if we go to our mesh, you can see that we split our mesh into two groups. We have the end and we have the font. At this point, what I can do is I can hold Oh, God. Control, Alt, and then I click on the end. No, Control Shift. Hi. Control click. For some reason, I always forget what this, but this one should be. My shortcut is not working. Oh, control shift. Sorry. Control Shift, click on the mesh. See, that's what I meant like. I always forget about the shortcuts. So we control shift, click on the mesh, and now what it will do is it will hide everything else. If we press Control Shift and click on the mesh again, it will hide that one mesh and unhide everything else. So let's say that this is the low poly that we want to keep. Now at this point, we can go down here and press Delete hidden. However, if you are using the original UI, you can also go in geometry, and then down here in modified geometry, you can go ahead and press Dead hidden in here also. So having that done, we can go ahead and press delete hidden. FTCs can be deleted in subdivision. Oh, yeah. So at this point, what we do need to do is we need to go ahead and go to geometry, and we basically, at this point, wouldn't want to lower our geometry. So what I'm going to do is I'm just going to do is save us quickly. Save this as a pillar. And there we go. And now I want to press Delete lower. I forgot to turn on my layers. Okay. Sorry about that, guys. Show everything by pressing Control shift and clicking in the center. Bake your layer, which means that we apply our layer. Then what we need to do is we need to go to geometry, delete lower. And now what we can do is now we can press Shift click on the end, Shift click again. So basically, it was just that we had some setting stone on which prevents us deleting stuff. And now what we can do is we can press delete hidden. So now, all that we have left is our pillar over here with the ends cut off. And because we use symmetry, these ends should be perfectly transitionable, if we would snap them. All we need to do later on is inside of Maya, just quickly snap them to the grid. So now with this done, I'm going to do a saves, and I'm going to call this horizontal pillar 01. Underscore P over here and save it because we prepared this one for our low poly version. Awesome. So we now have a high poly version ready to go, and we also already have prepared. It's not yet prepared as our low poly version, but it's prepared enough for me to, first of all, go ahead and do other types of sculpting. So this is looking pretty good. Let's go ahead and in the next chapter, we will do a time labs where we will be sculpting our vertical pillar and also our railing. And after that, I will show you how to convert these measures to low poly and then we can do all the uveon wrapping, the baking and all that kind of fancy stuff. So let's go ahead and continue with this in our next chapter. 45. 24 Sculpting Our Modular Pieces Part3 Timelapse: I I 46. 25 Turning Our Sculpted Models Into Low Poly: Now rich we are done with sculpting all of our edge damages and extra detail on our models. What I want to do is I want to go ahead and I want to convert these into low poly models. This is actually really easy to do inside of brush. So what we're going to do? Now, there's something that you need to keep in mind. This technique is specifically for static objects. This means for objects that do not move in wheel or any other scene. If you ever want to animate something, you cannot use this technique because you need cleaner topology. The technique that we will be using, it will make the topology look very messy, but it will also be very quick. So it's like a quick time saver. So over here, what we went ahead and did is we already saved our low polly versions, if you can remember. So we went to saves Seabr low poly, low poly and low pool. So all we need to do is we need to optimize these versions. For this, we are going to use a plug in that is called the decimation master. If you click on plug ins here, you can click and drag it over to this window. Then if you go into your decimation master, what you want to do is you want to press pre process current. When we are pre processing, what it will do is it will calculate the entire model and take the entire shape into account, at which point that we can decimate it, which means that we can lower down the geometry count. Right now we are at 11 million polys. Well, not 11 million polys, 11 million points. This does not mean polygons inside of brush. But basically what this means is that it will take a while for us to preprocess this. But after this, what we can do is we can start optimizing this. And so what I will do is I will pass the video, and then we will go over the process of actually optimizing this. Here we go. So we are now done with pre processing our mesh, and it took about three or 2 minutes. Now, over here, you can choose the percentage in which you want to decimate this. You can also choose how many polygons you want, specifically, but I don't like to use this one because I like to have visual feedback. So because we are at 11 million points, what I always start with is I always start by setting my decimation to one when we are very high because even when we set this to one, we will still have a couple hundred thousand poles, and we are going to go way lower with this. So we set this to one, which means that it will only leave 1% of our current polygon count, and then we press decimate current. Thi should not take too long. At this point, you can see that we have 113,000 polis. Now, not much has happened. Maybe if you look very close up, you can see a little bit, but decimation master is really good at keeping your mesh intact. If we for example turn on our wireframe, you can see that now it tried to keep all of the details and everywhere where there were no real details. That's where it left bigger gaps. So what we're going to do now is we want to go ahead and preprocess again. But this time, the preprocessing will be very quick because we are much lower. And I'm going to set my percentage to 20. And then what I like to do is, I like to press decimate current again. And then I like to keep looking at my points and I like to keep looking at my mesh. I'm going to pre process again until I get to a plecon that I feel comfortable with being low enough quality or low enough polygons that it is optimized and that we can easily VNwbit but still to keep most of the main shapes. I do not care about losing all of these really small shapes. I just care about keeping the main shapes that we have over here because those are the shapes that will show up inside of our norm map. So we can decimate again, and now we are getting closer. So now we have around 5,000 points. You can see over here that, yes, if you do this by hand, it could be much more optimized. However, what we are having now is already getting quite close to what I want. And you can see that it also does a pretty good job keeping the ends intact, although we might still need to do some balancing on it, but it won't be that intense. Going to pre process again. And now what I'm going to do is I'm going to set this to around 70%, and then I'm going to decimate again. So I just going to keep looking at things, and over here, that is starting to look much better. And now I feel like I have gotten to the point where I like where my edges are. Like, they are quite high quality, but I like to have them quite high quality because we can use LODs which is an optimization technique that I will show you later, or we can even use Nanite if we want for this. However, on the flat areas, I feel like we still have a little bit too many polygons on the flat areas. So what I can do is I can go to my top view and I can hold control, and I can start adding my masks. Oh, sorry, not that one. I can start adding my masks to just the corners over here simply by clicking and dragging. Double check my work. So now what I've done is I've created a mask on my corners, and the cool thing is that decimation master, it avoids whatever we have masked. So if I press pre process again and decimate again, you can see that this time, okay, this is too much, but you can see that it has avoided touching our mask. Whenever you have that happening, that it collapsed, it means that we went too low. So if we now go to 90% and decimate, you can see that now it's getting a little bit better. We seem to still have some problems here at the top. So what I'm going to do is I'm also going to control click. Let's do it a little bit bigger, the top over here and the bottom so that it will not change those areas because because we want to do modular assets, those are quite sensitive. Preprocess again, and now we can go ahead and we can throw this down. So now what I also want to do is I want to turn off my lines and turn off my mask and just double check. Now we are at around 3,000 points, which I think is fine for an asset like this with this much detail. So that's looking good. As you can see, we have now quite properly optimized our scene over here, and I would now consider this to be a low poly model. Remember, this is low poly for A games. If this would be a mobile game, I would literally keep this as like a cube with like a bevel. That would literally bid because even these details, technically, we can bake these details down to just like our original low polar cube with the bevels. However, up close, it will not look as good, but we are going to go for AA graphics, especially with nul engine five, so we are going to push it a bit more. Now when this is done. Wow, I really cannot speak English. All of a sudden. When this is done, what we want to do is we want to go ahead and press Save. And then I'm going to go to my safe folder, and this is the vertical pillar low poly so I can go ahead and replace it over here. And then what I want to do is I want to export my model because we are now ready for Uvion wrapping. I can go ahead and I can go to Export over here, and then in our Export folder, modular, and then we can go ahead and create folder called From Z. And we can just leave this with the same name vertical pillar 01 lopoli and save. Awesome. Now at this point, what we can do is we can simply load our tool. We can go to saves brush and load up our railing lopoli in this case. You can see over here that we have our railing, which is looking pretty good. Now what we can do once again, decimation master. Let's preprocess. And because it's once again almost 11 million poles, I will pass the video until this is done. Here we go. Okay, so let's go ahead and set this back to one, decimate current for the original one and now we're back at 100,000 preprocess. And let's start with around 20, and I would like to press decimate current. And yes, I know that like these end edges, they change a little bit. But what we can do is after we've baked our low polymsh, basically we need to snap it to the grid anyway, so then we can snap it to the grid, align some polygons and make sure that everything properly flows over, and it should fix our problems. And else I have some other ways that we can, of course, fix it, but that's often the easiest way to fix it. Let's pre process again. Let's go another time. Okay, so now we are, Oh, this one works really well at like 800 polis. Yeah, it keeps everything intact. So I think because it's, like, a simpler shape, it's able to keep everything much more intact. So honestly, 800 polies is totally fine for this. So I'm quite happy with that, you go back? Yeah. See, it still retains most of our basic shape, so I'm quite happy with that. So let's go ahead and leave it at this. And now what we can do is once again, we can save this, and let's go ahead and save this in our railing 01 low pool. And let's also export this Export modular from si railing 01 low poly. Now the last one that we need is we just need to go ahead and load up our saves Z brush horizontal pillar over here, the low poly version. And that's the last one. And then we are already done with the Z brush parts. And then what we can do is we can move over to UVNwapping and baking these assets to make sure that everything looks correct. So this 124 million. Wow, that's quite a bit higher. So what we're going to do is we are once again going to pre process, and I will once again pass the video. Okay, so the pre processing is done. Let's set this back to one decimate. And now we can go ahead and preprocess again. And then we can just go ahead and do the same stuff as we've done before. Although in this one, we most likely need to once again use a bit of masking. So let's decimate again, preprocess decimate and now we're getting closer to our plicon count, decimate 2000. These ones are really holding up a lot better than the horizontal bill. But I'm still glad that I was able to show you that masking technique for the horizontal bill. I don't use it too often. Let's preprocess and let's set this to, like, 80% decimate. I think we can go a tiny bit lower process, decimate. I think, yeah, around 1,200 points is probably as far as I would want to push it. Yeah, let's do that. Okay, cool. So we got this one also done. So what we can do is we can save it. Horizontal builder. Yes, save. And then we can also go ahead and we can export this. Froms horizontal pillar. Awesome. Okay, everything has now been exported. And if I have a look, so the next thing that we are going to do is we are going to get started by UVnwrapping our models, and then we will also go straight into baking them. So let's go ahead and continue with this in the next chapter. 47. 26 Uv Unwrapping And Baking Our Sculpted Meshes: Now that we have our low poly models done, what we're going to do is we are going to replace them in our original scene with these models over here. So over here, I have my vertical pillar, my horizontal pillar, and my railing. And these three, I'm just going to select them, throw them into a new layer and I'm going to call this layer. Backup over here. Always good to keep a nice backup. And then we can just go ahead and hide them. Now, let's go ahead and go to File Import. And I want to go and modular from Z. Let's go ahead and start with our horizontal pillar. Let's go ahead import railing and once again, import our vertical pillar over here. Okay. Now, as you can see, they are no longer in the exact same position, so this is something that we definitely would need to change. Oh, this one is also this area over here is also won, like this is supposed to go flat, but that's something that we can also work on. Yes, that's something that probably I want to go ahead and right away fix by just making it slightly flat. This will be clipping inside of the ground, so we don't have to go too insane for it. But yeah, that's something that we will go at and fix. First of all, this is also one of the reasons why we created a backup. Over here, we have our pillar, and what I'm going to do is I'm just going to move this up and have a quick look. So it might translate. What we will do is we will later on. Oh, no, sorry, we can't move it up right now. Sorry, we will move it up later on because later on, we are going to snap it to the grid. The reason why we do not want to move it up right now is specifically because, of course, our hyolemshes are still in this same position. So if we would move it up now, we would need to import our hypole meshes. We would need to then optimize them and all that kind of stuff. So for now, let's leave it as it is. Let's assign these to the crack layers. So that's something that we will work on a little bit later. For now, all we are going to do is right click select everything and then shade smooth over here to give these smooth edges. Now what I'm going to do over here is I'm going to go ahead and we can pretty much get width. Let me just turn off everything except for my railing. And let's go to my side view, which for some reason, is not working. There we go. That's not the side view. This is the side view. Yeah. Let's go to my side view, select everything, hold control, and then the select the sites over here. And I should have done this inside of sebush, but I forgot. Let's go ahead and delete these pieces over here. Now, next, what we're going to do is we are just going to do, like, some quick cleanup. I like to turn on my target weld. And for example, over here, we have some etches that are not really straight. So what I can do is I can just straighten them out a little bit simply by merging it all down. These changes that we are making here, they are so small that they will not actually show up in our hypol. So if you want, you can go quite crazy and you can make this much more optimized. However, in order to just simply save some time, I will not go too crazy with this. But yeah, if this would be a non mesh, all these type of changes, I would just go in and I would do merging like you can see over here, just to also make your geometry a bit cleaner. Next, what you want to do is you just want to inspect your mesh and make sure that you don't see any weird vertices or overlapping vertices or something like that, which can sometimes happen. I hope that I find one of those problems. This is one of them, if I just go ahead and zoo in. This, it's really sensitive. Sorry. This is one of them, where, for example, over here, the eedges they are so close together that I just like to move them a little bit further apart because else I'm worried that it will cause some problems. Over here, these are also some of these etches where I could probably just merge it like that, and it will look better. But, yeah, it's up to you how intense you want to make this because this is a tutorial, I will not make it as detailed as I would do for, for example, a portfolio piece. But I will, of course, still fix some problems that I feel like might cause some baking errors. So this all looking quite fine. This one over here, I'm not yet sure. So what I will do is I will carefully move it up a little bit to give the bit more space. And let's go to the other side. Over here. Yeah, and at this point, I'm not going to be too picky, I do see some problems that we can fix over here, we could probably do this to make the jumtree a bit cleaner just by merging it down. But I don't want to spend too much time on this kind of stuff. Maybe merge this one here. Merge these ones together because they are quite close. Merge these ones like this, probably. And this one is a bit trickier. Let's see. If I merge this over Oops, make sure that you do not accidently have multiple vertices selected because then it will try to merge multiple. Yeah, there we go. That looks a bit better. Over here, also, like we have, like, just a lot of meshes. So I'm just going to, you know, se twin and clean this up just by simply merging some stuff together and making sure, of course, that the shape does not change too much. And then it's often fine as long as the shape doesn't change too much. This is why we have the gauge to later on, of course, balance that out. But that is looking fine. Like, you can optimize it more here and there if you want to. But I will not spend too much time on this, and I can just kind of, like, leave it here, see. But all of these ertzes, we can optimize them. And it's still way faster than doing polis. The only one that I see over here that I do want to optimize is this one over here. See? That one doesn't look very nice. So yeah, okay. I think I'm happy with that one. Maybe last thing I will do is merge this one here. And it looks like that over here, I see some kind of error. I don't know if it's just a smoothening error. Could be. Let's soften again. Harden, soften. No, it's not a smoothing error. This one, let's zoom in. It's something about accidentally having a edge. Let's undo this. How far can I undo before A, I think I did it quite a while ago. So let's just redo and let's fix this simply by selecting these faces over here, deleting them, selecting this loop, and then shift right click and then filling the hole. And then if you want, you can also go ahead and just add a quick connection here. So that's just me. What I said before that I accidentally still had like a vertex selected, and that caused this problem. I want to make sure that during my undoing process, I did not mess anything up. Note still looks not here. I forgot to do this one. Del. Okay, awesome. So that is our railing. Now we can go to our vertical pillar over here. And our vertical pillar, yes, it is quite a bit hierply, which means that we sometimes also get some more arrows like what you can see over here. This is quite messy geometry, and I don't really like having it this messy. So what I'm going to do is I'm going to go ahead and just merge these pieces down over here like this. And for the rest, once again, I will mostly just, like, check the corners and make sure that there are no drastic problems. I think we could have optimized this one a little bit more, but it is honestly, it's not that big of a problem. I do see some edges over here that could have been a little bit better. So let me just redo the check. Because I think I'm trying to go a little bit too fast, but I still want to make sure that some of this stuff looks decent. But sometimes it's hard to talk and also focus on, like, all of these edges. Yeah, see, this is a classic problem over here where it has an overlapping face. And that's the kind of stuff that we want to fix. Of course, when we are baking, we will notice these problems soon enough. So as soon as we bake and we have a problem, then it will clearly show up. However, I would say that it's easier if we just don't have to go back and forth, at least not in a tutorial. When you are comfortable with baking, it's not that big of a deal to go back and forth. But for a tutorial, I don't want us to have any strange confusion or something like that. So over here, I'm just trying to, like, make sure that none of these meshes are too close together. There we go. And over here, this kind of stuff, I can also merge together. Yeah, this is definitely the more boring part of things. But it's still needed in order for us to get a good mesh. Maybe one day someone will make an AI that can perfectly do all of the tropology. That's one of the few AIs that I welcome. Perfect tapology and perfect UN mapping. That would be amazing. But yeah, let's not count on it for a while. So let's have a look. Uh, this one I don't really like. Over here, I feel like stuff can optimize a bit more. So most of this is just like experience about the problems. What I expect to happen for you is that you will simply these problems will simply occur, and when they occur, you will be able to fix them. And then next time, of course, you will remember what's happened and how a problem happened. And over time, over the years, this, of course, becomes more and more well defined. And you can be much faster with this. And I just know if etges are really close together like over here, it never really looks that good in our texture. So that's why I'm trying to fix those type of problems right away. Well, yeah, definitely, this one we could have optimized a little bit more. It's not that big of a deal. If I had the time, I would go back in. So I recommend if you feel the same about the one that you did, just go back in because, of course, you have quite a bit more time than I have for this kind of stuff because we still have a lot to do in the tutorial. But in my case, it's not that big of a deal. It just means I need to spend a few more minutes cleaning it up, but that's about it. It's not like it's way too hypole for a bill up because we can just use LODs and other optimization techniques to make things work. Okay. The last corner. I don't like this kind of geometry clustering that you sometimes see. Doesn't feel right. Well, there's quite a bit of stuff that I can improve. There we go. And as she can see, like, the low polly, it is quite flexible. Like, I don't even need to compare it with my high pol, because as long as I can see that it doesn't change for more than a few millimeters, our faces that often it is totally fine. We don't really need to worry about it too much. Honestly, you can even push it way further. But of course, the more you push it, the more risk you have it that it doesn't look so good. That's why we kept also the hiapols and stuff. So it's up to you to decide how far you want to push these kind of things. Yeah, so we're pretty much there. The rest of this stuff looks fine. So, that is that one. That's fine. Let's save sin. And now for our horizontal pillar, because this one was a little bit more optimized, I do not expect us needing to do much more stuff. So let's go ahead and go in here, and I do want to merge this stuff together. Over here, but that's mostly because I want to try and, like, keep the ends quite straight before we start doing our baking process. And over here, so that feels like a strong cut, but I have a feeling it's just because of how the hipoly looks in that area. Okay. The rest of this is looking not too bad. It's a very quick look at the front. Make sure that there's nothing wrong. And we can now move over to the other side, which is looking fine. Just here and there, I feel like some of the vertices are a little bit close to other edges, but that's about it. Yeah, here and there. So, honestly, there isn't much to tell. Often, I would just time up this, but we are almost done and it's not that many models that we have to do this for. And you never know what comes across that I might be able or I might want to, like, talk about. So Okay, let's double check the front. This one can maybe be merged there to give them a bit more space. Over here, there's no reason for those to be so up close when we have so much space, that kind of stuff can be merged together. And now we have arrived at the last one. I know that smoothing looks really strong on here, but don't worry. Once we have our hypolybk, the smoothing will no longer look like that. Let's move this one like that. Yeah, you know what? I think that should do the trick. Okay, cool. So our optimizations are now done. The next thing that we want to do is we want to do our UvNwrapping, which not take too long. For this, what I first like to do is I first like to remove my history on these assets. So we have our vertical, horizontal, like that. And now for these pieces, so we are going to have two types of UVs. One of them is going to be like tilable UVs, which will be used for our tilable materials, and those ones will be mostly on the floor and on our wall. And then we have also another set, which will be unique UVs, which will be on the ones that we are going to bake. This has no real meaning. It just means that with these type of assets, what we're going to do is we are simply going to UV unwrap it in our one by one space like we've gone over exactly the same as with our pipes. So this one is actually really easy to UV unwrap. So if we just go to our UVTgit, the reason it's easy is because even with all of this messy geometry, you can see like a cylinder. You can see that it just goes all the way around. So all I really need to do for this one is I just need to go ahead and I need to probably just, like, create Yeah, let's do like a best plane from the top over here. Select this and unfold it. Oh, that's interesting that it doesn't we can try to straighten our UVs, but it probably breaks. Yeah, see that breaks. That is interesting, that it doesn't like to unfold exactly the way that I wanted it. I can press unfold a few more times. Oh, yeah, here. Now it starts to look a bit better. When I unfold it a few more times. And then what I can do is I can, like, nicely scale this up. It doesn't have to be perfect, honestly. We can just go ahead and have it go here. I'm just trying to unfold it a few more times to make sure that it all looks fine. Yeah, honestly, that should be fine. So that's already that one. Very easy. So this is now pretty much done. The only thing that I can see is I can see a smoothing arrow over here, and smoothing arrows are stuff that I do want to fix before we move on, and it's something that you can easily see whenever you unwrap. Looks like once again one of the Oh, this one is a bit more annoying. It looks like that I have accidentally, once again, mistaken a vertex. So let's just go ahead and let's delete this stuff. Let's shift click. Let's fill this hole. And then, in this case, what I'm going to do is I'm going to, let's see, let's merge these ones together over here. So now it has become a quad. So that's a problem that I wanted to fix. Over here, I can see that there's another problem where we have some overlapping verts. So what we can do is we can press Control Shift A, shift right click, and then merge vertices at quite a low level and press Apply. And let's see. Is there any other problems? Your UVs are also really handy to show these kind of proms. So now what I can do is I can go ahead and I can select everything again. You know what, honestly, let's just do a new Bs plane to make sure unfolded. Here, see, now it looks even straighter. That looks even better. So that's more what I expected our UV to look. So those problems are now also fixed. Make sure that we are in between our one by one tile, which we are. And there we go. So that now looks quite solid. So we got that one done. Let's go ahead and go to our Vert copilla. Our V copila we simply need to place one seam somewhere, basically. What I'm going to do is I'm just going to go ahead and do a best plane and give it a second. I don't know why it takes so long, but okay. And then I want to, have a look around, see if I see any obvious errors. Sometimes it's nice to just look around without having your model selected. But that all looks good. Okay, cool. So as I said before, you can see this as a cylinder. We need to basically place a cut going from one side over here to the other side. Unfortunately, in the Rhythm UV, this is super easy. Rhythm UV is a UV unwrapping tool that I have not covered in this tutorial, but it is a very useful tool that you can have a look into, and we will be using in different tutorials, which allows us to do this very quickly. However, inside of Maya, we need to do, like, a manual selection going all the way down. Because you cannot loop as well these type of segments inside of Maya. But honestly, it doesn't take too long. We just need to do one. That's also why I chose not to use rhythm because I didn't want to overwhelm you with even more software. However, I do use often Rhythm U V for these type of measures. And what you want to do is you kind of want to guide this seam. Remember, a seam is a cut. It's something that you can see in your texture. So what I like to do is I like to try and guide this roughly on the edge of one of our corners because I feel like that's in space where there's so much stuff going under that hopefully, you will not notice that there is a seam there. You most likely will, of course, notice, but it won't be as noticeable as having it in the middle of, like, a flat area or something like that. It does mean that we need to do a little bit more selecting, but we are pretty much there. Yeah, there we go. So what we can do now is we can go ahead and we can go cut and sew, cut it, select it, and then unfold it. And then what we can do is we can simply rotate it, and once again, we can place this over here. If you want, you can also combine these UVs. Most likely, that will actually be totally fine if we go ahead and have a look at the railing. Yeah, see here. So there is pretty much enough space to combine these UVs. However, in this case, I will just do this uniquely just because it is a little bit easier and more manageable. So we have the vertical pillar done. Lastly, we have a horizontal pillar. So let's do a best play on it. Over here, let's double check. Make sure that there are no errors. Also, go ahead and double check it without our model selected, and that's looking fine. Now all that we have to do is we just have to go ahead and place a seam once again. So what I can do is I can go ahead. And I guess if you want to select is a bit faster, try to find an edge that has these longer edges which you can see over here. But luckily, that's also why we want to keep this optimized. If we did not keep this optimized and we would not be using RSM UV, it would take really long for us to properly select all of these edges just the UVNwp. Although, of course, in those cases, I would have used RSM UV because it's very useful, but it is a paid software. So once again, it is something and I don't want to have people needing to buy another software that they will only use in very specific cases. Although I also use it for normal UVnwrapping. I actually don't do a lot of UvNwrapping anymore inside of the default software. But for now, I recommend just look up a video for ism UV if you are interested. We can go ahead and just leave this because all we need to do is cut this, unfold it, unfold it maybe again. Ooh that's really nice and straight. That means I want to quickly go back into my other mesh and make sure I press unfold a few more times. So we have this one over here, ready to go. Let's go with our horizontal pillar and just Okay, that's too bad. So this one does not unfold straight, I guess, because of the edge. But that's no problem. You can go ahead and move this and scale down a tiny bit because else it doesn't fit. Here we go. Okay. Awesome. So these three pieces are now ready to go. All we need to do now is we need to go ahead and we need to export them. So if we go start with our railing, we simply want to select our railing, make sure to shade smooth because we changed one of those faces. Export selection. And we want to export it. Let's go modular. And let's create a new folder called BS. And in here, I want to export this as railing underscore LP. Just as an OBJ is fine. OBJ or do I want to use FBX? Actually, you know what I'm going to use FBX. The reason I want to use FBX is because I want to turn on triangulate to make sure that my mesh is the best. So let's go for FBX. Ailing underscore, LP. And I already spoke about why we would triangulate these models when we did our pipes. It's basically to avoid any smoothing arrows in the future. So export it, and then we have our vertical pillar. Although these models are most likely already perfectly triangulated because they come from Cebush. So this is vertical Pilar opoli. And then we finally have our Export selection. Pillar pool. And export. Awesome. Okay, all we need to do now is we need to go ahead and we need to open up brush and also export our hipole versions. Here we go. So let's grab our horizontal pillar to get started with the one before we turn it into a low poly. So here we go with our high pool. And you just want to export this and this one, we'll export as an OBJ because FBX cannot really handle 26 million polys. It probably can, but it will be very difficult. Modular Bags horizontal pillar, 01 underscore HP and safe these might take a little bit longer to export, of course, because they are quite big. So I will be passing the videos every time it is exporting. Here we go. That one's done. We can press Low tool again. Brush, railing 01, and straight up export it again. It's a bit annoying that you need to go back and forth between the folders, ailing 01, underscore HP and save. Okay. And finally, the last one is going to be our vertical pillar over here. So we can go ahead and select that. Export exports modular bakes, Vertical pillar 01, underscore HB. And we will go ahead and also I know this chapter is quite long, but we will just go ahead and straight up bake it also just to get this chapter done. So let's go ahead and just open up Mum's a Tolbag while it is exporting. And then what you want to do is you just want to create a new bake. I guess what we can do is we can actually use our original bake scene. Normally, I would not care about this, but because it is a tutorial. What I'm going to do is I'm going to duplicate my pipes, Delta high pool and low poly, duplicate it twice more, and call this one railing. H pillar and V Biller for vertical and horizontal. There we go. We can turn off these and we can start with our railing because this way, at least some of our settings are saved, which saves a little bit of time. So for our railing, what we can do is we can go up here textures, and let's create a modular And then oh, sorry, modular and then another fool call bags, just to be sure. And in here, I am going to export this just as a PNG, and I will call this one railing underscore 01 and safe. Now, for these ones, we actually only need to export our norm map because that's the only one we are going to use in this case, inside of Unreal engine. We will go more over the use case of this late Rome because we are actually not going to create unique textures for this. We are just going to use the norm map along with our procedural textures, which we will create in next chapter for this kind of stuff. So you probably guess it. So we have our railing. I can actually already go in here and do the same stuff where modular bags, and this one will be horizontal pillar, PNG, and that's just so that I can quickly show you how to do it and turn everything off. And then over here, we can once again vertical pillar. Oh, I messed up. And set this to PNG, save. Okay. Once again, set to normals, and now we can go ahead and say Racine. And all that we need to do is we can just go ahead and let's see. So this one is the railing. Let's grab the railing high pool and low poly and drag it in here. Now, these might take a bit longer to import because they are millions and millions of polygons. But then once we've done that, we can throw railing into high and the low poly version into low, turn the boat on. And in this case, we just want to go ahead and we want to double check our cage, because we end up with scow painting, we need to set this to show offset. Am I doing something wrong? It's supposed to show. Huh. That's interesting. That's not Oh, wait. Oh, our low poly because we exported it from Mamaset. I I messed up our transforms. Now, we can go back into Momoset and re export this. Or what I can do is I can most likely just set this to 100 by 100 by 100. And see. Yeah, see here, and then fix it. I think I accidentally export it as centimeters, while Zebras exports as meters. Don't quote me on that. I'm not exactly sure. But now, there we go. So, honestly, you can just scale it up because this is not going to be our final model. We only need it for some baking data, which is why it is easy. Make sure to cover your entire hipole when we bake this like this. And once we've done that, what I will do is I will actually just prepare all of them so that we can do all of the baking. So save your scene. Let's go to the next one, which is our horizontal pillar. And yes, your scene will run quite slow at the end. If your scene is running too slow, then I recommend baking them one by one and just removing your files and then importing the next one so that you don't have to load in all of these files in our scene. I hope that my computer is strong enough to just load in these three files. It should be, but you never know because in the end, it will still count to be like 100 million polis. So over here, we have a horizontal pillar, low and high. Once again, we need to go to low and we need to set the scale to 100. Because I messed up 100 by 100. You see, so it starts to feel like a little bit laggy, but it should not be too bad. S Showsc. This one we definitely need to, like, scale up a little bit more in order to capture the entire hypole. But that is looking correct. Okay. So we got that one done. And now finally, we have the last one, which is our vertical pillar. So let's go ahead and import that one. Here we go. And then we can throw this one into low. And then all I need to do is just do a quick bake and that's it. Then we are done with this, and then this chapter is over, and then we are going to create some tilb procedural materials, which is going to be quite interesting, seeing as I'm actually a text artist mostly. No, no, I used to be pop artist, then I transitioned into text artist, so it's a bit of everything, but I definitely do like to do texturing. So let's push out this cage a little bit more over here. You can see that my mom set starts to lag a little bit. I also see that I have a small problem over here going on, where there's, like, some messiness. If you ever have this meshiness, you can try to fix it by painting our offset over here. And if you hold control, you can try to, like, paint this Oh, no. Sorry, don't hold control in this case. Paint this out. You see this is where, like, we had some problems with the geometry being a little bit too close together. So that's what those problems I was fixing where whenever A C was really close to an edge that I solved it. So it looks like I missed one. But that should pretty much do the trick. So at this point, we can go to our railings. We can turn off our high for this so that we can right away see our work. And now I will first of all, save my scene. And we just want to bake it like a nice four k resolution, only our normals, and we can just go ahead and press bake, preview, move on to the next one, to get it all done. So let's press bake. And because it's only a normal map, it should not take long. Preview. And then I can see over here that, oh, wait. I have the wong one. I need to select my railings. It would be nice if I actually bake those because hiding does not actually do anything. However, it should still ignore these files. So let's just press preview. Yeah, see? Here. So now we have a nice baked looking meshes over here. You can see those concrete details. We will, of course, go ahead and make this look even better later on. But for now you can see quite clearly how all of that effort we did with our sculpting end up giving us quite an interesting looking mesh over here. So we can now go ahead and go to our next one. Which is our horizontal pilar over here. Let's turn off our high, select it, bake Preview. There we go. So our horizontal pillar also seems to be working totally fine. You can see all of those nice sculpted details that we spent a hard time making are now also transferred in here, even though we still have it as low poly mesh or somewhat low poly. It's not the best low poly, but it's good enough. And let's do a final bake on our vertical pilar over here. Preview. If you want, you can select the pillar, although it's a bit slow right now, and then you can press Control F to center it so that you can easily rotate around it. But that's also looking really good. Nice. So all of our sculptor details are now in. I know. If you are not familiar with this, it looks like magic, but that's the power of normal maps. They've been used for a long, long time to basically fake the hell out of all of our qualities. So that's now all done. All of our measures are ready to go. So what we can do is we can go ahead and we can save our scene. And if you want, just give me a second, you can see that over we have a pillar with all of these nice sculpts ready to go. Awesome. In the next few chapters, what we will do is we will start by creating our procedural concrete materials which will later on be applied to these very meshes over here, although all of this will come together inside of Uel engine. In those chapters, we will also go a little bit more in depth in Mm set. So let's go ahead and continue with this in our next few chapters. 48. 27 Introduction To Substance Designer: Okay, so in these next few chapters, what we're going to do is we are going to dive into substance tweed designer in order to create our tilable textures. And just for people that don't know a tlable texture is basically a texture that is able to repeat on all four sides. The texture is square. It will be repeated on all four sides, which means that we can place it on large surfaces, like, for example, walls and stuff like that. So what we're going to do in this chapter before we really dive into the material that we are going to create is we are going to go for a quick introduction inside of substance designer. So what I will do is I'm just going to go ahead and I was wondering if I can maybe reset layout over here for you guys. Yes, there we go. Okay, so I reset it my layout. So whenever you open up substance designer for the first time, this is what you will get. Now, in order for me to properly show you where we can find everything, the first thing I want to do is I want to create like a quick new scene. I can just go ahead and go to File and over here we have our new where we can create new scenes. You can also actually do a specific type of modeling inside of substance designer, and you can do coding and a bunch of other stuff. Here you can also open up your scenes. You can open up recent scenes. You can save your scenes, all that kind of stuff. So I'm just going to go and file new. And then, basically what we can start with, and let's just go ahead and already create the scene for our concrete. So over here, you have a bunch of templates. However, the one that you would most of the time use is the metallic roughness template. This is a PBR template because we are using the PBR workflow. I highly recommend that you look up a little bit more about PBR workflows. It's basically the standard workflow that we nowadays use in real and in unity and all those other engines. Then once you've select that and don't worry, you can actually change this stuff later on, you want to go for a graph name. Now, I have a bunch of reference over here for the concrete that we are going to create, and of course, we have our main reference, which is this one over here. I will call this one probably like concrete underscore plane, and we might want to create a variation that also has the panels on it. Actually, let's call this concrete nscomin over here. That is the graph name. Then you can choose your size. I'm going to go for a nice four K resolution, and for the rest, everything else I can honestly leave. There is a bunch more stuff that you can do here, but you can just leave it, and then you want to press Okay. As soon as you press Okay, this is more like the substance that you're used to. Now, I actually use a slightly different UY than this. What I often like to do is I like to often just drag my explorer, which is this one over here and drag it up here like this. Move this up. Then what I like to do is over here we have a TreeD view. What you can do in a treat view is you can in real time see all of your changes happening in this view whenever we are changes. However, we personally will not actually be using this view because we will be using Mamas at Tolbag in order to preview all of our materials. So you can definitely use this view. However, because we will not be covering it, I will also not really go over it in detail right now. So what I can do is I can simply press the X button to close it. Don't worry. You can always go to Windows and over here, you can always open it up again. So the next thing that I want to do is I want to grab my library and I want to move it down here. This is because we have our main graph in which we will be working, and I like to have that one to be the biggest one. And then you can just choose the sizes that you want and everything like that. So at the top, these tools we won't be using too often. We just have the di tools where we can set our preferences, just a specific tools button, the Windows button, and the help button. Honestly, there isn't much that we would be using over there. Once again, I'm just doing the same type of introductions as with the other software where we just quickly go over the UY first. Next, what we have is over here. In this graph, you have some shortcuts. The shortcuts that you can find down here, honestly, I personally rarely use them because you can get the same shortcuts by pressing space inside of your graph over here, which is why I don't really use them up here. In here, there is some useful stuff. There is some stuff where you can oops, not that one. There is some stuff where you can zoom in to your graph. You can ask it to show specific optimization notes. You can ask it to show specific names, that kind of stuff. You can ask a way to connect it. It's a bit tricky for me to show you because all of these things over here, without a big graph, you don't really see anything on it. So that's something I might show you a little bit later. And FRs, it also just has some extra tools for grid snapping and that kind of stuff. Up here, we have a few small more tools, although we can just right click to find the same tools, and it's for commenting and just general graph cleanup. So what I would say is this note over here, I rarely use myself because most of the stuff I can find by pressing space in our graph or by right clicking in our graph. Let's go about the graph. In our graph, it is a two D space, so not three, so you can just use your middle mouse button to move around and your scroll wheel to zoom in and out. Now, in here, you will be creating all of your nodes. Substance Zina is a node based system, which means that we are able to create our textures using specific nodes. It can be quite dancing and complicated in the beginning. However, I will try to keep it nice and simple with this concrete material. It's basically simply manipulating shapes and colors until you get something called a height map. And this height map you can then translate into norm maps into your base colors, into your roughness, into all of these textures that we would want to use. This is something we will go over, and once you follow the tutorial, this will all make more sense. Here at the top, we have our explorer. And in our explorer, if we just go ahead and saves folder, what you want to do is whenever you create a new scene, you basically want to go up here to the unsaved package. Right click, and then you can press Save. And then we are just going to go ahead and we are going to save this as concrete main over here. So this way, at least our graph is saved. And the reason we want to do that is because L's outer save will not work. It will only work once we actually saved it. So in our explorer, we can basically find our main scene and we can find the actual graph which contains all of our images. The main stuff that you want to here is you would want to right click if you want to save your scene. And if you want to publish something called dot SPSAR file, these files can be used in substance painter, actually, which we also will be using later on. And for the rest, it's just as like some extraditional information. The second one you often want to use if you want to export your textures. You would go up here. You would right click and press Export outputs as bitmaps. And here you get a window where you can actually export your textures using the format you want, ready to be shown inside of Mama's at Tolbag. Down here, we have our properties window. This will contain all of our settings. Whenever we select a note, it will just contain the settings. So it doesn't matter whatever you have. So here, so blend, see, it automatically just shows you all of the settings. Nothing too difficult. It's just something that we will be working on. Your library up here, 1 second. Let me move this here, is quite important. Your library will contain all of the notes that we need, everything from different noises to the notes that we can use to manipulate all of these noises. We will be using this library mostly to select noises and patterns. For the rest, what I like to do is I like to press space because I'm quite familiar with the software, so I know the names of the stuff I need. So let's say that I want a multi directional warp, I can type in ML, and then over here, I can find it. I can also, of course, go in here and I can try to go to transforms, and then I can try to find it in here. I don't know if it's in this one, but as you can see here, it's quite difficult to find the one that you want, so it's easier often to type. So that's something you will get used to. Oh, this one is new. I will try that out sometime. So basically, in here, we have our graph. We have all of our notes, everything that you can find even like preset materials that you can see over here. There is a lot of stuff in here. There's also coding stuff in here, but most of the stuff you can ignore. And I do know that pressing space and typing in a name is not very good for beginners. However, this is something that once you place the notes, I hope that you will remember the notes and that you can recall them later on. You can also find them in here. You can also go, for example, and I believe that we need to go up in filters and then type in multi, and then you can find it like this. And what you can even do is you can even know Oh, they change that. Oh, yeah, wait, you can click on it. They change the button. And you can add it to favorites, which means that now in your favorites note, you can find all of the nodes. So if you ever want to like save all of the notes that I am using because these are notes that we will often use quite a bit. You can also add them to favorites and find them over here. Next, we have quite an important one, and that is, sorry, TD view over here. And in our TD view, we can actually see our texture. So we will mostly be looking at like two D textures, and then we can preview them in TD inside of Mom's head tobag. So this is just something where we can use our scroll wheel and our Middle mouse button to move around and just inspect everything that we are creating. So definitely, the UI is quite a lot easier compared to, for example, a TD software. So what we can do at this point is we can simply jump right in and we are going to get started by creating concrete material. 49. 28 Creating Our Concrete Material Part1: Okay, so let's go ahead and divide in and get started with our concrete material. So if we have a look at our references over here, we already gathered all of our references for our material way back when we started out this course. So if we have a look at our main reference over here, what you can see, of course, is AI generated, so it's not really the best, but we can also look at our real life references to get an idea. Now I want to go for, like, a slightly dirty concrete. I don't really want to go for, like, the really yellowish concrete over here. Yeah, I want to go for more like this grayish concrete that we can see over here. Yeah, and that should look quite good. Over here, we can also have quite a good view. And then we can also add some general dirt and everything to that. Yeah. Okay, cool. So if we have a look at our references, now, the first one that stands out to me, it's basically like a balance between this one over here. This is a wy low resolution image, so that one I probably won't be using. Yeah, but like this one in general is looking pretty good. And then maybe I will combine it a bit with this kind of stuff over here. Zoom in a bit. Let's make our concrete similar to this, in terms of, like, the roughness and everything like that. However, let's make the color a little bit closer to this one. So that's nice thing about being able to make the materials yourself is that you can just match everything up. So yeah, that's actually pretty good idea. So if we have this one over here, let's just double check. What we're going to do is we are going to go ahead and first of all, create our plain concrete, which is just going to be like flat concrete. And then what we will do is later on, we will add our tiles. Now, if I just move this up. Actually, I'm going to move this to the site over here. Inside of substance. The way that you would normally work is you would go from your high hypol, you would go from your height map to your norm map to your base color map to your roughness and the rest. So your height map basically controls actual geometry information. It controls the depth of your texture. However, inside of substance Ziner, you would often use a height map and convert it to a norm map because height maps are very easy to convert to norm maps. Inside of marmoset, however, you would use it to actually displace the geometry on which you are showing your texture, and this is something that we will go over a little bit later on in order to make the texture feel more high fidelity. Your norm map is probably the most important one. I think you've already seen how important it is when we did our baking. Your norm map will basically capture all of our actual rough details. So our norm map will capture most of our, just grainy noise. It will capture all of these, little holes, all of this damage, even all over here, like the damages on our tiles and all that kind of stuff. So the dorm map is quite important. Your base color map gives your texture color. You roughness gives it a roughness response, which is what you can see over here, the shine whenever we look at it from a sharp angle with our lighting. And then we have a few other maps like your ambient occlusion map and your metallic map. Now, we are not making something that is metallic, so we can literally delete that one. And ambient occlusion often only works whenever we have a really strong height map. Since we don't really have that, we will keep it, but it probably won't give us, like, a very big impact. So knowing that what we want to do is normally we would start with our height map. However, because our height map is all about, height information specifically, the only thing that we would really include in our height map right now would be tiles. Especially over here, you can see that a height map would be very clearly shown in this kind of stuff. And I guess height map can also be used for quicks and stuff like that. But because we are going to start with our flat concrete, we actually going to skip our height map for now and go back to that later when we create our tiles, and for now we are going to start by working on our overall noise and our overall concrete feel. So we will still use elements of our height maps, and I can show you how to do that. So the way that you want to work in substance Ziner is you want to start from large to small. That is quite important. We are starting from large details, and then we work our way down to, like, the smaller details. So if I have a look over here at all of this kind of stuff, with our concrete. So what are the details that I see? I see quite clearly, we have some holes over here, which come in large and medium sizes. Then we have Willy small specs capturing all the way around. These specks, they look also a little bit like clusters, as you can see over here. So they're like noise clusters. We have these streaks over here. And the streaks is something that we need to be a little bit careful for because they can be quite overpowering if we use them too much. So we will probably tone them down a little bit. Yeah, we have our streaks. We have, of course, like, our general noise, which is just like the very fine noise that you can see over here. Later on, we will also have some damage and stuff going around our over here around our Seems of our tiles, sorry, brain freeze. Sometimes we have some large damages here and there. So I guess we can implant that one and also like over here. Sorry if my voice sometimes breaks up, I'm still having a bit of a cold. So we have those type of pieces. We have tiny cracks which we might be able to make. Just like to add a bit of those little cracks over here. And for the rest, the rest would probably be included mostly like the base color, which is like our dirt and all that kind of stuff. And let's go ahead and have a look. So over here, unfortunately, the reference for this one is not very good. And I do know I'm saying that while I was the one that created the reference, but you can see that I had to shoot up in a dark space. So that's probably why I messed up with, like, the ISO and stuff. So yeah, in general, so can find what I'm going to do so I'm going to move this one here so that it's easier for me to look. Okay. Awesome. So we now have a plan of the stuff that we want to create. So what I'm going to do is let's keep this view over over here. And what we're going to do is we are basically going to create every single detail one by one. So let's get started with the first one, which is quite an easy one. And that is those specs. Now, the way that we would create the specs is that we have some noises over here, and these noises are your biggest friends. So if you go ahead and you Oh, they turn that off that you can drag and it will show you a bigger version of the noise. If we go ahead and drag in these noises, you can see they all look slightly different. This one actually looks quite good because it's like spots and it feels quite close to what we want. Now, the ones that I often want to use for these type of specs, because you can see that we have quite a few stuff over here is that I want to use a gong spot. That one is quite good to use. And I also want to use, like, a dirt two, which is like these smaller spots over here. And I also might want to use, like a dirt one over here for these willy small spots. Although I'm not sure of dirt one. Maybe I want to go for like a B&W spots two over here, which looks quite noisy, but what we are going to do is we are going to manipulate these noises until they look the way that we want them to look. So let's get started with, like, the big details, which is going to be over here, these quite larger specks. Now, you can see that there aren't too many of these specks, and they do have different sizes, and they are quite smooth going inside of it. So what we have right now is if we go ahead and grab this one, you can see that this one is very flat, and there's quite a bit of it. So the first thing that we want to do is we want to mask this out. There's a few ways that you can mask this out. You can mask itout using another mask. But the one that I like to use, they have fill control over how many specs we want to have, is I like to press space. And when you press space while having your node selected, it will automatically attach your node. I'm going to type in flood for flood fill, and then I press Enter. You can see that because I had this note selected, it will automatically enter it. What a flood fill does is it will convert your shapes as long as they are white, and then as long as they are not touching other shapes into data, which allows us to select this data separately or manipulate it. With this, what we can do is we can actually do a few nodes. So the most important one is we want to use a flood fill to gray scale node over here. So if you just type in FLO, you can find it. You can use your key board over here to move it down and grab this one. The cool thing about this one is that we are able to basically plug in a grunge map or a noise, and then we can mask out our notes based upon that noise. So, for example, let's say that I grab, for example, a cloud two over here, like this, Cloud two is quite the standard noise. And then in our Cloud two, we can control the scaling. We can make it bigger or we can make it smaller. What I'm going to do is I'm going to set the Skelter two. And then let's go ahead and add something that is called a histogram scan. A histogram scan, so if you type in H is similar to a levels, but then it is just like a simple slider. With this, what we can do is we can set our contrast all the way up and we can basically control over here our Hcam scan. Now, what will happen is if we dig this into the base. Can see that over here, our dots will only show up wherever we have our noise. So now we have complete control over how many dots we want. Now, the last thing that I do not like is that there are too many clusters. So maybe a cloud two is not the best one. Let's try maybe like I don't know. We need something like quite soft noise. Let's try maybe like a moisture noise. Let's see how that one. Oh, God. No, that one does not look. So we have a pearl noise. I tend to avoid this one because it's often really basic, but it definitely does show like random cluster. So I guess, in this case, it is pretty good. So over here now we have fill control over our noise. Now, this is pretty good. Yes. However, it is not yet perfect. We are going to still go because this is such an important material for quite high detail. Now, to show you the concept behind this, we are wanting to convert this to a norm map. Whenever something is white in our conversion, it will stick out. And whenever something is black, it will stick inside of our norm map. If the background is black, then all we have is sticking something out. So what would we do? We would go ahead and we would add, for example, a normal over here. You just add a normal node. And then what you can see is if we set this to open GL, because that's the mode that we will be working in, you can see that now these dots over here, they are sticking out. However, they are not looking very good, so we want to go ahead and change that. We want to do two things to them. First of all, we want to soften them out. And second of all, you can see clearly over here that these nodes over here, they are not just pushed in. They actually slope off into a smooth valley over here. And that's something that we also want to capture. Now, we can often do both of them using the same node. And that node is called a non uniform blur grayscale. It's quite a long node. So if you just go ahead and click on the non uniform blur grayscale, what you can do is you can plug in your Grayscale map and also your blur map. Now, if I just go ahead and set my intensity down, what this one does is basically it allows you to plug in a something, whatever. It allows you to plug in a bitmap. I would call it a bitmap, and then you can blur this bitmap using a different looking bitmap, like, for example, a noise. It's quite complicated to say it. But basically in this context, because we are using the same node for both of them, what this shape will do is it will blur itself while trying to preserve the shape. I can show you what I mean. So if we go ahead and set our samples all the way up and set our intensity up, you can see that over here. It is softly blurring itself like this. Now, if we would go ahead and type in blur and grab a blur high quality gray scale, you can see the difference. In here, it is keeping the look of our shape. As you can see, it's just really nicely blurring it and giving it different detensities. The normal blur, it simply blurs it. So as you can see, it breaks the shape. It will just give us a really soft looking dots. So that's why this one is often quite a bit nicer. However, because it keeps the shape, we do sometimes want to, like, soften it out a bit more. If we plug this one into our normal app, and we can see that over here right now, that is starting to look pretty good. However, these are holes. I don't want them sticking out, I want them sticking in. So what I'm going to do is I'm going to invert by pressing invert, and then you can grab something called an invert grayscale node. As you saw, whenever you select a line and then press space, it will automatically attach it. Now a cool trick. This invert note, we will never have to touch anymore. So what I recommend is that for really basic notes that you never have to touch, you press the D button, and with the D button, it will dock it, which means that it will just minimize the node. This will keep your graph a bit cleaner. Now what you can see is that now you can see that our dots are sticking in and we have that nice sloping effect that we have over here. At this point, there is only two things that we need to do. One of them is, I want to go ahead and to add a blur high quality gray scale. And this is basically to soften our edges. So we basically go ahead and play around with the intensity a little bit to slightly soften our edges. So it's really sensitive. So let's set this to 0.1. No 0.05. There's like a clamp, 0.07 maybe. Yeah, I think 0.07 looks quite good. You can already start seeing that it starts to feel more like these dots. So that is looking quite nice already. Now, I know that this might seem quite overwhelming, all of the notes that we are doing. However, it is something that you are used to. In the end, we are not doing a lot. All we are doing is we are controlling where we want our dots. And we are softening our dots to make them feel a bit better, and then we are converting into norm map. Now, there's one last thing that I want to do, and this is an amazing note. I use it very often, and that is that we want to make these dots less perfect. Right now, they are perfect little dots and it just doesn't feel right. So what we're going to do is we are going to use a multidirectional warp grayscale. If you've ever used Photoshop, you probably know about the warping and stuff like that. What this one allows us to do is it allows us to enter a texture and basically warp our original input, which is our dots based upon the gray scales of this texture. So let's say that we grab a Clouds two just to show you what it does. We grab a Clouds two and we throw this into the intensity. Now, if we go over here, you can see that it's already starting. You can see that right now if I play around with my intensity, it is trying to warp based upon these clouds too. Now, this one is not looking very nice. There's a few things that I want to change. Right now, the mode is set to average, which means that it will just try to warp everything. If we set this to minimum, it will only try to warp the white parts, see? And now you can see that we are able to basically break this down a little bit more. You can also choose in how many directions you want to warp it. One direction means that it will just go in one direction. Two directions is two and four means that it will warp from all sides. In this case, because we are just trying to manipulate our shapes, I like to warp it from all sides. I like to go in my clouds and set the scaling higher because, of course, these notes, they are so small that it is better if we go for a small scale. And here, this is basically what I wanted. I just wanted to break up my shapes and you can see better over here. You see? I just wanted to break up my shapes a little bit like this. Now, that's looking pretty good. One thing, however, what I want to do is that I noticed that this warping is making our shapes look a little bit too sharp. So what I'm going to do is I'm going to move this note down, move this one forward, the blur note, and I'm going to actually grab our non uniform blur and drag that one into our multi warp rascal, and then just simply plug this one into our blur. So we basically just change the position. So now what we're doing is we're adding our blur and then we are slightly softening it. Now, what have we got over here, it is looking pretty good. You might go why up close and say, like, wait, this doesn't look correct. But honestly, from, like, a different big distance, this is looking quite fine. Only thing I'm a little bit worried about is that right now our spots are willy big. Remember, this is going to be a big texture. So I might want to go into my grunge spots over here. And what I might want to do is I want to basically tile them twice. Um, By the way, you can also control details over here, but I don't really do that kind of stuff. So Oh, wait. I didn't realize. Although, no, I don't like the coverage because the coverage over here literally cuts away. So the one that we did, it made sure that it doesn't cut away these shapes. Anyway, I want to add something called the transform. What you can do with the transform is you can press minus two up here, and it will basically tile our shape twice. In your Tui view, if you press Space Bar, you can actually see the tiling. So this is what I meant with tilable. It is repeating on all four sides. So I'm tiling this twice. Then what I'm doing over here is I'm controlling how many I want of them. Now, in our non uniform blur, because they are smaller right now, we might want to, like, maybe set our blades up to make it a bit more softer. We might want to go ahead and for five, make it a little bit less intense in our blur and then in our multidirectional warp, grayscale also make it a little bit less intense and soften it. And let's have a look at that. I'm not really a fan of what we got right now, to be honest. I don't really like that. So what I'm going to try and do is I'm going to try and undo this until we are back at our large nodes over here like this. Now what I want to do is I want to probably scale it up here. So let's do a transform here. Now, doing it this way, it does mean that everything is tiling a little bit more, but we preserve our shapes a little bit better as she gens over here. The reason we preserve our shapes better is because we are not trying to manipulate such small little spots because this is all about resolution. If we try to manipulate really small spots, we simply don't have the resolution. However, if we manipulate them and then scale them down, it sometimes works a bit better. So that's looking pretty good what we have right now. Now, this one was actually quite a difficult one, but that's like a good start. So now what I want to do is I just want to give it like these smaller specs that you can see all over. That one is way easier. We basically want to grab a dt two over here. What shall I do dt one? Let's grab a DRT one, probably. We grab a DRT one over here. And then what we want to do is we want to get started by adding a histogram scan to it, which we've used before. This way, we can just control the position and we can control how many of these we want. So these are going to be small specs, so let's say something like this. You can also control the contrast if you really want to make them really strong specs, but I'm fine with just having the contrast a bit lower over here. Maybe set the contrast a little bit higher to around 0.2. And honestly, I don't really use values. I just look and I drag around. Then what we want to do is mount to give the tiny blur. So let's do a blur high quity gray scale. Quite up close. Let's make this like 0.1. Now, even lower. 0.05 over here, Tiny blur. Then what we need to do is we can go ahead and we can copy this normal with the invert note and paste it, CtraZ Contra v, and plug this in here. So now what you can see is this is what we have right now. It's a little bit too noisy, so I'm going to go ahead and go to my Hcam scan, and that's the amazing thing about the procedurality of subsiers we can just go back in, make changes, and it will update everywhere. So what I'm going to do is I'm just going to go ahead and try to get these changes. And what I feel like is right now, I like the smaller specs more. And the specs inside of it. So then the bigger ones, basically. So I'm just trying to have a look. Is there maybe something else? Oh, I forgot that we also have an actual concrete crunch, which we can use for our bass noise. But let's go over that later. Dt five I don't know if dirt five is like, Yeah, we can do that. Let's make our probably best to use Dirt one and set our scale a bit lower over here so that these larger specks actually become the small specs. That's basically what I'm trying to do. However, what I don't like is I don't like how it's like repeating like that, but we can see how it works. Um, what shall we do a dirt five? I'm basically just deciding what to do. So a dirt five over here, it's a little bit more even, as you can see. However, when it is this even, we would want to, like, break it up a little bit. So right now, it feels a little bit too boring because it's just, like, all over the place for even, and I don't really like that. So I think I'm going to stick with my dirt one over here. And now at this point, you might think like, Oh, Emil, you don't know what you're doing. You keep going back and forth between nodes. This is totally normal. Experimenting is the biggest part of substance designer. You can never really you can take really good guesses what a shape will look like, but you can never have it perfectly. So what I'm going to do is I'm going to go for, like, small specs like this, and I'm basically just playing with my position and my contrast. I might want to go into my blur and said it's a little bit higher. It's 0.06 over here. It's quite sensitive. And yeah, this is like some good overall specs that we can start with. So we have this one done. Let's nicely move it down here. So we now have these two specs over here. The next one would be to create some of those, like, more rougher spec areas over here. And then we also have like, our base noise and stuff like that. So for those ones, we like the B&W spots too. What I can remember is that when you add a a histogram scan to the B&W spots too. Here, see, it gives you these clusters that you can see over here. And those are the clusters I'm trying to look for. I can go ahead and set my skelter two, and those clusters, they feel a little bit like the clusters you can see over here, see? So that's something that I can just create like this. Now, text will not look exactly the same. This is because if I want to make this exactly the same, I can make an entire tutorial course about that. I am going to simplify this material a little bit, just for your sake, because I assume many people have never used or barely used substance designer. So it is best to do it this way. We do have extensive tutorials, just about substance designer in case you're interested. So we have this one over here. And once again, we want to copy our normal no because we just need the invert over here. And then this one, we want to set our normal intensity way down. This is going to be like super super, super soft. Let's do 0.0 here, see? So now it already starts to feel a bit more like concrete when it's not this strong. Let's do 0.025. It might be difficult to see, so you will need to zoom in, but this is the one that we want to capture. Another thing is, I feel like I might actually want to sharpen this a little bit. You can sharpen it by adding a sharpen note. Be careful with this one because it will also break your shape a bit. But if we just go in here and play around, here, see, we can give it like a tiny bit of sharpening, which is what I'm looking for, because concrete often looks quite sharp. So we have this one. Om. Now, there's two more that I want to do before we start adding everything together and previewing it inside of Mamaset. So let's go ahead and add these two, and then in the next chapter, we will start with the Mm set stuff. The first one is our waves that we can see over here. You can see that they are looking quite wavy. They are denting into our shape a little bit here and there. So what I'm going to do is there's a difficult way of doing it in a simple way. I want to try the simple way for your sake. And one of the simple ways is to use an anastropic noise, which you can see over here. And this one has a lot of little stripes. You can control the Y and X amount, and setting the X amount all the way to one will basically just give us different shapes. However, what I'm going to do is I'm going to set this probably to like three or four to balance things out a bit. The Y amount, you can go to 512, but you can actually also type in 1024 to go even smaller, or you can do it by resolution, which is like a standardized version. What I'm going to do is I'm just going to go ahead and I'm going to make my waves not too small. Let's do, I don't know, like 450, something like that. It's probably way too big still, but we can change later on. Just so that now it is easier to see. So we have our waves. Now what we want to do is we want to basically reduce the amount of waves that we have. Once again, we can use a histogram scan. Hiscram scans always, first of all, take out the black areas, which means that in this case, if we choose our position, you can see that our waves over here they are just like slowly reducing more and more because of the gradients that we have. You can go in your anastopic noise and play around with your smoothness interpolation and your general smoothness over here to control how much of it you want to be taken out. But for now, we are just going to leave this to default. Okay, so we got these waves over here. Now what we want to do is we want to give it like this warping effect that you can see over here. So that one is not too difficult. All we need to do is you can use a directional warp, but what I like to do is, I like to use a multidirectional warp. Basically, now there used to be the old node, which the direction warp which can warp something in one direction. However, nowadays, I use the multidirection warp because then I have control over all of the directions, including just like one. So we have this one, and we want to warp this using something quite soft. And what is better than a purlin noise in order to warp this. So over here, we can use a Voronoi actually. You can choose. So the Voronoi noise over here, you can see that it's more dotty while the purlin noise is more like this soft noise. Let's start with the pearl noise and then also have this Voronoi down here, and we can see which one gives the best result. For our pearl noise, what I want to do is I probably want to scale this up quite a bit. And now what you can see over here is it's starting to wave, but I want to set my directions to one. And then what I can do is with my directions to one, I can choose the direction in which I want to wave. So I want to wave this upwards to give it like these lines over here. You can choose with your mode if you want to set this to minimum. Oh, but it looks like it doesn't really do much right now. So as you can see over here, we have this which can give us some different waves. You can see it like this. And we can also choose our Voronoi, which as you can see can give us a it can give us some more sharper waves over here. Now, what I like to do sometimes is I like to simply combine them if I can choose. So I'm going to use my pearl noise, and I'm going to make this purlin noise scale quite large. So see this as the large scale waves that we have over here. Then what I can do is I can add another multidirectional wall behind it. And this time, I can use my Voronoi. So for my Voronoi, what I want to do is I want to set my distance scale a little bit down. Maybe play around to just scale bit. And then I want to blur this because right now it is a little bit too sharp. So I'm going to add a blur, high quality grayscale. You can see that it feels similar to our pearl noise, but not too much. We can plug this in. And for this one, if we said mo to one, direction warp up and setting intensity a bit higher, you can see that now we have a little bit more control over some sharp noises which we can use often here. See? You can sometimes see, like, little cuts going on about. So we got this one. What I'm going to do is I'm going to play around with my distance scale a bit more over here. And play around with my warping like this. So these noises or these lines are going to be very softly embedded into our concrete. Because they are going to be very softly embedded, what I want to do is I'm going to get started by adding my normal, and this is a trick for, like, really soft blending. So if we have a normal white here and we zoom in, I can see that I need to blur it a little bit. It's ate blur high quality gray scale in this case. It's going to a normal and then just click once back onto your blur to control just the settings of the blur by looking at a normal, set our intensity bit. Higher to maybe like zero point story, 0.1. Also, what I can see over here is that I need to make my Y amount way higher because right now, these are look like really flat shapes, and I want to go like ten, 24, I want to make them like small shapes over here. I can also play around with my hiscaM scan to basically control the amount that I want them like this, maybe a little bit more over here. Let's do 0.12. Okay. So most of it is just like a bit of balancing. And now that trick that I was talking about, is that we can blend out this normal using like nothingness, using a flat normal, and then also using a noise. The way that we do this is we add something. If you press space called a blend node, this note will also be your friend. And then in the top, we add something called a normal color. A normal color is simply a plain color for your norm map. Now, blending these two, if you blend these using a noise in your pasty, it will basically replace some of these details, wherever there is white in your noise, using just a flat color. So I will show you what I mean. Let's go for let's see if can we maybe reuse our clouds? That one looks quite small. Let's just create a new clouds in this case. Plug this in here and maybe like a histogram scan. There we go. So what you can see over here is that wherever we have a cloud, it will blend out the shape. So now we have control over where and how much of these little lines that we want to show. There we go. Okay, awesome. So we have this one. The very, very final one that we need is we need just like some generic noise. Now, there's one that's literally called grunge concrete over here. And what I can try to do is I can try to already use this one because this one actually has quite a bit of controls. You can see over here some noisiness controls, some little specks in here, some scratches even. So it's quite a good one for, like, some very fine noise, and we can also sharpen it a little bit. What we can do is we can add a normal notice to this. Set this to open Gel, and you can see that over here, it's looking a little bit strong. It actually has those streaks even. Which is quite interesting, but it's not the streaks that we are going to go for. So what I'm going to do is I'm just going to basically play around with my sharpening. I'm going to set my intensity of this way lower. So here, see if we can go quite low to like 0.1, you can see that this just becomes really fine noise, and it's just like a base layer where everything will be put on top. So we can play with our base noisiness and maybe, like, tone this down a bit. We have some specs over here, but I'm going to set these quite low because we already have a lot of specs. And let's say that something like this looks quite good. I'm even going to go lower like 0.08 probably. Awesome. So we now have all of these norm maps over here. If you want to keep diggings organized, you can select all of your notes, right click and art a frame. This will place all of them in a nice frame which you can move around and you can even name it normal map over here. So what are we going to do now? I think you probably guess that we are going to combine all of these details. Super easy, there is literally a node which is called normal combine over here, which will blend to non map details. What I like to do is, I like to go high quality, and then I like to plug in these two nodes. And now, what you can see already is that it has combined these two nodes. I do notice that there's something right away that I want to do, and that is that in our multidirectional warp after this, add something called a slow Actually, no, let's add a multidirectional warp grayscale again. Use that same cloud so that we used before over here? Huh. Let's go minimum. Yeah, that does. There are two nodes that you often want to use for damages. You have a slope plug gray scale node over here. And with this one, this one, chips away from your mesh. So if I grab this and I grab a moisture noise over here. Actually, no, let's just use the clouds to for ease of use. Over here. What you can do is you can set the mode to minimum, samples all the way up, and then if you set your intensity down C, it literally chips away, and you have this one, which will basically warp away. I guess, in this case, chipping away is probably better. So let's set this to 0.01. And use this one. So it's called the slow block rascal. It's also one of my favorite notes, great to art general damages. So now you can see that over here, if we just play around with the intensity a bit more, 0.02, maybe. See? That already starts to feel a little bit more like broken up concrete, especially when we start blending it with other noises. What I'm going to do is I'm going to set my intensity to 0.02 in these lines. And next, we can add another normal combine. Set the normal combine to high quality. Let's move it up a bit, and let's get started with our Well, the order doesn't really matter in this case, because it's just blending. So we can do this. Normal combine, and even let's add another normal combine, high quality, high quality, and just plug in all of your normal maps over here. Let's keep in a nice row like this. Now what you can see is that if we click on last one, all of our details have now been combined. At this point, what we can do is we can go ahead and I like the intensity of this one. These small specs, let's have a look. You see? These small specs, we can go ahead and, like, tone down the intensity a bit, so we're just balancing everything. Let's do 0.12. And then we have our large specs over here. Which I also want to once again tone down the intensity to make them feel a little bit more grounded into this shape like that. Awesome. And just like that, we have something that already starts to really look like concrete, which I'm quite happy about. I still feel like these specs are a little bit too big, but that's something that we can check out. So we have this done. I'm going to select these, click Ara frame and call this. Normal combine over here. And now, when you are happy with it, what you can do is over here, you have your output notes if you just delete the stuff. 50. 29 Setting Up Our Marmoset Material Render Scene And Balancing Normal Map: Okay. So what we're going to do now is we are going to set up a preview scene inside of Momset. And we can later on also use this scene to, like, render out our materials. Now, this is optional. I would say, I really like to do this. However, you can use the three D window that you have in here. If you want to preview it and you can then preview it inside of Unreal engine, which we are going to do later on. But basically, the scene that we are going to set up now, it's not only for previewing, but it will also give us, like, a nice final portfolio render. So, first of all, what I'm going to do is let's go textures. We call this dirty concrete in here, but I don't even know when I made this. Concrete underscore main. Let's replace it. There we go. And in here we are just going to export. And we can do that by right clicking on our concrete main. Export outputs as bitmap, select where you want to export it, which is our concrete main stuff. Select the format. I like to always export as TGA. The only time when I do not really like that is when I am exporting height maps. And that's because height maps need to be 16 bits, and TGA is only eight bits. So I guess you can choose there is so little difference between TGA and P and G and stuff like that. So you can even do TIV if you want. But yeah, let's just stick with TJ for now. Now, over here, what you can see is you can ignore this. This is just a name. So here you can see preview it will be called Concrete nscore main uncorre height. And it just grabs the name of the graph, which is concrete main. And then the identifier, which is the name of this node. So that's all there is to it. Over here, you can choose which maps you want export. I'm just going to export all of them. This one is quite important. Turn on automatic export when outputs change. What this does it will automatically export your texture whenever we make a change to our graph. This is great because it means that if we now press export outputs, as soon as we make a change here, it will automatically update inside of Momset because it automatically exports. So let's dive into Momset. Now, I will not really go over Momset per se. Because it's such a basic software. So you can literally learn it by just following along with what I'm doing. So what we want to do is we are just going to throw in a cylinder, a camera, and some lights. That's all. Now, for this cylinder, there is a really good cylinder that substance designer actually made. They use it in their Tree D software. You can often find it over here. If you go to your program files into your installation folder of substance designer, you can find it in here, if you go to Resources view TD shapes, and in here, you can find a bunch of shapes, including our sphere to tiles. That's the one that we want. And you can also find some other shapes. Now, what you can, of course, also do is once I input this into Momset, you can just find it into our source files. So let's go into Momset and drag in the sphere to tiles FBX. There we go. Easy does it. So we have our sphere. Now the next thing that we want to do is we want to create a new camera. We can right click and add a camera in our scene over here. And call this main underscore. C. Now, what I like to do is, I like to go to my transforms, and I like to make sure that my rotations are set to zero, zero, zero, so that we are looking at it exactly from the front. You can then al right click to just zoom it in altermal mouse button to center it. Now, right now, what happens is that we have this Wilicol sphere, but we have so much empty space all the way around our sphere. So what we are going to do is we are going to cop this out. There is a cool trick for this. All you have to do is go to render. So if we go down here in our output, all we need to do is we need to set the X resolution the same as the Y resolution. So just copy paste it, and then it becomes an exact square. Now, the cool thing is that if we now go to our main camera over here, although that might be confusing. Let's call it camera one because we have already main camera. Came one over here. Let's move this down here. Then what we can do is we can turn on something that's called save frames. Now if you set to paste all the way up, you can see that now it will basically show the frames of the resolution that we have given in our render, which means in this case, that we get a nice square, which draws all of the focus on our view to our sphere over here. Now, at this point, what we can do is we can go into a sky. And then if we go to library over here, you can choose a bunch of different skies. These skies will influence the lighting. It's just the general bounce lighting that we have. Let's have a look what I want. So we are going to go for something like, yeah, a lot of concrete. So maybe something like the city hall, I don't know. Just try to find something that does not look too overpowering. There's another one that I often like, which is the bridge pond over here. Although, in this case, yeah, that one could work. So yeah, of course, when you have your film material, then this becomes a lot more easy to find a nice sky. But right now we have, very limited material response. So we just kind of, like, need to guess here. But, you can quite clearly see the difference between, like, the more orange skies and, of course, the more cleaner. Let's use the bridge bond that I had before. Which is over here. And what I'm going to do is I'm now going to go ahead and art some lights. So we are going to go for a really basic lighting setup, which is a three point lighting setup. It's basically one light from the front, two lights from the back. So we right click Art a light, and we want to art a directional light over here. You can just click on it, and if you press W, you can see your pivot, and then you can shoot W E and R to basically move your light. I want this light to basically cover around half over here of my sphere, something like this. And what I'm going to do is I'm going to set the color because it's like a little bit of, like, sunlight to be very slightly orange. Like this, and there we go. Now, another thing that you can do is you can play around with your shape diameter. What this will do is it will soften out your shadows. If you set it's higher, here see, you can see that the shadows get softened a little bit. So that can be quite nice sometimes. Let's set this to around 4.5. Now that we have this light, all we have to do is we have to right click and duplicate it, and this will become our rim light. Our rim light is basically a light that comes from the back that shows the rim of your asset. So if we just go ahead and make this one quite cold over here, because I always like to go for a strong blue color. And this is, of course, you can see I've done this lighting setup quite often. Then we can go ahead and we can just rotate this light until it shows just the back, as you can see over here. And, of course, these lights, we definitely need to adjust them later on when we actually start applying our material. I then press Contra D again, and the second rim light will be from the base. Something like that. And then what I'm going to do for this one is I'm going to make the color like white. There we go. So we just have three colors, three colors, sorry. And a general goal for this is not just to create a pretty picture, but it is also so that we can see all of our roughness response that we are going to create later on. Now at this point, all I would say is quickly go into your camera. And in here, what you can do is you can set your sharpening to around midway point, maybe give it a little bit of bloom by setting the brightness to 0.001. If you want, you can add some vignetting to it like this. And what you can do is you can set the tone mapping, which is your exposure, contrast, and everything. I always like to go for ACS, which is the most realistic one over here. You can see that that makes quite a big difference. And then I like to click on curves. And in here, this is like your level curve just like in Photoshop, you can click and drag and you can give it a little slight curve like this, just to implant a little bit more contrast, and let's leave it like this for now. So that's like a very basic lighting setup. You can see how just like these few specific things that we did make quite a big difference. You are also able to rotate your sky around by holding shift and then right clicking. And like that, you can rotate your sky, which can once again give a slightly different effect. Now, I think, at this point, we are at a good point to concrete main to save our scene. So file, save scene. Let's do saves. You know what? Let's do this one in Yeah. Okay, let's do it in saves fold to keep it consistent. Material render over here and safe. So now the moment you've been waiting for, we will go ahead and apply our concrete. I like to always create a brand new material, and I will call this one concrete sce main over here, and track this onto our sphere. Now that we need to do is we need to input our nor map because that's the only one we have right now. So if we just go ahead and go to texts concrete main, you can see that it exported everything, but most of these maps are empty. So we are going to track the norm map on here. And now you can see that we already get something. Your roughnes let's set your roughness slider a little bit lower because concrete doesn't have such a strong roughness. And what I always like to do is I like to set my texture tiling to two because it gives me a better representation of the stuff that I want. So this is what we have right now. Let's go ahead and in our do color, we can click on the color next to it, and we can tone this down a bit. May play around to the roughness bit to see how everything looks. And now, in general, what I'm going to do is I'm just going to go ahead and first of all, tone my lighting down a bit. Over here, it's soft than the sky. These lightings over here, they are a little bit too visible. So see see now we can really see it much better. He'll see, that's more what I was looking for something like this. And then in our first light, I'm going to set the diameter way softer and maybe set my brightness a little bit brighter. It's a little bit lighter over here. And then you can also rotate your sky and you can also go in your sky and you can set the brightness of your sky a little bit up. To just give it a general good look. Oh, 1.3, I meant to say. There we go. Okay, so that's looking pretty good. If you ever want to make sure that you don't move your camera or something like that, you can press the little log button, and that will allow it so that you cannot move your camera. So in general, this is a great start that we have right now. So now what we're going to do is we are going to look at our reference and we are going to simply balance things out based upon that. So if I ever look at my reference, the first thing that I want to do is I'm going to tone down these really strong spots, and this is how it works. You simply go in here. You tone down the intensity, for example, for these, let's say, 0.12. And then if you go back to Mum set, if you give it, at least 1 second, you can see that it will automatically update. So this has updated. Now what I see is like those little specks that we have, I quite like them, but I feel like we don't have enough of them. Those are these specks over here. So what we can do is we can go into our position. And sit up position a little bit higher over here. And if that doesn't work, there's another trick that we can do. So let's go ahead and do this. Here, see? I feel like I want more specs. So what I'm going to do is another trick is that in our HCAm scan, we can simply blend this if we just place a blend in between and add a transform in the center. What you can do is if you plug in your HCAm scan in the transform and throw both of these into the blend, and set your blending mode to, for example, Max ten or art. Both of them work. Then in your transform, you can click and move around to your transform to literally move it. And that way we can basically duplicate our noise, and now we have double as much. Now if we go back here, you can see that now we have quite a bit more noise. Okay, so we got our specs going on. That's looking pretty good. Sometimes if you want, you can go to your main camera and you can zoom in a little bit to really make sure that everything looks fine. So let's have a look what else that we want to do. I'm just going to zoom this in a bit more. Also, one thing to keep in mind is that although in my case, I'm recording at a lower resolution than my screen, which means that I would want to, like, render out an image, which I will show you in a bit to Wi show of all the details. So we got this stuff. Now, I don't know for the warping. I might want to set my warping like a tiny bit less strong. So let's go into our warping over here and set this to like 0.17 or something like that. So a tiny bit less strong. And we have this sharper noise over here, which I quite like. And that's this one, I believe, yes. I'm going to set this one to 0.03. And what I want to do is I want to just go in my histam scan and maybe boost up my position to give it a little bit more. Okay, so now we get some of those more sharper details in there, which are quite nice. And lastly, what I would do is just plain noise over here. Let's set this to 0.1. And let's set the sharpen all the way up for this one to make it a little bit sharper. I feel like 0.1 enough. Maybe tiny bit more, maybe 0.15. Yeah, there we go. Okay. Awesome. So we now have a pretty decent concrete. The reason I'm not going to balance it out anymore is because we really need a base scholar and we really need a roughness map to properly see how everything looks. But that's looking really good. We can go ahead and we can save our scene. And now at this point, one thing that I will show you to finish off this quick chapter, and then we will move on to our Bseolar is that if you want to render out an image, what you can do is, let's go ahead and in our source files, create a folder called Images you can go to your Render tab up here, and then you can go ahead and in here just to give you Oh, wow, I was not using rate racing. Turn on rate racing. That actually makes a really big difference. So turning on rate racing will give us a much nicer result. Let's use advanced lighting sampling. We are going to go for, like, the highest quality. Set our bounces maybe to like two. So we are really going to go for the highest quality possible, and rate racing definitely gives us a much higher quality than the default. Now, you can choose for your samples in the view pod, which means how long it will take. And here, now you can see this already looks a lot better. How long it will take. Which samples, if I set to 512, you can see down here a loading bar, and then it will use 512 samples before it starts smoothening our mesh. So if you wait until this is done, you can see that then. It will start to look a little bit smooth. What I tend to do is I tend to go for like 25, six for now, and I like to set my denoise strength over here to 0.9, because I never like to have insane amount of smoothening. The denoise basically, after your loading bars done, it will remove the noise, however, you don't want to go too intense. Ambulent occlusion. I tend to set this up, but on a sphere you won't see much. Local reflections, I just like to set this up and set the intensity to four and shadow quality, I like to set this to mega over here. I don't think, cascade is not needed. So let's set this to the absolute highest quality. Okay, so we now have set all of our render settings over here. Now, what we're going to do is we are going to render out a proper proper image. We can go into our image over here, and in the output, you can choose your image, and you can also choose the name. So I will call this one Concrete underscore. Well, let's just do concrete. And I like to set this to a JPEG file and save. Next one, I'd like to do is I like to go for quite a high resolution. So let's do 3840 by 3840. Remember, we need to keep this like a square number. So 3840 by 3840 over here. JP, I like to set my samples often quite high to like 1024. And once again, my denoise strength to 0.9. Now that this is done, the last thing that you need to do is you need to choose which camera you want to render. By default, it renders the main camera. However, if we just go to render cameras, art Nu, we want to select camera one and deselect or even remove the main camera. At this point, our scene is ready to go. We now have everything set up for lighting. We have everything set up to preview material and to create our images. Last thing to finse off is just go ahead and press render image up here, and then it will render our image, which will be left in here. Because we set our settings quite high, it might take a second to render out the image, although it's not too loud or not too long. I do hope that, of course, you don't hear my computer in the background, which starts, like, boost up the fans at this point. But with this almost done, we can enjoy a Wi high resolution image. And then we will go ahead and end this chapter. Come on. Do I really still need to pass it after waiting? Okay, I'm going to pass the video until it's done. And literally like half a second after I passed the video, it was done. Anyway, let me open up this image, and there we go. So that's looking pretty good, if I say so myself. So whenever you look at this image, then you can really see the stuff that we might have missed. So if I can see here, the stuff that I feel like we have missed is that the base noise is actually too strong right now. So from a distance, it looks fine, but I want to tone it down a little bit. For the rest, all of our other details are looking pretty good. And I think when we have a base color, it will look even better and our roughness, of course. So I'm just going to go to my norm map, and I'm going to excet this to like 0.07 for now, or maybe like 0.08 to tone it down. And that's all. Okay, let's go ahead and save a scene, and in the next chapter, we will go ahead and continue with our base color. 51. 30 Creating Our Concrete Material Part2: Okay, so we are now going to get started with our base color. So for our base scroller, what we will mostly be doing is, yeah, we will capture the base. Then we will add a few dirt layers on top of that. I'm not sure if we should get this detail because it feels so specific. So when we start repeating this over and over again, this texture, it might not look very good. But, yeah, we can definitely get maybe, like, some more of like these leaks and stuff like that. And, of course, we will also have some dirt in between, like, all of our little dots and that kind of stuff. So in general, we'll see how far we get. Now, let's get started. Let's move this over here. So for our base color, what I like to do often for concrete is I like to use something called a gradient map. With a gradient map, what you can do is you can basically map colors based upon the gray scale of whatever you input. So if we go up in texture, and one of my favorite ones is the B&W spots to over here, because it looks really sharp, as you can see, we can plug this in and now we can map the colors. Just to show you as an example, if we click on the gradient editor, let's say that I click once here, you can see that it creates three points. Now, everything that becomes black, I can, for example, make red, everything that is mid gray, I can make blue, and everything that is white, I can make pink. So that's the general concept behind it. Now, of course, we won't be doing this, so we can just press clear. But what is really nice is that we can actually pick our gradient over here. And if I just go ahead and hopefully I can do this on the same screen, and let's try to find a default. So I guess over here is like a default. You can press Pig gradient. That's too bad. I can't show you on my screen, but you can basically click and drag, and then it will grab whatever we click and drag on in terms of colors. So what I will do is I will click and drag roughly in this area to capture those colors. But I can show you because yeah. So what I'm going to do is I'm just going to quickly do this. And here you can see that, yes, it already gives us a base. I don't like it yet. So let's try to find a different area. Maybe like over here. Let's try around this area. And I basically try to capture a bunch of times until I get something that looks a little bit similar to what I was hoping for, which I want quite a few notes up here. So right now you can see that we don't have too many. I want to go for, like, quite a lot. So let me just try and because that way, it becomes a little bit more like a harsh noise. H, it's quite difficult to get the stuff that I want. I will just let you know after where I end up dragging. No, but we're getting closer. Just give me 1 second. This always takes a while. But this is the most important one because it's literally like your base color. So you want to make sure to grab something that looks visually interesting. Although, right now, I'm having quite a bit of trouble getting exactly what I want. But, yeah, we definitely then will need to rely on, like, a dirt layering on top in order to get a better effect. Let's say, something like this. Yeah, let's go for something like this. And what I basically did is I went over here and did like a lot of drawing? I guess what we can do is we can also try over here a little bit more, just to be sure to just grab a different image. But remember that we were also going to go ahead and go for a little bit more of like a whitish concrete. So that's something we would want to keep in mind. Okay, so now we are getting a little bit closer to what I was looking for. So just give me one more second. Honestly, sometimes I can do this for like ten, 20 minutes. But for now, I will save you guys like the effort. Okay, let's do something like this. I end up going to this image over here, and I end up drawing it roughly around this area. So, okay, we got this stuff. Let me just move my reference back over here. And now we got, like, a pretty solid base to get started with. Now, what I want to do with this is I want to have, full control over the color because, remember, we want to go for something a little bit more whitish, like you can see over here. I do want to grab this type of texture, but I just want to make it a little bit more gray, blue, white. Kind of colour. So what I can do is I can add something that is called a replace color range over here. With this one, what you can do is in your source color, you can grab the color picker and just grab one of the most used colors in your gradient map. Then in the target color, you can click and just click on the source color. What that will do is it will just leave everything default. Set your source range up, and now if you go into your target color, you can go in and you can actually just if we go, for example, like blue and stuff like that, we can go in and we can add some small changes. So let's just go ahead and make a little bit more of a white or concrete like that. Yeah, I do want to get, like, a little bit of blue. So maybe I can just, like, move my blue color over here, see, to, like, very carefully make it like a tiny bit more blue. Let's do 166 over here in the B. So yeah, and just go for, like, a color that you like. So I'm quite happy with this color. Now what I'm going to do is I'm going to get started with my colors that are derived from the grunge maps that we created here. And after that, we will overlay colors. So let's start with an easy one which is going to be like our lines over here. What we can do is we can actually go for something a little bit more interesting for that one. Let's create a blend. And now we do need to have a color to plug into the top. All school ways would be to press space and art a uniform color, which is like a plain color over here that you can make a little bit brownish, and that way it would create a dirt. However, this one most likely doesn't look as nice. So instead, let's just go ahead and duplicate our grading map over here. And let's capture it from, like, a really dirty part like you can see over here. We can capture some interesting looking dirt. We can hopefully then use. So if we just capture because we need to do this anyway. So I'm just trying to perfect. That I really just like we zigzagging, quite a lot on here to capture as many points as possible. So now we instantly have, interesting looking dirt. It's not like a plain color, but it looks just like a little bit better. So, okay, the ones that we want. Sorry if I need to switch back and forth a lot, I do want to show you. Let's get started with, like, so we have some waves, and then we have, these dots. And after that, it is mostly going to be like just some Geno dirt. I can see that we also have maybe some unique damages, but we can look into that a little bit later when we polish things. For the waves, what you could do is you could simply just drag this in here and plug it in. And yes, I guess that does work. However, it will not be as interesting. So instead, what I like to do is I like to add something called a shadows note. With this, and I will show you a trick. So let's say that I want to grab this value over here and I want to plug it in here. I can hold Shift, and then I can switch it. I can also hold control, and then I can duplicate this plug in. So with our shadows, what we can do is we can give it some downward facing shadows, maybe set these samples up a bit and give it quite a low look like this. This will just give us a little bit of a fading effect. Then if we press space in art invert gray scale just to make it white and plug this in, you can see that this already starts to look like a little bit more interesting. It's also a bit softer and just in general, it works a bit better. We can then use our passe to maybe tone it down a bit because I want this one to be very, very soft like this. I then can go ahead and I can add another blend, plug in the same dirt. And this time, we want to go for, like, our larger details that we have over here. So just simply grab these, plug them in here, and tone down the passe. This dirt over here, it's really sensitive in your base color, so you don't want to make it too strong. We plug in another blend, and this time, I want to go for some of the more grainy detail over here, see? And we can once again tone down the opacty. So we can slowly start adding more and more dirt until we get something visually interesting looking. Let's see. Okay. So at this point, what we can do is we can start with some more overall dirt and grunges. I can see over here that I want to go for, like, something that is quite soft and then also something that's quite strong. Do not make stuff like this because this is a tile bomb material. We will repeat it. If we make really strong stuff like this, we will be able to see the same stuff over and over and over again, and it just doesn't look good. So you want to try and keep everything as generic as possible so that when you press space, you don't see, like too intense repeating like you can see over here. Like it's not too intense right now, especially not when we add more dirt. So let's add a soft dirt, a harsher dirt, and some like water leaks. For our soft dirt, we can plug in our blend, and we simply want to go for a grunge map. Now, the one that I often like to use is the grunge 013 over here. And then I like to send my contrast all the way down and then play around with my balance a bit. This one is quite cool because it gives us this really soft undertone as you can see over here. Is this looking the way that I want? You can also try Grunge map 01, tone down the contrast and balance. And then what you can also do quite cool is that if you don't like the patterns, you can play around with your random seat to change the patterns. This one looks a bit better. So let's use crunch map 01, and I just change my seat to one that has not as much white. I then can go ahead and I can play around with my balance a bit more. See? And that way, we can create some quite interesting looking crunches. So let's do this. And once again, go into your opaste of your blend, tone it down. There we go, see. And then I like to sometimes press space to just make sure that it's not too intense. Okay, so maybe make it a little bit more intense. It's already starting to really look like concrete. That's really nice. So we got this one. Now what I'm going to do is I'm going to, let's see. It has some more, like, streaky details also that are a little bit stronger. I happen to know that we have another grinch map that we can use for that. So once again, we plug in our dirt. If you want, you can also, of course, change the colors of your dirt and stuff like that to give it more balance. But there is this one, the Grunge map 02 often. And now let's leave that one for last. The Grunge map 02, you can see that it has some direction to it. You also have Grunge map 03 if you want to have even more direction. What we can do is we can grab crunch map 02, lower down the contrast and balance to give it some more dire directionality, and then we can add a transform node. In your transfer node, if you just press the 90 and doesn't really matter which one over here, we can rotate this by 90 degrees and it will still be perfectly repeating and then we can plug this one in. So here can see that now we get stronger, and let's bring this one out a little bit more to give it some stronger streaking over here. Another thing that you can try to do if you want, but I don't recommend it too much is you can try to it's called shift. No, not shift. Control shift. Control shift to extend these out. And then you can see that the streaking becomes more. However, whenever you do this, you break tiling, as you can see. A quick way to fix this if it's not too important is to add a make it photo gray scale. So if you just type in make, and that one will kind of make it tilable again. And then you can just go ahead and let's say that we set our H down because our H was already maybe a little bit. And then play around with your warping amount to make the warping softer or stronger, play around with your mask size and that kind of stuff. To basically make it blend a little bit better, and then once that is done, here you can see that now we have a little bit more of the stronger streaky effects. Now, next one is going to be some of not this rain but some of these type of, like, leaks over here. And if we want, we can also add maybe some cracks later on, but that's something that we'll have to have a look at in our polish. So first of all, I want to really get like a base. So for our leaks, these stringy leaks what we can do is just give me a second because I'm just having like a think stringy leaks that are warping around. That one is a bit more complicated if we don't use a grunge. There's a few ways that we can do this. I'm just thinking of, like, the best way. So one of the things that we can do is we can see if we have one of these grinches. Often, for the base color, gringes are often best. They are often working like the easiest to create like some leaks. So yeah, I guess we can play around with this leaks intensity. Leak scale. Yeah, I guess we can play around with this one. Let's also just have a look at this one, Leaks. These are quite new these notes, so I'm just playing around with it because I don't know them yet quite perfectly. What I want to do is let's say that we grab this one, actually. Let's grab this one, but I want to make my leaks a little bit more intense, so I want to manipulate everything a little bit more. So let's set our length really high. Let's set our Christmas quite high over here like this. And now what I'm going to do is I'm going to add some blending. I'm really trying to keep this as simple as possible because, of course, it's a beginning to toil. With substance, it's really easy to go way over the top complicated, and I could literally spend like 20 notes just on some perfect leaks. So to keep this simple, what I'm going to do is I'm going to blend this together. Using a anostropic noise that we've used before. However, for the anostropic noise, just turn on rotate to rotate it the other direction. Throw this in here and blend this as like a multiply. So here what you can see is now it already starts to streak out. What I'm going to do is I'm going to set my wire mount a little bit lower or higher. Sorry, a little bit higher. And then what I'm going to do is remember that slope log racecal we got from here. Just copy it. Paste it in here. Plug in your endostropic noise in the gray scale to give it some very quick variation and babysitting intensity, a little bit one, five. There we go. A little bit stronger. Okay, that's too strong. Let's do 0.1. Okay, so that will already give us a little bit more of these streaky leaks. And what we can also do is you can also play around with your levels if you want to make it more or less using a hist gram scan. So a look. Okay, so now we have these really tricky leaks over here. Now what I'm going to do is I'm going to just press D to dock my histocum scan to keep everything nice and clean. And now I will add some probably some direct multidirectional warp grayscale. And I want to basically give them a little bit of, like, this warping. However, I have a feel that we need to have two types of warping. So let's do two multidirectional war gray scales, one big one, one small one. For the big one, what I like to do is I like to see if I can reuse one of these notes because the more notes you use, the slower your scene will start to run. This is something I won't go into right now because it's a little bit too complicated for this kind of stuff. But it's something that if you can, you would want to reuse notes. This one doesn't work. Let me just try this Perlin noise, and else I will create a new one because purlin noises are not that Strong. Yeah, this one will probably work. So that will give us some general warping over here. And now what I want to do is I also want to like out some micro warping, for which I like to use, for example, like a Clouds two, plug this in here and set the mode to get started to minimum. Let's see. Do I want to do like one direction or do I want to go for, like, You can also play around with your angle to give it a bit of direction. Let's go for four directions. And now you can see that over here. I'm just playing around with my density bit more. There we go. So that gives us some more stronger leaks like that. So let's see, is this still clean enough? Or do we need to clean it up? Now, we should have enough space. So let's plug this into the top, plug in our dirt. And now you can see that we start to get some of these leaks in here. It is up to you how much you want. Mostly, or what you can do to increase it is to play around your balance over here, see? And then we can increase the amount. Or you can do that trick that I showed you before over here, where you grab a transform and then blend those two transforms together. So now we get some of these leaks, which are looking pretty good. Is going to tone down my intensity a little bit over here. And yeah, I quite like this. I'm going to go ahead and I'm going to right click Ara frame and call this base color over here. Next, what I like to do to keep things simple. So I do want to, like, add a few small cracks. However, making these cracks from scratch that is quite complicated. So instead, there is this website. And it is called substance Share. You can literally go to Google, type in substance Share and get the first image or the first link over here. In here, you can find a lot of stuff that other artists have shared with you, everything from materials, but also to interesting notes. So what I can do is I can go in here and I can type in cracks, and hopefully it still exists the one that I wanted to use. So, oh, I'm afraid that if it doesn't exist here, I will give it to you guys. Normally, it used to be in here, but, maybe if I type in crack. It used to be like a generator that we can use. But to be very honest, I'm really disappointed to see that it's not in here. The website is new. That's why it's not in here anymore. In that case, what I will do is definitely have a lookout substance source. It's still quite good. In that case, what I'm going to do is in our source files. Let's do in other. I will overhear. I will place our rack generator. Give me 1 second. Here we go. And it is called the Bruno crags generator. I assume it's made by an artist named Bruno. You were able to get it for free, but it looks like that I can't find it anymore. Basically, if you just drag in this note in here, you can see that it's a note that's really handy to very quickly generate some cracks. What we can do is we can actually expand because we can also have these normals. If we go into this node, it does always spread from the center, so it's not perfect. But what we can do is we can basically play around with the length over here, which can give us an interesting crack. Play around with the edges fading, which will give us some fading. So it breaks up the cracks. The spreading over here is quite good. So it basically removes some of the cracks so that they are no longer attached. And then what I like to do is I like to set my distance lower. Let's set my edge fading to be actually, yeah, let's leave the edge fading all the way to zero. Play around with your length a little bit more to make it less. How you say it? Yeah, to make it feel less stretchy, I guess. I'm just going to turn off the were for now, and I'm just going to go ahead and set my softness a little bit lower over here to make the quacks really sharp. And then I like to set my spreading also down. So over here now we get some general quacks that we can base things off. Now, next, what you can do is you can go up here into the were. And if you turn this on, you can find the samples, which I like to set all the way up. You can choose a custom ware noise for which I like to use the clouds, too, for example. Maybe a smaller one, smaller clouds, too, over here. And then you can set the wear intensity. And here you can see that it will basically do a slope blur, the same one that we used over here. It will just do a slope blur, and it will give us some interesting wearing on our edges. Now that you have this one, I'm still not happy with it because it's too uniform. We have too many cracks in too many places. So what I like to do is I like to blend this. And because the cracks are black, all I have to do is I have to blend this using a uniform color. My uniform color, right now, you can see that it is orange. If I would plug this in, we get an error. This is because all of these notes, height map nodes and grunges are grayscale. You can see it by the color. This is also why norm maps, you can see that norm maps, they go from grayscale to color because they are turned into something that needs color. So what I'm going to do is in my uniform color, I'm going to click the grayscale button. And I'm going to set this slide all the way to white to make it a simple white uniform color. Now we are blending this and you guessed it, we want to blend this using a map. What I can do is I can grab maybe my grunge map 001, actually. And if I add the histrum scan to this, I can use this one because these grunge maps are often quite heavy to render in this graph, and I can basically use this to blend out my cracks. Doesn't seem to do much. Let's try. Oh, yeah, okay, so here. So let's push up our position. There we go. So now we have a few cracks. I don't know if they are too big yet. If they are, we can always tone down the distance a little bit more until they're a little bit smaller. Let's actually do that. Let's set the distance to like 32. Play around with my RM scan maybe a little bit more. And when you are happy with it, what you can do is you can add a normal note and set this to open GL. And now we can see that we have our cracks. What I'm going to do is I'm just going to go back into my crack generator and set the softness down to maybe like 0.2, or maybe like 0.1, to make it like wy tin cracks. And then, of course, in my norm map, I'm also going to make these really soft cracks. So like 0.04, something like that. We then just drag out our normal combine over here and add another normal combine at high quality. Plug in your cracks. See? So now we also get some small cracks here and there, which you add a nice extra detail. I can then go in here and remember how I said that I wanted to do the base details before. So I'm just going to go ahead and add a blend in between here. Drag in our dirt and simply drag in our cracks. However, we need to invert them because we need everything that is white will become dirt. So invert gray scale your cracks. Plug these in here. See? Now we also have control over our cracks over here, which is starting to look quite nice. Okay, Awesome. I think at this point, I have a pretty decent base color that I can use to start previewing and balancing inside of Marmoset. However, before we do that, what I want to do is I want to generate a base roughness because the base color and the roughness, they really go hand in hand, so you often want to generate them together. Generating a base roughness when we have a pretty decent texture like this inside of designer is not too difficult. What I like to do is I like to add something that's called a gray scale conversion. Roughness maps are grayscale because they don't need to contain any color. What I like to do is I like to grab pretty much my base color. Let's grab let's see at which point that I want to grab it Probably at this point before we add the dots. And drag it in here. So this is going to be like our base roughness. All we have to do is we have to add something called a histem range this time, not scan, but range. What this allows us to do is it allows us to both soften, over here our texture, so we can make the roughness less or more strong. But more importantly, it allows us to also change the overall value. When something is white, your roughness, it will look dull. When something is black, your roughness, it will look shiny. This concrete, it is quite flat. If we have a look over here at the roughness response. It looks quite flat, so we don't want to make it too sharp, but it still has a little bit of shine to it. So what I'm going to do is I'm going to set my range. Actually, I'm going to leave my range around 0.5, and my position, I'm going to make it a little bit whiter to maybe like 0.6, something like that. Now what I'm going to do is I'm going to start blending in my noises, which will all have different ranges. So if we just like a bunch of blends by pressing space multiple times, the first blend is going to be our let's basically add a blend over here. And let's blend our large dots together with our small dots using an art. So now you can see it's almost the same as using a normal combine. I want to go ahead and these two noises that we have blended together, plug them into my blend and set the blending mode once again to art. Remember, white means dull. So these will now look like a little bit duller. So play around with your opacte like this. Next, what I like to do is, I like to go in here and have a look, so I can see that this one over here, track this one also in here in our blend. Just drag it straight into your blend. Let's set this to art. Let's make this also quite white to give it some dullness. Then what I like to do is let's add another blend. I like to grab some of my grunges. So we have this grunch over here, which is like a very soft overall grinch. Let's set this to art. Here, see, so this will give us some overall roughness variation. And then what I like to do is, I like to probably skip the straight ones because else we have too much and grab some leaks over here and set these leaks also to art to give them some streaks. There we go. So that's already like a base roughness. We most likely need to make quite a few changes to it, but it's like a solid base. Right, click the frame. Just make the frame a bit bigger and call it roughness. I hope I'm not going too fast, just blending, but yeah, it's litty just blending these two together using a blending mode. And these blending modes you will be very familiar with if you've ever used painter or Photoshop or anything like that. Right, click and save My scene. And these two, we can leave for now because they are mostly for when we create our tiles. Awesome. All of these textures have now exported, because everything is still set to automatic export. We can go into Mamset. Don't know why that's hidden. And then what we can do is we can set our color back to white. Now, if we go to our folder, over here, textures, concrete main. We can start by dragging in these pieces. So base color and our roughness over here. Great. So let's have a look. So this is what we have right now. Okay, so it does look like concrete, definitely. A few things that I notice is, first of all, I want to set my lights a bit brighter at this point over here. So now because now we can handle that brightness since we have our concrete. So let's set my lights a bit brighter. Boost up these lights also to give them a little bit more, like a stronger rim. There we go. Okay. So that's looking pretty good, what we have right now. Let's play out with my sky a bit more. So that we have a solid base. That's basically what I'm looking for. Let's do something like this, and then let's go into my sky that set my brightness, a little bit stronger. There we go. And what you can also do your Sky, you can also set the mode from ambient to color, and then you can choose your background color. So we can just go for, like, a really neutral background color, something like this. Awesome. Okay. So having this. Let's go ahead. And start balancing everything. So the first thing that I notice is that I probably want to make my overall concrete a little bit lighter. Let's go ahead and go back into designer. Let's go all the way back to our overall concrete and set the target color a little bit whiter. Then we don't need to run through this entire note and balance out our dirt based upon our new brightness, because now, of course, the dirt will look a little bit darker, so I'm just going to go in here and just in general, tone down the dirt, a little bit more. This one I'm actually going to tone down a little bit more than here we go the previous. And then we have our leaks, which we can keep a little bit stronger over here. Okay, so that is that one. See? Looking a little bit whiter, that's already looking good. Our leaks are a little bit too strong, so let's just go ahead and tone those down a little bit more. And what I also saw is that my roughness, it feels too plain right now. So what I'm going to do is I'm going to go in my HCRm scan over here and I'm going to set my position a little bit darker, actually. And then we just can go ahead and go in here and just make sure that this looks fine. So let's go for a little bit more like a strong roughness. Now we can start to see a little bit of that shine that we have over here. It is starting to look pretty good, and this is why these lights are also really handy to use. However, I'm still not completely happy with it. I think I'm going to make it even darker, my base over here. But then what I might do is I might make my base a little bit darker. But then I want to art another one of our dirt notes, which is this one over here, the streaks. Let's go ahead and add that one to basically balance things out a bit more and bring in, like, a little bit more dullness again. Okay, so that's starting to look pretty good. So we got that one also done. I'm just going to quickly go in my camera, and I'm going to go ahead and go into curves, and I'm going to make my dark curve over here. I don't want to change it too much. I often want to try and keep it a little bit in, like, a wave. Don't know if I can maybe, like, play around with my contrast to, like, tone it down a bit. Just trying to be, like, really careful because I don't want to ruin the lighting. And this one basically gives you, like, your highlights, as you can see. Okay. So let's do something like that. Not too dark. We can still play around with our sky. There we go to give something interesting. Okay. So the next thing that I would say is that those little dots over here, they are too strong. I'm not sure. Oh, and also our larger specks. They are also not strong enough and they are too dark. I think they are basically too small now. So what I'm going to do is in my larger specks over here, tone down the intensity. And maybe what I want to do is I want to, like, increase the size of them. So we have our spots over here. Let's go ahead and just for now bypass the transform that we used to scale these down. And what I want to do is I want to probably go into my flood fill or my hiscumscnsi and, like, increase the amount a little bit more. So we had that one, and then there was like these I think it's these ones, these dots over here that are way too strong. Yeah, here, these ones. So let's go ahead and tone that down like this. Go back. Okay, so that's already looking better. So we got these bigger chunks over here, which is looking good and everything is a bit softer. Next, I would say that I don't see my cracks really well. So I'm just going to go ahead and this is basically it. It's just us. We now have laid down all of our foundations. So now what we're going to do is we are simply going to improve upon them. So let's set this to like 0.07, and then you can see that's where we switch back. Here, now we can start seeing a bit of those cracks, which is quite nice. And maybe my base color, I can also enhance the cracks a little bit more to bring them out a little bit. Oh, sorry, that's not the cracks. Do we not have the cracks in our base color yet? Huh? I swear we did that. I swear we did that. Oh, wait, yeah, yeah, here we go. What already thinking like? That looks quite strange. Okay, so this one? Okay, so it's starting to definitely look like concrete already. Okay, so we got, like, some sharpness going on. We got some cracks going on, looking good. Let's go ahead and just play around a little bit more with my lighting. To maybe make it like a little bit from, like, a stronger angle, just to give a little bit of, like, that typical artistic lighting feel. Let's go for something like that. That's probably good. Okay, so that is looking pretty good. We got some overall dirt going on. I feel like at this point, what I want to do is I'm going to save my scene, and I'm going to render out an image so that we can look up close. Once you get Willy close to finishing your material, what I recommend is like render high quality images, which show you like the true resolution. And once you've done that, you can keep zooming in and then you can, just take off all the points that you want to change. And yes, it does mean that you need to work blind a little bit more. Because you won't be rendering an image out for every single change, but it definitely gives you, like, a really good foundation. So let me just pass the video until this one is done. Here we go. So that has finished. So if we open it up, we started with this one, and now we have got this. So that's already quite a big change. Okay, let's zoom in and have a good look. I really like the sharpness, actually. Yeah, I like that. So we also got some slashes over here, which is actually pretty good. These slashes, they come from, like, our micronise. They are not like the cracks, which are also looking quite good. But yeah, they come from our micro noise. So in general, it has a, it has like a nice balance. I want to probably make these dots over here a little bit stronger in our normal map. And maybe a little bit less strong in our base collar. I'm going to make my cracks a tiny bit less strong, and I'm going to maybe make my noise over here a tiny bit less sharper. So let's say our dots over here. Let's make them a little bit less. Go into our dots. This one up here. Let's set this to 0.16 to make it a little bit stronger. It's going to our cracks, and that's set to 0.05 to make it a little bit less strong. So we had those things done. Oh, yeah, our general noise I wanted to make that a little bit less sharp, which is this one over here. So that's set the sharpening down to, like, 0.1 maybe. Uh, let's see. Is there anything else that I want to do before I call this like a really good looking concrete, especially if you are a beginner. Like this is quite a salt looking concrete for, like, the amount of work that we did because we didn't do that much work. Maybe what I want to do is I might want to see if I can make my leaks a little bit smaller. So we have these leaks over here. They are quite large right now. So I might want to simply go in, and I don't know if I want to do that after my details. I probably do. I probably want to start a transform after everything and then set this to minus two. But it does create quite a bit of tiling. However, in our leaks, we don't really have any control. So we can try to do it here. So let's do a transform and set the leaks to minus two. Which does create some tiling, but hopefully the tiling gets broken up by all of our directional warping. I can still see the tiling a little bit, but it's not as bad. Also, what you can do is you can also play around with your random seat to try and find some leaks that are less intense like this one. This one, the tiling looks less intense if you press space, see, compared to some of the other ones. Okay, so let's see what this looks. So, we have our leaks over here. Yeah, it looks a bit better now that it is minimized, I think. I don't know if 52. 31 Creating Our Concrete Material Part3: Okay. So now that we have our base concrete over here done, what we're going to do is we are going to go ahead and create our concrete tiles. These are not going to be too difficult. So what we want to do is we want to try and capture these tiles that also have like this little bit of, like, grout pushing out of it. And for rest we just want to give it some damages and just some overall variation. So the first thing that we need to do is we need to generate our tiles, and at this point, we can also choose how do we want to generate our tiles? I think we do want to go for horizontal and we want to go for quite long tiles. So if we go into our patrons over here, for this, I probably like to use a tile generator, which is a really useful generator node that will allow us to place a bunch of different shapes, including really large tiles. I like to set my patron over here to square, which will make it perfectly square. And there are a lot of settings here, but you don't need to worry about too much, scroll down to size and lower down your size so that we can actually see what we're doing. Now if we scroll all the way up, we can set the X and the Y around, and this is where we will be able to basically set our tile amount, so we can go for something quite large. Maybe Let's do two by five, something like that. The next thing that we want to do is we want to, of course, improve the space in between here. We can start by going into our scale, pushing it out until it gets to quite a decent point. So I don't know, this feels still a little bit too much. Let's do 0.995 maybe. I want this to be quite a thin line 993. Let's do 0.992 over here. Now, what you can see this often happens with these type of tiles. It is able to do the scale over here, but because we stretched it in an uneven number like two by five, we are leaving a little bit more space over here. We can simply fix this by going into our inter ste. I hope I said it correctly, and set this to like -0.05, for example. Okay, Thesho be way lower -0.01. I guess even lower, -0.005. There we go. -0.004 Let's do -0.0 045. It's really sensitive, but I'm trying to get quite an even number. Okay. Awesome. So, we now have our base styles over here. Now what we can do is we can give it some large scale variation because these tiles, just like with models, they are never perfectly square in real life. There's always, like some variation going on. So what we can do is we can just add a let's do, like, a multidirectional war grayscale. Set the directions to one. And then what we can do is we can grab this really large purlin noise that we've used before. Let's go ahead and set a angle to, like, a slightly angled version like 45 degrees or something and then simply play around a little bit more with your intensity to give some very slight warping here and there. There we go. Okay, awesome. So now that we have this one, the next one that we are going to do is we probably want to generate the grout that you can find in between here. So because I want to have the grout sticking out of my this and we do also need to add some damage, but that comes a little bit later. What I'm going to do is I'm going to go ahead and I'm going to add a histogram range, and I want to do this. So I'm going to set my range all the way up and then I'm going to set my position down to basically make my tiles a little bit darker because fill white, you cannot go beyond fill white. So because these ties are already fill white, we would not be able to stick anything out of it. However, if we make it like grayish like this, then we are able to add some whitish details in between here. Next, what we can do is we can use a slope blur, not a slope blur grayscale, a non uniform blur gray scale over here. And with this one, what I can do is the same technique as I've used before, but this time we probably want to invert it. You want to plug in this in a non uniform blur gray scale, the same notes, set the samples and blades all the way up. But this time in your blur map, select that line and add an invert grayscale to it and now play around with your intensity. So what will happen now is that we are able to add like this little a bit of softening in between. So once we've done that, what we do want to do is we want to mask it out. So if we blend this using before we add our non uniform blood grayscale and set this blend to be like subtract. So now you can see that now we get like these grout lines, and hopefully we can use these to create some interesting effects. So what I want to do is I want to have my hiscum range over here. I'm going to blend it using this note. Now, I can try to simply press art or maybe a Max Lighten. Let's do an art. That might work, but we might have some problems with these lines over here. If I add, for example, a norm map and I set my direction to open Gel, this is what I mean, I might not always be completely perfect. Let's have a look. If I go ahead and add a hist Cam scan to this to maybe push this out a little bit more, let's try. Here we go. So we push this out. But not too far, something like this. Yeah, that might cause for an interesting grout line. So we might want to go for something like that. So for now, this is something we will need to see inside of Mum Setubg. So for now, what I can do is I can leave it like this, and now we can go ahead and start working on some other details. So we got our grout line over here. Another thing that I want to do is in my hcrm range over here, I want to add a slope bl grayscale, and I want to start breaking up my edges a little bit. We can start with the slope bl grayscale and set the mode to minimum. Samples all the way up, and have we already used a moisture noise by any chance? Don't think so. In that case, I'm just going to go to my noises and grab a moisture noise over here, which is a great one for edge damages. And then if we go to our slope, we can lower our intensity a little bit. 0.01 to give it some overall small chips. And what we can do is we can also add a multidirectional warp gray scale, set the mode again to minimum. And this time, grab our clouds, too, for example, set the directions to Here, you don't even have to set the directions to one. If you just keep the value quite low, it adds and damages. Maybe try average. No, average definitely doesn't work. Let's try two. I just want to break up these lines a little bit more like that. Okay. I'm going to add Hmm. I'm going to add another multidirectional warp gray scale before a tile generator, and maybe we want to once again grab a Cloud two over here. Set the directions to one, and setting density lower. So I want to kind of, like, try and break up our original lines a little bit more. I feel like that this cloud two is actually too large, in this case. So what I can do is I can add a transform in between over here, and I can press X two to scale up my sorry, I meant that it was, like, too small to scale up my clouds. And then what I can do is I can play around. Yeah, that looks a little bit better. Now, this is no longer tilable. So what we need to do is just add a make it tile photo gray scale, and the clouds to it's very easy. So you don't really need to change any settings. Just press D to dock it, and there we go. Now we have some more interesting looking damages. So we warp it, we warp it some more. We balance it out. We are two damage variations, we blend it. And now the only thing is that the grout over here, we might get some problems with that. Or might not. It kind of depends. So we now have a grout in here. The first thing I notice is that my slope blow gray scale over here, I want to s is a little bit lower. So let's do 0.05. I don't want to have it as intense. And in general, I think that's looking pretty good. So we already get like something out of this. Yeah. I think that can work pretty well. I'm just, like, having an extra look around. Yeah, see? So yeah, we get, like, these damages and stuff like that. So I'm going to keep it simple. I know that over here, I can see that it's, like, peeling out and that kind of stuff. However, this might be a little bit overkill for what we are trying to do. So for now, let's go ahead and art another frame and call this tiles over here. So we now have a norm map in here, which we can, of course, art. However, we are going to do this a little bit different because we want to have both a plane and a tiles concrete. I want to add something that is called a switch color over here. If it is false, we will have the plane, and if it is true, we will have a let's do this, a normal combine That combines our base normal with our tiles over here. See? So now it looks like that, so that already starts to look a lot better. We might need to work on the grout a little bit more, but that will come when we arrive inside of Momset. And now the cool thing is that with this switch, we can turn this on and off, see? Now, I will show you later on how to use this even better, but for now, just plug it in here. And what we also have is we have a height map and an ambient occlusion. The height map can simply be this map over here. And the ambient seclusion, if we type in ambient occlusion and grab the RT AO, which stands for rate race AO, what we can do is we get hold control and also plug in the height in our ambient seclusion. This will generate a very nice ambient eclusion for us and we can play around with the max distance and with the height scale and maybe even spread. Now, let's leave the spread. Let's set the height scale to 0.01, two, something like that, to give it a little bit of AO. Now, having this done yeah, there's one more variation that I might want to add, but I don't know if it will be as visible. And that is that if we go to our let's go to our Hcrum range over here. What you can do is you can add a flood fill note, which we've used before, and we cannot plug in this one because this is not white and black, this is gray and black. You want to plug in your multidirectional wall, which is perfectly white and black into your flood fill, so it's able to generate. And then you want to add something that's called a flood fill to random Oh, no, sorry, flood fill to gradient over here. The cool thing about this is that you can turn on angle variation and you can generate different gradients for every tile. Remember how I said that white means something sticks out. Black means that something pushes in. What we can do with this is if we just go ahead and give it a quick blur behind it, Sorry, my doorbell rang, so that's always annoying during the recording. Anyway, let's add a blur, high quality grayscale to soften out those edges because they are way too sharp right now so that will not look good. Make it nice and soft. And then what we can do is we can simply add a blend, throw on our blur, high qualtic grayscale and set this to probably like a multiply. And then if you just give this like a very soft effect, what we can see is that we will get a slight difference, which especially in our height map, will give us a very slight difference in, like, the angles of our tiles over here. Now, you can also use something that is called a flood fill to random gray scale over here if you also want to control the depth of your tiles because, of course, with these random gray scales, we can control the depth of our tiles. But for now, I want to keep this, like, nice and simple. Do double check that everything is still working the way that we wanted to. Looks like it does. The cool thing is also that at one point, you can even try to, like, push out some of these details. I feel like this one is not it feels like it can be whiter, to be honest. Let's try and play around a little bit more with my Hitcumske until it's just above it. Yeah, let's try something like that. Okay, awesome. So we have our embuticclusion. We have our height map ready to go. We do not yet have anything in our base color to really support our tiles. But for now, that is fine. The only thing that we would do is we would like art maybe like some small leaks and just, like, add some dirt around the corners, which is not too difficult. So let's check this out. Let's go over here, and it will instantly have updated with our tiles. Now, this is looking pretty good. I would say that the grout is too white over here. I'm not saying white. I'm saying white. It's difficult with my accent. Yeah, so let's try and make that a little bit less, but it's tricky because you can only make it so thin before it starts breaking. So what I can do is I can go ahead and set this to, like, zero point, I don't know, 993 or maybe like 994. And then over here, if I go set this to 0.004, let's do 0.004. Does that work? No. Three. Okay, and now if I set this to 99, five, Okay, let's see if this is still able. It's the slope blur. That's the tricky one. Like, these stuff we can do, but the multi directional or what is it? This one over here, the non uniform blur, that is the tricky one. That one there comes a point where it's just not able to anymore. We read the detail. So you can already see it happening a tiny bit. So I might want to go for like 0.4, maybe even 0.3 over here to tone down those details. Now, let's do 0.4. And let's have a look. Okay, so, yeah, that's a little bit better. So we have our grout sitting over here. I'm just going to quickly go to my main camera and like zoom in. Okay, so if we would go ahead and throw in most like dirt around these areas and maybe make the grout a tiny bit darker, should do the trick. Let's do that. So let's go ahead and first of all, to make it a tiny bit darker, super easy. We can probably do the grout on top of everything else that makes it easier. So in here, you can once again, what you can do is you can add a switch color over here, and we will clean this up later on. But what we can do is if it is false, it will use our default concrete, and then we can now go ahead and up here, make the rest. So what we want to do is we want to, and this is another cool trick. You can actually click and drag, and then it will automatically show you your menu and you can, like, for example, press blend. It's another way that you can place your notes. So we want to add a blend, and we want to let's go ahead and just add something called an HL node, which is your hue saturation and lightness. And if we just plug in our blend and just set the lightness a little bit down, honestly, this is probably already enough. Maybe set the saturation a bit down. This in the top and then grab all the way over here our grout lines and throw it in here. See, that might already be enough, just like this really tiny darkening over here. Next, what we're going to do is we are going to work on our dirt. Now, there's a few ways that we can do this. So one of the ways, so you have a long way and a short way of doing it, although there are multiple ways. One of them is there is a note that Sliti called the dirt note. I don't know, or did they remove it? I think because it was so expensive, they might have actually removed it. No problem. In that case, what I'm going to do is I'm going to go for my second option, which is that though I do want to hear, let's go in mass generators. Oh, no, no, it is in here. It's just not able to read. So we have like a du note over here in which you can plug in like an ambient occlusion, curvature, all this stuff, and basically, it allows you to generate on dirt. It's like the quickest way. So we can plug in our ambient occlusion. In order to generate a curvature, all you need to do is add a curvature node and plug in your nom map. Although in this case, I would probably only want to plug in my norm for my tiles because I only want to generate the dirt around my tiles. So you can plug in this, then what you can see happening over here is that it will try to apply the dirt around your tiles and everything like that. You can also do a position map, and another word for position map is a flat fill map, often. That one will also often work over here, although in this case, it doesn't do much. But yeah, basically, this note, it's quite a bit over the top, but you can use it to generate some dirt. However, I'm going to show you another technique. So another technique for that technique, we need the tile generator. But the annoying thing is that we have manipulated our tiles. So what I will most likely need to do is I need to grab this one over here, this one, add a histogram scan. And the reason I want to do a Hcraum scan is to push this back into white, like you can see like that over here, so we push it back into white. And now what we want to do is we basically need to create like a gradient mask. Unfortunately, this is the one that we need to create. So normally, you can go in your tile generator, and you could literally do it. It's, let's see, this this one. This is the one that we want to create this shape. However, the annoying thing is that we changed our tiles. So we cannot just grab a tile generator and change it around again. A bit of like an old school technique of doing it, although it is a little bit more of a lengthy technique is that you grab your Hcram scan like this. You throw on a flood fill and make sure that it works, yes. And then what you don't want to do is you want to do a flood fill to gradient. Now, as you can see over here, it's already giving us one gradient, and all we have to do, Wi is we just have to go ahead and copy this four times for every angle. Like this. And then we go so this one is zero degrees. This one, we can set the degrees to like 90 degrees. This one we can set this to -90 and this one to like 180. So we basically have these four nodes now, and all we have to do now is we have to blend them together. So we plug in these two, and we want to blend them. I always forget which one multiply. I think it also multiply, yes. Yeah. So let's plug it into multiply, Blend again and again. So both of these we can set to multiply And then we can go ahead and we can plug in these notes over here. Now, this is what we have right now this really dark. This is why I was not sure about multiplier. I feel like there is another one that maybe Max Lighten or Mint Lighten. Sorry, Min darken. Mint Darken might actually be better because it's able to keep everything a little bit better. Anyway, so we now got this, and then what you would do is you would probably leave it off with just like a histogram scan just so that we have control over how strong we want this light to be. Now in here, there is a node, and the node is called a ground dirt node. The cool thing about this is that it requires a position map, but what we have generated basically is a position map that goes from black to white. If we plug this into our position, this will happen because it will capture it around the dark areas. We can basically play around with our dirt levels and everything. And as you can see over here, can now control where that we want to have some dirt, and we can have the dirt really clearly coming from the edges. I honestly do wish that they gave us control over which crunch map to use. Unfortunately, they do not do that in this case. There are multiple ways that we can work with this. So this is just a quick and easy way. So what I'm going to do is I'm going to boost this quite high. And then what I will do is I will blend this using some kind of crunch map to break it up. Maybe not this one. Sauce, is there maybe a cool crunch map that I can use Moisture noise. Maybe the moisture noise we can use instead of creating new one. And now what we can do is we can set this to subtract. Although in this case, it doesn't look like it's a good one, so let's just go ahead and find the new one. Let's use Crunch Map 013, plug it in here, set it to subtract and play around with your balance, see? And contrast so that we can now control where and how much dirt we want to have. So yeah, it looks like quite a big setup, but it's just like big because we need to do a lot of blending. So what we can do is we can add a blend note. We can plug this into opacite mask over here and then throw in our dirt. And now you can see that now we are starting to get some localized dirt. And we can, of course, also just play around with, like, our levels and stuff like that. To make it more or less. So we got those ones. Those are looking pretty good. I would say that the last one that we could maybe art is maybe we can add like some tiny leaks that are coming from that are coming from our stuff over here, just because those tiny leaks yet, it just feels nice. Also, what I see over here is that actually the dirt is a little bit more localized. So I might want to, like, set my dirt height bigger and or sorry, no, not my dirt heights, set my levels bigger and then play around with my contrast. And then maybe, like, play around a little bit more with my. There we go, see. So let's give it a little bit more dirt, something like that. So for the leaks, this has been honestly has been a while since I've done this. These type of localized leaks, we need a, and there are so many notes. That's why it's hard. But we need a non uniform blog race. And with this non uniform block ray scale, we need to plug in a map which is basically a broken up version of our Grout, if that makes sense. So we have our Grout over here. If we blend our grout using something to break it up, Um, let's just move this over here to get started with. So we have a Grout, and we want to break it up with something. I'm going to break it up with maybe like a Clouds one over here. Let's Let's grab a clouds one, set the scale a bit lower and add a histogram scan to this. And let's add and press subtract over here. So the goal is that by breaking this up and maybe we set our clouds even smaller, it will basically make our leaks a little bit more localized. So we have this stuff over here. And now, the way that this works is if you plug this in, I don't think I need to do it in both of them. I think we want to have this one at the No, wait. We want to have this one at the bottom, and then at the top, oh, God, it's so much remembering. At the top, we want to grab. I don't know if it's just our height or so basically the general goal is that we can actually control the angle of our blurring. So if we set the intensity really high, no, this is not the one. I think I need to switch it around. I think I need to plug this one into the top. Have a look over here. And then maybe we need to invert grayscale. That's the one because I don't want to have the base. But honestly, I forgot which one I need to invert. Just give me 1 second. I'll figure. And else I will pass the video if this doesn't work. But it looks like this one is starting to work. Now we have I don't know if we want to have our asymmetry or our anastropic noise over here. I think we want to have our anastropic noise over here. And then we are able to push this out. So let's set our asymmetry up and our anastophic noise up and maybe set my blades a little bit lower 2046. I'm surprised. So normally what would happen is that we can see it really well, but I guess in this case, I might need to use my hist cram scan to push up the white because it feels like it's just losing out on all of that whiteness. And as soon as it turned on my intensity, oh, there we go. It is starting to work a little bit, but, yeah, it's not yet perfect. I want to go to Oops, 270 in my degrees to go perfectly down. And now we can set our blades up to give it like these smoother leaks over here. And you can play with your intensity to Yeah, don't push it too much because it's only so much it can push down. But the general idea was that we have this stuff over here, so now we have some leaks. And then with these leaks done, I'm going to you can now what's quite nice, you can control using your Hcrum scan, more or less leaks. So with these leaks done, we would then blend these together using something we have used before. And it's like those leaks that we used to break up are larger leaks. This this one over here. Yeah, this one. We can use this one over here and once again, we can set this to subtract to break up our leaks a little bit. Now that that is done, let's go ahead and maybe use a blur high sorry, not a blur high quality greyscale, a slope blur gray scale with like a clouds two. I think that might work. Let's do clouds two over here, samples all the way up, mode to minimum. And move this down. Okay. And now let's go ahead and start already adding it so that we can see the effects of it. So let's add another blend and plug in this into our paste and plug in our dirt in the top. There we go. Season now we can see already like some leaks, although it is not perfect yet. Mostly, what I find is that it's just not strong enough. And, of course, you can also use a grinch map to basically blend this in and out and that kind of stuff. So I'm going to add a Hcam scan behind it. Oh, we don't have a lot of space left. And here you can see, so here we have our actual leaks. So we can just play around with the intensity. There we go to give it some nice leaks that are coming from our concrete pieces. And then at this point, you can do a switch color or you can plug it into your switch color for your base color. I'm going to at this point, move these pieces down over here. I will go ahead and right click and a frame and call these outputs. I will go ahead and also go to my roughness over here and create a switch gray scale in this case. And if it is false, it will use the normal one. If it is true, it will blend to blend. It will blend where are you? This one, it will blend our dirt and our leaks together using a max lighting over here. And this will be our roughness mask, which we can set to art to also map out the dirt on our roughness here and plug this into True. Okay, cool. So we have our roughness done. We have our base color done, and we have our norm map done, and of course, our height map, but those ones did not need to do a lot. Now what we're going to do is these switches that we have placed, what you can where are you? There we are. What we can do is we can actually almost like Unreal engine where we had a material like instance, we can do the exact same thing inside of substance designer. So what we want to do is we want to go down here and we want to press expose. Now, when we press expose and call this has tiles, for example, I can copy this over into my label and into my description. And then what I can do is I can press, Okay, over here. Now with this done, we need to go to every switch and then go down here and select the has tiles. This means that when we switch on the has tiles or turn it off, what will happen is that all of these switches will instantly change. So if I go to my norm map over here, the way that you can control this is you can go to your concrete main, and you are able to create presets and that kind of stuff, but we are just going to keep it easy. All we need to do is in our Premo, we can turn it over here, off and on, see? And it will just instantly get rid of our tiles and all that kind of stuff. That's why we use those switches. So with it being turned on, we can go into our base color and look at that. That honestly looks really cool. I like the leaks. I'm glad that we added the leaks, even though it was a little bit messy to add it. I would say that the dirt on the edges can be a little bit stronger, to be honest. So let's go ahead and go in our ground dirt, maybe, like, set levels a little bit stronger. Over here. What is interesting is that for some reason over here on these sites, it's generating more dirt. I guess it has to do with the hiscum scan. I don't know if I can do anything with contrast to, like, balance that out. No, to be honest, I don't think, but it's not really that big of a deal to have more dirt on the corners over here. So we can go here. Okay, now it's a little bit too intense. So what I will do now is I would just go in my opsteTne it down a little bit to maybe like 0.8. And there we go. Okay. Awesome. So I'm just going to go ahead and I'm going to now assign my embitoclusion and my height map to Wi finish this thing off. So first of all, embitlusion, we want to click down here and click on occlusion. And then what we need to do is we need to go ahead and let me just navigate to my textuus concrete main and dragon my ambient occlusion over here. There we go. That's already like some AO, which you'll mostly see wherever there is shadow. I'm not going to make it too intense, because often 100% is too intense, so I'm going to set to 0.5. And now for our displacement what I like to do if I really want to push it inside of marmoset is I like to have actual geometry displacement. What we can do is we can click over here on a sphere and click on the parent, which is like the little sphere with the icon and press subdivide. You can see your pol can count here, and what you want to do is you want to give a lot of polis. Let's go for like 6 million or something like that. Then in our material, if we go to displacement, we can go to actual height displacement. And we can drag in our height map. Over here. Now, what you can see happening over here is that, of course, because our grout is pushing out, our height map is a little bit too strong. So what we can do is we can toe this down. It's not as intense as I had hoped for, to be honest. I think in this specific case, we can actually benefit from having our height before the grout. I know that it might not always make too much sense, but in this case, the norm map will take care of the rest. So let's go ahead and apply our height before our grout, because this way, we can literally push in over here, see, we can push out our actual tiles. So what I'm going to do is I'm going to push out my tiles, and I'm going to probably maybe give one more subdivision because it looks a little bit jagged. And it's just because the cleaner your model, the more subdivisions you need to really get it to look good. So now we are at 24 million polis, which is quite high, but it does look a lot nicer now. So we have this one. I'm going to tone down my occlusion a little bit, and yeah, it is a bit difficult to see my grout at this point. So just having a think what I can do. I think the reason it's difficult is because of our dirt. So we might want to go back in here. And where we actually made the grout darker, in this case, let's actually make it lighter because the dirt will kind of, like, overtake it a little bit. So let's see if I make it lighter, yeah, I can see like a tiny bit better now. But yeah, our dirt is basically overtaking it. Now, one thing that we can do is in our ground dirt over here. We can basically remove our grout from the dirt a little bit. And the way that we would do that is, let's go ahead and add a blend, and we would want to grab our grout line. And we want to blend this using something soft. And I remember that we have our ground map 01 over here. And just set this to, like, multiply. And then what we can do is if we plug this into mask. Oh, sorry, invert your mask. If you invert your mask and plug it into a mask, we can now control using your paste how much dirt that we want to have on our grout lines. So let's start with something like this. Let's see. Does that here, see? So now it starts to bring out a little bit more of that grout that we had. Yeah, and that's already looking a little bit better. So at this point, it's really just like subtle changes, but I am quite happy with my material right now. So what I will do is I will go ahead and render out a nice image. While at this rendering, don't forget to save your scene over here. Go ahead and create another frame and call this one tile, unscored dirt to nicely organize that one. And everything else seems to be quite organized, so I'm quite happy with what we have right now. I think we have done a really solid material with not too many notes. Just like if I'm going to make a photo realistic complicated material, my graph can be like two or three times as big as this, just to give you a reference. Most of these notes over here, they are not even special. These are all combined notes, so they don't do much. These are all normal notes. They don't do much. These are all combined notes. So in general, I think we did a really solid chapter on our substance designer stuff. Are you done? No, so I will pass it on until Mom said is done. Okay, so that is done, so let's go ahead and open it up. And there we go. Looking really cool. I think my height is a little bit too strong, but I can just push that back a little bit. But just in general, here, we get the small damages on our concrete, which is looking really nice. Yeah, just like in general, I think I quite like this. The tiniest bit of detail that you might feel like is not very nice is that over here, the noise is transitioning from one side to another side. This is something so small. However, we will have a bonus chapter where I will show you how we can fix something like that. But for now, I'm not going to really do that because it's such a small, tiny detail. But yeah, I like the leaks. Everything is looking pretty good. So let's go ahead and call this material done at this point. And what we will do in the next chapter is we will have one more chapter in substance inner, where I will just show you some useful notes and some useful techniques and stuff like that. And once that is done, we can go ahead and we can continue on by actually applying these materials to our modular assets. So let's go ahead and continue with this 53. 32 Bonus Useful Nodes And Techniques In Substance Designer: Okay. So in this quick bonus chapter, I just wanted to go for, like, some random notes and just run through some things that we were not able to do for this specific material. Now, one of them, we can actually do for this material. So remember how I set if I just bring up our image. And this is going to be quite a relaxed chapter. So sorry, there's not going to be like any organization, it's a bonus chapter. But one of the things that you can often find is that whenever you have tiles, the details, they just continue on from one tile to another. However, this is not how it would work in real life or most of the time, unless it's a very specific type of damage. In real life, what would often happen is it would be completely different details. I just want to show you an easy way that you can do that. So all you have to do is you just have to go ahead and find the details. In this case, it's like this concrete over here. And then what I want to do is I want to go ahead and I want to add a let's see. We have a flood fill over here, right? Do we change our mesh a lot after this flood fill? No, we don't really change it. So what I'm going to do is I'm going to add a flood fill to random gray scale and plug in my flat fill. And this is the flood fill for your tiles. Now what you want to do is in your grunge concrete, you want to add a directional warp. Now, the cool thing with your directional warp is that if you plug in these grayscales, you can warp each tile individually. Now, when you go ahead and set like a random war bangle, and you set it's really, really high to like 500, it will actually completely change. As you can see over here, it will no longer transition. It will just completely change wherever all of our details are, which, in turn, if we would now go ahead and go into Mm set, you can see, I don't know if I can zoom in to show you. You can see that the details no longer properly transition. They are just like randomly starting and stopping. So that's another way that you can very quickly, add some additional variation to your scene. Now, of course, in our case, because we have this detail, we would need to go ahead and we would need to add a switch grayscale, set this gray scale switch to has styles, and then if it is true and if it is false like this, just so that we keep everything in line. So that's just like a cool note that I wanted to show you. Now, for the rest, what I want to do is I just want to go ahead and I just want to basically run through the library and just show you a few notes and, like, a few techniques and stuff like that. So first of all, for our patterns, what we did is we created our tiles which are like, Willy Willy clean. But sometimes, if you ever want to scatter around Wi's specific patterns, there are a few different notes that I really like. One of them is the tile sampler, and one of them is the shape splatterer over here. With a tile sampler, what you can do is it's very similar to the tile generator, but it has a few extra features. You can go to your pattern and you can set whatever pattern you want. Let's say that you want to scatter around a lot of dots. And then what I recommend is that you play around with your scale random to control the scale of your dots. And, of course, just like your scale if you want over here. And then if you go to your position random, you can completely randomize your position. And like this, it's in also your rotation, but these are circles, so rotation doesn't do much. Now, the cool thing about this is that you can even create your own noises based upon this technique. Just like these noises have a lot of scattering around, you can do the same over here. Another thing is, if you want to change the intensity, almost every single node has this. You can always scroll down and add a color random, and this will add random luminosity, which as you know in a height map can change the intensity of your mesh. So that's something that I just wanted to show you. It also has a lot of inputs, and these inputs are very similar with all of the nodes, as you can see, they often look exactly the same. The only one that I really would want to show you in this case is, let's say that we grab a grunge map like this and throw up the contrast, you can plug this into your mask map input. And then in here, if you scroll all the way down in your mask map threshold, if you push this up, it will only show our shapes wherever we have white in our mask. See? That's very useful if you want to do some specific masking. The shape splatter is very similar to this node. However, in this node, you can plug in much more detail patterns. Now, as you can see, this node does not have any control over picking a shape. This is because you want to go to patterns, and then over here, there's a shape note which allows you to basically plug in a shape, as you can see. So we can plug in, once again, our cylinder. But we can also plug in, like, way more interesting stuff. Let's say we grab a cylinder and then grab a multidirectional warp and throw in like a purlin noise or something like that. Over here and set it really really strong. So let's set this to like 100. You can see that now it's like a freaky looking shape. You can plug this into your pattern, and then in here, what you want to do is you want to, first of all, scroll down. And in your height map, you want to turn off the height scale out adjust because that will try to adjust your shape in a way that you would not want it to adjust. Then you can go ahead and you can control the amount over here, just like normal. And the scale. But the cool thing about this one is that you can also plug in multiple different patterns. I can go up here, and I can say that I want to plug in three different patterns. Let's say that I duplicate my slope gray scale and change the patterns a little bit. I can even go in and, for example, go from a para booilt to like here to like a triangle, and then from a triangle, I can go to or pyramids, I can go to like this one over here. I can plug in all of these interesting shapes, simply plug them into my patterns. And now I'm able to control the amount of patterns. I can, of course, control the general scaling of it. And you can also set the scaling really large. Now, what I recommend is if you want to push the scaling really high, scroll all the way down, I believe to masking. No, not masking. Let's scroll all the way up. I'm not able to find it in here. Basically, what you can do is you can select the blending mode, but for some reason, I'm not able to find it in here. Let's try and play around with our height scale, maybe. Yeah, let's try I guess over here, we would use our height scale. And just like this, along with some rotation random and some position random, you can create really interesting looking shapes, which imagine that you are like, for example, creating, I don't know, rocks or something like that. So you have these really specific shapes, and then what you would want to do is add like I don't know, like a multidirectional warb gray scale that has, like, a clouds in it. I won't go too much in detail. Don't worry. Well, let's say that there's like a Clouds two and multi direction w grayscale with clouds two. What it often does, especially if you go for minimum, it breaks up your shape quite a bit. And then if you then throw on a non map, you can see that you can instantly create this really specific and interesting looking shape. And at this point, you would just do whatever you want to, like improve it. Like here, I can see that this one doesn't work very well, so I can switch it out, and there we go. So there's instant way to have an interesting looking rock shape. Of course, I'm doing this like really quickly, but you can go really refined in this. So that's it. So the shape and the tile generators are really useful in this kind of stuff. You also have some cool stuff where you can create some tree shapes, but I personally don't seem to use it too often. And so I'm not going to go over there too much. Now, in your adjustments here we have just some general like our replace colors. Honestly, I don't think there's much in here that I often use. You have your inverts, you have your high passes. So yeah, not too interesting. Blending, I don't need to do much are blurs. So we already went over the slope blur ra scale, non uniform blur ray scale. We went over the normal blur rascale channels, we don't really do anything effects. So we have our curvature if you ever want to generate a curvature map just like we did with our baking. The edge detect notes is quite nice. So with the edge detect note, what you can do is it will try to detect the edges of a specific shape. Let's say that I grab, for example, no, let's do this one. Let's say I grab some crystals over here. It will try to be able to detect the lightest edges on your edge detect note. And over here you can see that that instantly allows you to generate, for example, some Wi I don't know, like some glass or you can change the edge roundness to basically very quickly generate some interesting shapes or to just in general, detect some edges. It will try to do this for anything, even if I grab something weird like this. It will always try to detect the edges. It's not always able to do it as well, but specifically for, like, really clean shapes, it does a great job into detecting your edges. And now you can see, like pebbles, for example. You can slowly turn these into, like, little pebbles and that kind of stuff. So it is really useful also if you want to generate some cracks and that kind of stuff. So let's have a look. So that was the edge detect. We already went over the flood fill notes over here, pretty much. We went over the ambit seclusion notes. We went over the multidirectional nodes. Honestly, we have covered quite a bit of stuff more than I expected. On normal map notes, we just have our normal combine that's the most useful one. You also have a normal intensity. If you ever need to change the entire intensity of your normal, you can add a normal intensity node, which basically allows you to using one slider, increase or decrease the intensity of your normal to make it more or less strong. Can be useful sometimes. Tiling. Okay, yeah, so tiling is pretty cool. So we went over the make it tile photo gray scale. However, you also have a make a tile patch over here, and then you can, of course, use it as a gray scale. What you can do with this one is, let's say that we have a shape like a grunge map, for example. We can plug it in here. Then what it's able to do is it's able to tile this crunch map, and while it is tiling it, it can blend it and rotate it. So in your octave, you can control how many times you want to tile it. So let's say I set this to two times over here. I can then throw on some disorder to change the tiling amount. I can throw on size variation and rotation variation. And using this along with some mask precision like this and some mask warping, you can very quickly almost create an entire new looking grunge map that you can use. So this is used for quite specific scenarios, but it is really handy to know. Lets see make it tile patch node. Our transform notes, honestly, we don't have too much stuff to talk about that. Material notes. I guess, it's a bit difficult to show, but the water level or the height blend note is quite nice. So let's try Water level because it's a little bit easier to see. If I go ahead and go for my water level and set my channels just to be base color, what I can do is, let's say that you have a node over here, so grab a cloud too. And sorry you can also use a gradient map to convert your note from grayscale to color. And then in here, what it allows you to do is it allows you to basically control the water trying to, like, maybe if I need to, there we go. So I need to also plug this into our height map. But basically, it allows you to basically create a mask based upon the water. Now, you don't have to use this as water. If you click on the mask, you can see that it can basically push out the color for your water. So the same stuff can be done using the height blend over here, and this one is a bit more used. So you can blend two different heights. Let's say that I have my bottom height to be my cloud, and let's say that I have a really fine height on the top. I'm able over here to blend between these two heights based upon the distance, and it also allows us to give or it also brings us like a mask that we can use. So I just wanted to show you that you are able to, like, blend some stuff. This one is specifically for water, but honestly, that's why you never really use it. But it is great if you want to like blend two grunges together, based upon, like height maps like that. Honestly, I don't use them too often, but I figured I should show you. Let's see for the rest. Most of this stuff is like photogram try, so we don't really need to work on it. Your mask generators, I don't use a lot, you will get more familiar with these inside the substance painter, but you are able to generate dirt and dust and all kinds of different paintwares and all kinds of stuff using those. Weathering weathering is kind of funny. What you're able to do is it's like I rarely use these notes, but you can basically, like, drag in a note, plug in, like, your base color. And if you like, plug in a bunch of stuff, so let's say that you like plug in your base color, Oh, I don't know why it doesn't duplicate norm, that's not my normal. Your normal sorry, this is supposed to be base color. You can go in here and you can set the channel, so I want only base color, normal, like that. And then it will ask you for an ambient occlusion, for example, and maybe it will also ask you for like a curvature, which remember that we created the curvature. Oh, no, wait, we never used that one. So in here, once you've done that, you can use the spreading to basically spread the rust. It doesn't really work great for this kind of stuff, to be honest. Maybe I guess if I instead from my embit occlusion, use, like a noise, then it might be a little bit easier. You see? You are basically able to, like, apply a rust and do, like, a bunch of different smoothing and that kind of stuff to quickly add rust and everything. I personally don't really use it because normally you would make like custom rust and it would be very specific, but I just want to show you that these nodes do exist. Honestly, at this point, I'm pretty much done with showing you everything. The last thing that I would want to show you is if you go into your concrete main, just like we have our has tiles over here set to true and false, you can also go to presets. And if you want, you can say, has tiles. You can go ahead and give the label and press new and then if you type another label, so let's say no tiles, and in the no tiles, you want to set this to falls and press new again. What happens now is that you have presets. So now if I go ahead and look on my normal, thanks to these presets, I can very quickly switch between has tiles, and no tiles. Now, we only have one output, but you can imagine if you have everything exposed, let's say that you have exposures for the roughness amounts for the different colors and that kind of stuff, this would be a big list. And that's why thanks to the preset, you can very quickly generate everything from with one preset, you can have dirty concrete, preset, clean concrete, preset, damaged concrete, preset. And you can have all these presets with all these values to very quickly generate different types of materials. Now that this is done, we are going to save a scene, and the last thing that I want to do is I want to export my textures. Now, we have already exported one of them, but of course, we have two textures. So let's go ahead and go into our concrete main, and I'm going to make another folic called tiles. Oops. Tiles over here. Now what I'm going to do is I'm going to go ahead and I'm going to make sure that, yes, the current one that we have does not have any tiles. I'm going to go to Export Outputs bit web, turn off the automatic export and export my textures. Now that this is done, what I want to do is I want to go ahead and go to my preset, go to has tyles right click and Export again. But this time, we are going to export this into our Tiles folder so we can press Select and then we can export again. So now what we've done is we have simply exported one with the tiles and one without the tiles. The naming is still the same. It doesn't really matter too much inside of unreal engine. But if it is a big problem for you, you can always while exporting, go over here and you can even change the graph. So let's say, right now it is called concrete main, but you can even just type in concrete cin scored tiles, space, and then add identifier, and you can even export it like this. However, that does mean that now, of course, you would need to go back in every time you want to export the other tile and you would need to change the name. But you can see over here now it is called concrete main tiles. So I'm not going to do that because it's just a bit overkill. What I will do is I will go ahead and I will remove this. Go to this drop down and grab graph again so that it is called concrete main. And then over here, I want to do underscore base color. Awesome. So that's it. We are going to save our scene. And in the next chapter, what we will do is we will spend our time on applying our actual materials that we have created to our modular assets. And once that is done, we can move on to texturing our unique assets. So let's go ahead and continue with this in our next chapter. 54. 33 Cleaning Up And Uv Unwrapping Our Modular Pieces: Okay, so now that we have our tilable materials done, what we're going to do is we are going to prepare the models over here that we have created in Z Brach. We just need to make them like Snapable again. And after that is done, what we're going to do is we are going to Unwrap all of our models. Now, for this, I'm going to just do this in Maya. However, you can replicate the exact same thing in BlendRmMx. So you don't really have to worry about that. This is all quite easy stuff that we're going to do. Let's see what else. So another thing is that there are two ways that we can UV unwrap, and I will show you the traditional way, let me say it like that. However, in Unreal, there's also a way that we can even have it so that we don't even need any UV unwraps inside of Unreal. So we will also actually be using that way, but that's something that we will go over later. So this one is mostly about preparing our assets. And then I will show you some examples on how to UV unwrap. However, our UV unwrapping will be slightly different. The reason I want to show you both is because there is a shader thing. So we are going to have two UVs. One of them is going to be like our unique, normal UV. In our case, we will be using this one for, like, our baked norm maps and stuff like that. However, there is another type of UV, and it's called a WorldSpace UV. Basically, what you can do with this is you can UV unwrap your models automatically inside of the engine based upon the position in the world. So what that UV will do is it will look at the font, back, and all of the sides, and then it will basically mesh everything together to create a really clean looking UV for us. And that is the one that we actually will be using for these modular pieces just because it is easier and is faster. Only thing is that it's a little bit more expensive to render, but we aren't really worried about that right now. So what I'm going to do is I'm going to go ahead and first of all, we have our backup over here, and we need to position these pieces back into our backup scene. So what I'm going to do is I'm going to go ahead and let's go to added pivot. Let's turn on snapping two points over here and let's snap this one to the corner. And let's turn off added pivot. And now let's go ahead and I should be able to just simply snap this one over here. And let's see. So that is pretty close. This is what I mean what we need to fix, where we just need to scale this out so that it snaps back to the grid. However, let's just first of all, go ahead and go for a vertical pillar. And it looks like over here, all I have to do is if I move this up. Oh, it's all snapping. Let's see. When I move this up, it's about 1.25, which is an even number. Wow, that's actually really impressive that I managed to do that by hand and not by typing. So we got that one, and then we have our Oh, yeah, our horizontal pillar, which is still in the correct location. Awesome. Okay. So our railing, basically all we need to do is remember how we made a little cut. And what I do notice here is, it doesn't matter too much, so technically, our railing was supposed to be like this, but it doesn't really matter. Anyway, we created a cut on this railing in order to make it like a green cut in order to make the edges really sharp. The reason we needed this is because we needed to be able to repeat this. What we want to do is we now want to go ahead and want to go to our let's go to our side view over here or our front or top view doesn't really matter. And then what I want to do is I want to go up here, grab these pieces over here. And now, it might be nice to do a soft selection just to make it a little bit softer. So let's go to soft selection over here. Click on Soft Select. And this will often just like here, if we just make a little bit bigger, it will avoid any stretching looking stuff. We can then turn on snapping, and we should be able to simply snap it back to our grid. So now it is perfectly tillable again. Now, just to double check our work, of course, because this is where I'm a little bit worried about because sometimes this goes wrong. Let's go ahead and hold Shift and clone it, and then I want to go up here. And basically, what I want to do is I want to go to these vertss on Y frame over here. So I want to go to these vertss then what you notice is that over here, not everything is completely perfect. Now, this one over here is actually really annoying. I don't know where I went wrong with that one. The reason why this one is annoying is because I'm not sure I can change it too much without messing up UVs. But what I wanted to do is I want to set this to snapping to points, and I want to basically set my ertzson the correct location, which often is just a tiny change like this over here. That's normally what it is. This one, however, I'm a little bit worried about. So what we will do is we will fix this. And if we find a problem in our normal map that we baked a while ago, we just need to re bake it because that was an oversight of me, not noticing that one looks so bad. So for the rest, what we can do. Like this one, that's fine. Like, it's just a really smart change. But over here, the reason we want to do this is that whenever we duplicate it, there are no holes and everything is, like, perfectly, you know, written off. Everything is perfectly tlable. So yeah, this one over here, to shade smooth. I have a feeling that's going to cause some problems, but let's only go ahead and worry about that when the problems have arrived. So that's it. So this one is now properly table, and now what we can do is we can apply our UVNwraps for it. However, this one, I will use the second technique about UVnwrapping I was talking about inside of unreal. The only thing that I will do is for our wall and for our floor over here. For those two pieces, I will go ahead and I will show you the traditional way of UV unwrapping modular assets. But yeah, that's about it. So this one is correctly on the grid or not. Can I go to my side view? Oh, wait, that's my top view, sorry. Side view? No, it is not correctly on the grid. So what we need to do is I'm going to select the base over here. In this case, I will skate it flat to make sure that it is absolutely flat, turn on my soft volume, and then go ahead and set this to grid points and move it down. Let's do the same over here. Make sure to not do the scaling. When you have so selectnon else it will become a mess. So I'm going to scale this absolutely flat. And the reason I'm doing this is just in case that when we did our optimizations that it might have accidentally wiggled around some of the edges, and of course, we don't want that. So we got this one over here done. Now what I will do is I will go ahead and let's just reset my pivot to place it in the center. Actually, know what? No. Let's go ahead and move my pivot to the base over here. And then I'm just going to go ahead and I'm going to hold Shift, and I'm going to clone this up. And turn on my edges and stuff, and let's have a look. Oh, wow. This one has quite a change. Yeah, it's one edge. One edge has a bit of a change. Let's go ahead and snap to points. Let's see. Let's snap this one here. That should be fine. This one over here should also be fine. This one here. This one might cause some problems. But it is like a straight line. So what I might want to be able to do is I might want to be able to snap it to one sec. Let's slack this model and press snapping. And then select this one. And because we are now snapping to this model, what I'm hoping is that I can snap it to the line over here like that. And now we can go snapping back to points. Turn off that one. Here we go, see? So by selecting this button, you can snap it to the object. Inside of threes Max, you can just snap the edges, and inside of Bendal you can also just snap the edges. So this is just like a Maya thing that we need to do it this way. But this is often because these are perfectly straight lines, snapping it like that. So I can just set this back to snapping it to this model again. But yeah, snapping it like this is often's turn off snapping the points. There we go. A better solution than massively changing my position of my vertices. This one over here is strange because I swear that I scaled it flat. Yeah, that's something that I do need to fix. Let's go ahead and go to our what is it sit View over here. And just have a look around in three D to make sure that I have everything selected, you see? That's what I meant with it accidentally juggling around our edges. So let's go ahead and turn off my snapping. Let's go ahead and scale this completely flat. And let's go to our side view. And once again. In this case, we can just, move it down because we don't need to use soft slack for something this small. Okay. So we did that one. And now what we can do is just very quickly grab this one and once again, clone it and move it to the top. Okay, so let's have another look. So we did that one. We did that one. I'm not a big fan of the ones over here. I don't know where we went wrong with this one. It must have just been oversight. I think what happened was that because we cut it quite low, I'm feeling since we cut it quite low, what will most likely have happened is that we cut it below that range that we set where our symmetry no longer works. So that's most likely the case. I'm not incredibly happy about this one over here. Let's go ahead and once again, snap to surface. Select this one. Okay, so that one works better now. And then we had this one over here which I also wanted to snap to this surface. Let's turn on point snapping, turn off the traditional. So we got this one over here. Yeah, these ones are aligned. But of course, that's the thing whenever you use automatic optimization, you can never count on it being like, great. This one, if I move this also, it might be just on the edge of being acceptable. But we will see over here, over here, the longer the space, the better it is because we are only relying on a normal map in this case. And the normal map on flat areas, it will not actually cause that many problems. However, if we would already have UV unwrapped our actual meshes using tilable materials, then it would have become a big problem and we would had to redo our UV unwrapping. However, for now, we can do this. I'm going to move this one here, this one here, this one here, and this one here. And then what I need to do is I just need to do a quick snapping based upon object. There we go. Snap this one to the point. That one's nice and easy. Snap this one. Okay, cool. So that is now done, and hopefully that should do the trick. But we will notice soon enough. Luckily enough, this pillow, we are not repeating it up and down too many times. Of course, we want to make it properly, but, like, it's not the biggest deal if it isn't absolutely perfect. And what you can also do is just like your pipes, you can always try to create other models to basically hide and seams if you have problems with that. This one I most likely need to use my back up for the snapping because we don't have a grid point on this one for snapping, since it is in the center. So what I'm going to do is I'm going to select my corners, and this time, I learned from my mistakes, so I will actually have a look around it to make sure all of these are snapped. Okay. Then I'm just going to deselect this one over here. Then what I will do is I will scale it flat. And next, I'm going to do soft selection. And for this one, I should be able to, you know, if I just select this, I should be able to simply have this selected and move it. Oh, God. That taxi is not very handy. The reason it's not very handy is because it's trying to snap the entire sub selection to this point, which I don't want. So let's just do this over here. Yeah, so point selection should work. Luckily, we have a point in the center like that. And then another one, let's turn off my backup for a moment. Let's go ahead and go to my other view. Don't know why sub selection still turned on. Over here, Yeah, okay. That's quite the scale this flat. And then for this one, we need to turn on our backup again. Turn on our soft selection. So that's too bad. I actually didn't know that that soft selection doesn't work with our object snapping like that. Never noticed that. I'm going to quickly press H to height the other backup models. There we go and snap it. Oops. Snap it over here. Okay, that should do the trick. So we got that one done, so now we can turn off our backup. And now for this one, I guess because we have an even number, we should be able to still snap to the grid in order to move it. So let's go ahead and hold Shift and snap. But our grid is too small. Our grid needs to be like 0.5. Let's go display grid settings. And let's do grid line every 2.5 and press Apply. And let me just move this over here. Let's try that again. Really? No snapping. That is interesting. That makes me curious about, like, which one? Oh, wait. Let's go ahead and create a cube. That makes me curious about how long this one is. So 3 meters, 3 meters, four Okay, so that's interesting. So, for some reason, we made but we are following the backup. So, honestly, I don't really want to change it since we are following the actual one that we did inside of Unreal. So what might have happened is that the one inside of Unreal, we might have done some kind of like scaling to it, I guess. So right now, it should still be in normal increments. So 3.4. Okay, that is interesting. That is also a little bit tricky. So what I want to do, in that case, is I'm just going to, actually, I think this is it. Yeah, here. See? So we have a little bit of, interesting, I would say dimensions. However, what we can do is we can salvage this by moving it to the grid if we want to. The only problem is that if we do this now, Everything in unreel will change. All of these pills that we placed will change. So with that in mind, I will probably stick to our blockout in this case, just because it's not too important. And then what I will do is I can go ahead and I can instead of doing snapping because I can probably snap in reel, but it's easier to snap in reel than here. What I will do is I will go ahead and see if I can place this super, super closely. Let's edit my pivot and let's snap my pivot to a point, which is let's do this one. Let's snap my pivot to this point over here. Okay. And then what I can do is I can select this one, and I just want to, like, move this down because I can see that there's, like, actually, like, quite a difference between these two. Uh, you know what I will do is I'm just going to go ahead and go in my original. I'm just gonna Sorry, not in my original in my new version, move this edge down over here. And the reason I want to move this edge over here down is so that I can do better point snapping. So now I can just press Add a pivot. And if I snap this pivot to this point over here, turn off add a pivot, and then snap this over here. Now I know that it is roughly snapped. So this should do the trick. And now what we can do is we can do the normal thing that we've done before. We can go up here with the point snapping and just snap these to our points. I noticed that over here, we have a bit of a problem because this one is too far away, and this one is also Oh, no, this one is not too far away. But definitely like this one over here. I don't know. It might cause some problems. We will see. If it does, we will fix it. If it doesn't, then happy days. This one, let's move it over here. See, I guess this stuff as a learning moment for myself is too because I don't often need to do it this extensively since I have other ways of doing it, but those ways are a little bit more complicated. So I think a learning moment for me is to do this before I do the baking. Over here, we do have a problem. See? So over here we have quite a drastic problem where it is no longer matching up. What we can do is we can place a cut here. I have a feeling this is the one that we need to rebake because as soon as we start placing cuts, our smoothening changes. So we will see, as I said before, it is quite flexible using the norm maps the way that we are using them. So you don't have to, like, worry about it that much. But, yeah, this is something that we do, of course, need to really pay attention to. So I'm snapping that one, turning on back to points. And this one it's supposed to go like this, hopefully because I am moving everything up a little bit, that should also not cause any real visible problems. Okay, cool. So I think that's one will work. So let's just go ahead and leave it like it is right now and we can save sin. So we have those done. Now what I wanted to show you is I wanted to show you how to UV unwrap modular assets. UV unwrapping modular assets. It is actually quite easy. However, there's a really important thing that I've already spoken about when we first created these assets, and that is to keep them square. If we do not keep them square, it will be hell to have properly repeating UVNwps. Of course, if they are square on two lines like this, then it is fine. Like, in case of this wall, we can go ahead and we can properly UVNwp it on the horizontal line. But, for example, if you have a floor, and this is like a longer piece, it has to be divided up by two, as you can see, we've also done that. Wait, let me just set this back to five. Here we go. So what I mean is like this, we can UV nwrap Oh, to snapping. So like this, we can UVR map it because we can repeat our texture twice. Like this, we can no longer do that. The reason we can do that is because this would be the length of 2.5 textures. Now, you probably guess that what will happen is our textures are perfectly repeating around the corners. 2.5 is not a corner, in this case. So what will happen is that it will create a seam and we do not want seams. So let's go ahead and get started with our wall. So for our val, we mostly are focusing on, like, the front. We don't really care. I guess we can do the back, but we don't really care about the sights in this case. The reason that we left it like this is simply because it will block our lighting, which is good. So we want to go ahead and go to our UVTalGit. And in this case, what we do need is we do need to be able to preview our texture. So we have our texture expert. So what you want to do is right click, and I'm going to show you the AGs by Maya because I want this to be replicated in Max and blender. And you just want to create a base material. So just go ahead and click create the Lambert material in this case. This is just a Maya thing, so remove your history. But if you are using Max or blender, just create a basic material and apply texture. If you don't know how to do this, honestly, it's such a basic thing that you can find it everywhere online on how to do this. In our case, we go to color and click on this little button, click on File and then what we want to do is we want to, in this case, probably use our tiles, so we can go ahead and we can just navigate to our tiles base color, and open it. That's all that we have to do. Then we need to activate our texture, and in this case, it's a bit difficult. Here it is. We want to go ahead and click this button. Okay, so what you might notice right now is that because this is a box, it is fairly tilable already. Like the sites are tilable. However, we want to make this, of course, proper tilable. So what we're going to do is we are going to go ahead and we are going to go to create. And in this case, we can probably just like a planar mapping because it's a perfect square. So we do our planar mapping and set our, um, Projection to zero over here. Here, zero. I find a bit strange that my wit and my height are different. I'll said this to four. That might be no, because I remove mystry. So what I'm doing right now is I'm just doing a plainer mapping exactly on here. So if I just go ahead and press Enter or W, it should have Excuse me. I don't know where my projection is. That is really strange. Maybe it's a bug that it doesn't show up because it definitely works in here. So we have a plane and mapping now. The only thing that's quite strange is that for some reason, my UV editor is bugged. Okay, I guess that's a good moment to show you another way. Another way that you can do this is you can just go ahead and do, like a bass plane, and a best plane will also work because it's a perfect square, and we are mapping it on a perfect square, so it should be able to literally map it exactly over here. If you ever have any problems, like for example, let's say that this happens over here for some reason. You can also use snapping, so snapping to grid, for example, you can also use snapping inside of the UV editor. So you can guess that all we have to do is a best plane here and a best plane here like that. So that's why it is so handy for us to have everything square. Now, for these models over here, it is up to you what you want to do. So what I can do is I can go ahead and I can do a normal based, normal based, normal based and normal based over here. Oh, no, wait, these ones do not seem to work for some reason on number base. This model is being a bit strange. I don't know what's going on, so I guess I will just use a best plane because they also keep stretching. Now, sometimes what might happen is that our UV, if we go to UV sets, we just want to make sure, map one, that's the UV set that you want to be on, which is like your first UV. So that's really strange. Let's go ahead and select these sites, move them around, but they do not seem to be affected. Honestly, I don't know what's going on. This is not normal. I can tell you that. So anyway, let's just keep the UVN wrapping and we'll see what is happening. So if you go to transform and press nine oh, let's do this for all selections. Press 90 degrees to move it, and then just move it on top of each other. A bit like this. And because these are tiles, let's just go ahead and rotate them like this. And it's a little bit annoying that I cannot see what I'm doing, but it's not really needed in this case. But yeah, I definitely find this really strange why it is not yeah. This is really strange. I honestly don't know why it is not updating over here. However, I do know from experience that what we just did is fine. Like, it did update the important parts. So what would happen now is that if we repeat this, you can finally see the power of the tilable stuff. Because we perfectly map this, if we repeat this and turn off our grid, it just looks like a really long whale, see? Because the texture is repeating over and over and over again. So that's basically it for this tilable. Now, I'm just going to save machine and I'm going to restart Maya. Sometimes restarting is the easiest way in order to fix weird problems. So let me just do that. Okay, so I restarted my Maya. And it turns out, the problem is actually quite strange. Basically, you have something that's called UV sets. And if you go to UV sets, you saw me already working on this. And normally it will always read Map one. I guess because this model comes from unreal and we only changed it. For some reason, it's trying to read the second UV map in our viewboard. It is an easy fix. It's just weird that it happens because normally, it always reads the first one. I guess maybe in our material something went wrong. Anyway, if you go to your UV set editor, click on the Light MPV and press delete. Now what you can see is these are our actual UVs, and it is quite good that we double checked because what I see over here is that I need to select this one and I need to go to transform and I need to rotate this like this. Yeah, so that the leaks are going down. This one needs to be rotated also. There we go. So very strange. First time happening that that happens to me, but that's about it. So now we have our Paper Wow. Okay. Cool. So let's go ahead and save Hasen. And, of course, this will not happen with your railings and stuff like that. And the reason it will not happen with those is because they use they are from Z brush. Sorry. So the last one that we need to UV unwrap is our floor over here because we already UV unwrapped our railings and stuff. So for our floor, what we're going to do is we are going to right click. And this time, if you press assign existing material, I should have really named it. One sac. I always forget to do that. Let's call this WAL in our attribute editor. And now if we go to our floor, we can select it, right click Assign existing material, WAL. Okay, so now, I know that our floor is actually going to be like the plain concrete and not the tiles, but it doesn't matter. All I need to know is that it is repeating. So what I can do is I can go to my UV sets to get started and delete that old one. There we go, so that we only have our Map one left over here. Now for this one, what I'm going to do is we just need to make sure that it is causing two parts over here because it is a square. So what we can do is we can go ahead and we can select this one, and let's do best plane, one, select this one, best plane, two, and let's leave the other pieces for later. So as you can see over here, right now, it is trying to map this within our one by one square. This is normally what we would want. We normally would want to map this within a one by one ratio. However, because this mesh is so big, this is one of the few times thanks to the ilable workflow that we can actually go outside of these tiles. So we have this one to get started, which is the most important one. Let's move this one to the side. And let's just go ahead and go to our transforms, and let's rotate this 90 degrees. Honestly, for this one, it doesn't matter which direction, but let's set the direction with the leaks going down. And then what you can do is you can click on your pivot over here on the corner to set your pivot at the very bottom. And then if we turn on snapping, we can snap the pivot in our corner. Now, we know that this needs to be twice as big because we did like scaling. So what we can do is yeah, set the scale. It's already set the two. We can just press this little scale button and it will scale it by two. And now we can see that everything is quite exact because we kept all of our values really, really precise. Again, you can use the grid snapping, and if you right click and go to UV, you can use it to do really specific UV snapping. Now, for this one, T I want to rotate this. Also 90 degrees, pivot to the bottom, move it on the corner, and scale. There we go. And for these ones, all we need to do, Willie is we just need to map them. It's honestly not even needed, but I like to At least have whatever I have to have it mapped. It's just like a habit. It just makes everything look a little bit nicer, especially for a tutorial and stuff like that. There we go. Okay, so that is the super basics on UV unmapping a modular asset like this. And, of course, when we arrive in wheel, which we will do in a few chapters, I will show you the magic that we are going to use on our other assets. So that's it for this chapter. We have now UV unwrapped I assets. The last thing that we need to do is maybe just go ahead and right click and assign our wall material. To these pieces also, I don't really care that it is the wall material. All I care is that we have one material assigned to all of our pieces, and then in un reel, we will simply replace it with the correct material like that. Okay. Awesome. Let's go ahead and save a scene, and let's go ahead and continue on to the next chapter. And in this chapter, we will be Oh, we will be going into Substance Painter. We will start by texturing our pipes, finally. So, let's go ahead and continue with this in our next chapter. 55. 34 Introduction To Substance Painter: Okay, so let's go ahead and jump right in into substance painter. So substance painter is a super powerful software that we are going to use to texture our pipes. What is really great about the software is that we can actually texture in three D. And, of course, it's very flexible, and if you have followed the substance designer parts, you might actually recognize a bunch of stuff from the designer parts inside of painter. So what we're going to do first is we are going to go ahead and go over our UY. Once again, just like some other softwares, before we can really go over u y, we need to start up a project because right now we cannot really click or see anything. So over here we have our top bar, of course, and most of the stuff that you want to focus on is just a file where you can get new files, open files, save them, that kind of stuff. Of course, we have some Add buttons. We have some mode between the baking mode, and there's also a rendering mode inside of painter which we will not be using layouts, viewpods like most of the stuff is quite basic. But as you can see, I cannot really click anything because we need to go to file and we need to go to new. Now in here, what we can do is we can create a new project. So in here, you want to get a template. These templates, you can create your custom templates. Basically, the way that you should see it is that these templates are different texturing modes. There's a bunch of templates over here, including some custom ones that I created. But the one that we want to use is the standard one, which is the PBR metallic roughness. Because Unreal Engine uses the PBR metallic roughness method for texturing. So that is the one that we are going to use. I highly recommend that you look more into the PBR workflows over here. It is quite technical, but it is quite good to know. However, you can also just go ahead and follow along with me. So then we need to create a file. What we want to select for our file is we want to select our pipes over here. Yes, so pipes, and we want to select our pipes low poly. So that we can texture them. So we can go ahead and select pipes low poly and press open. Now, in our document resolution, substance painter is super flexible with the document resolution. We can set it to four K. However, with one button press, we can always switch back and forth between whatever resolution we want. Because substance painter also uses procedural techniques, what it allows us to do is it allows us to scale up and down our resolution quite easily, just because everything is procedural and everything will just recalculate. Actually in our nor map format, we want to go for OpenGL because that's the one that we will be using. Remember I said this before. The only difference between OpenGL and direct X is that the green channel of your norm map is flipped. So you can just flip it around if you want to choose different values. And next, what we can do is we can pretty much ignore all of this stuff. We don't really need it. You can even do outer unwrapping, but we want to go to importing our baked maps, and in here, we can import our baked maps. We press art, we can go ahead and we can navigate to the ones that we baked, so that's textures, pipes, bakes, and these are the ones that we personally baked inside of MomsetT are the ones that we will be using. We can go ahead and open them up, and then all we need to do is press Okay. Okay. And now it is load in, as you can see, this is a normal viewpod ld middle mouse button to pen round, left mouse button. Wait, let me just move this rear. I left mouse button to rotate round and l right mouse button to zoom in or you can use your scroll wheel. So it is quite a normal looking viewpod where we can really nicely and close up, look at our meshes, and we can literally texture them live. I come from a time where we still had to texture in Photoshop. So being able to texture everything live while looking at a tremol is just amazing. So what we're going to do first before we go over our U Y is we want to go ahead and change it a little bit. It's nice always to have a big viewpod over here, and I like to have my library down here, but I'm just going to grab my texture set list, and I'm just going to drag it up here like that. Okay. So we got that one, and let's make this a little bit bigger, and now we can get started. So, I already went over this viewpod up here. I guess we also went over our viewport in here because it's just moving around. There isn't much to it. So what else do we have? We have over here to the side this is quite familiar to Photoshop, and substance painter and designer are actually owned by Adobe who make Photoshop. In here, we can choose between our brush, which is the one that we mostly be using an eraser to remove stuff. Projection, which allows us to project specific textures or anything we want, although we won't be using that one in this tutorial. Our polygon fill, which allows us to select polygons, which we can use for masking. We will be using that and some extra tools like smudging and cloning and just some default tools. But the ones that you often want to use are your brush, your polygon fill, and your projection. Although we won't be covering all of these tools because Subspri is also quite a large software, it is something that you can look into if you want to. Now, right next to that is our library. Our library is similar to the library in substance designer. Here you can find everything. You can find basic materials. You can find more advanced materials. You can find generators that allow you to add dirt and dust and etch scratches and all that kind of stuff. So extra additional notes. You can find different brushes in which you can actually use your same brushes that you use in Photoshop. You can find Alphas, which are like black and white maps over here. If you want to like ld bolts or art shapes, there's so much stuff in here, including crunches. You can find textures, which also includes a bunch of grunges over here that we can use. There is a lot of stuff in here, also norm map details, and in general, it's something I'm not going to go over because it takes a long time. Like, you just really have to look into everything over here. But that is our library. So we will be navigating and using this library while we are texturing our pipes. Then up here, we have something very similar to Z brush where you can just control the size of your brush, the flow, the stroke, all that kind of stuff. However, in case of substance painter, you can also control the size and everything here on the right, which I prefer to do. So here you can also control the size of your brush to make it bigger or smaller, or you can simply right click and once again do it also. There's so many ways to control sizes stuff like that. Now, over here we have some important noes nodes. What you can do over here is you can switch between tree D view, a two D view, which shows you your texture, or you can even do a double view where you have two D and T D, which, oh, wait, it's hidden for some reason. There we go. In which you have 2d3d like this so that you can use both of them. We will mostly be working or in the tree view. The two D view is mostly if we have problems. Down here, we can switch between perspective and autographic. We would never really use that. We can control the behavior of the camera. We would never really use that. And then over here we have some modes where we can switch between the baking mode, which are already covered in a bonus chapter. However, we actually do want to open it up because there are something that we want to do. Now, I'm not going to go over this because as I said, I covered this in the bonus chapter. All I want to do is I want to send my outputs over here to four K. And I want to use this button, which says use low poly mesh is high polymsh. This means that we will not actually enter a high polymesh into our stuff because then it becomes more complicated, but it will just use the mesh that we see to bake. This one only really works for your ambient occlusion, your I guess, also your curvature, position, and thickness. So why would we want to do this? We want to do this because we have not yet generated a position map. Now, you can also generate a thickness map while you're at it if you want to, but it's mostly about the position map. It is quicker for me to generate the position map inside of substance painter than in Mm set because a position map needs to be 16 bits, and I never will like needing to, like, switch out my bit rates just for one texture. However, in here, I just need to set my resolution, press U low poly messes hi poly, select my position, and I can press Bake. And that's it. Then it is already done. Our thickness map, I guess, takes a bit longer. So that's it. Now what we can do is we can just press return to our painting mode, and that's all we had to do. I will show you later on where we can find this. There's also a rendering mode where you can actually use ray to render quite high quality renders over here. However, it's still a bit limiting in terms of lighting setup, which is why I always prefer to use marmoset or I use Unreal engine. In our case, we will be using Unreal engine. So we are just going to go ahead and go back to our painting mode over here and we will not yet cover the ray mode. So we have arrived at our most important windows. First of all, we have a layers window in here. We will have everything containing our textures, just like a photo shop, all of our layers, all of our generators, all of that stuff that will create the texture will be located here. What I can do is I can actually start by deleting the default layer over here, and then we can continue on with the rest. Now we have also a texture set list, and this one is basically the material that we have over here. If you have multiple materials, you would be able to see them here. Now, we are just going to keep the name pipes. However, in here, if you change the name, it will also change the name of the textures that we would export later on. And then we have our texture set settings, which is quite important. In our text set settings, we can change the resolution of our document. For example, we can set it to 2048 or 40 96. We can control which maps that we want to texture. So right now we are texturing a base color, height, roughness, metallic, and normal. Please note, very important, your height map inside of Substance Painter is also your normal map. I know that might seem strange, but remember if you follow the designer tutorials, where we grab a height map and we convert it to normal. The same works in substance painter. Even though this mesh does not have an actual height map that displaces geometry, we still need the height map in order to create norm map details. So keep that in mind. Don't remove it. You can also press this plus button to find more channels if you ever need a missive or if you need opacity or anything like that. Now down here, most of these things we can just leave by default. It's just like some settings. And now we have arrived at important one, and this is where we would input our bake maps. As soon as we input them, they will be used on our mesh, and they will also be used in any generators. These generators often use these maps in order to generate effects, but we will go over that later. So you just want to click on Normap and select the normal. WorldSpace map is the same as object space. So you select object space, Ambit seclusion, Empeclusion, curvature, and curvature. And we already have the position and thickness applied. Now, as soon as I wiggle wrote my viewbard you can see that now our norm maps over here have been dded now they look the same as that they looked inside of MamaseTbag. Awesome. So we now have that already ready to go. Now, down here we have our properties, and in our properties, they are the same as designer settings. If you would art something, you will get a bunch of settings over here. Up here, we also have some modes where you can choose between if you want to add some filters or levels. This is all a little bit more complicated. You can choose the art masks, which we will be using a lot. You can choose the art layers and fill layers which we will go over later on, and also on how to dd folders and other kind of stuff. So this is something that we really will be going over when we actually start texturing. Now there's a few more windows, and these windows we will already use right away. Here at the top, you have your rando settings. You have your display settings, which allows us to control the environment map. This is just like Mama Set Tolbac. It uses environment maps. So what I always like to do is I like to click on my environment map, and here you can see that if I select different ones, the environment changes. But the one that I want to use is I want to use Studio Timoco which is this one over here. So when you select that one, that one is quite neutral. And then what I like to do is I like to go ahead and scroll down to my activate post effects. And I like to activate my tone mapping over here. So let's click it on. Set the function over here to Sensitometric, like this. It does make our window or viewpot a little bit darker. So what I like to do is I like to set my gamma a little bit higher. And my exposure a little bit higher until I can see everything a bit better. But this one is a little bit closer to looking like Unreel engine, because there's always a differences. There are always differences in viewpots between UnreelEngine, marmoset, and substance painter. You can't really avoid it. You can never make it look exactly the same. However, what we can do is we can make it look similar, so that when we have our pipes and import them in substance painter, we often need to do very little changes to them in order to make everything work properly. If you want, there's also other toe mapping like vignetting. If you like to give your scenes on vignetting, but honestly, I don't really need it. I like to often turn on anti alysing over here just to make my mesh feel a little bit softer. Now for the rest, we don't really need to do much over here. You can also control your environment exposure in here just like in painter and that kind of stuff. And your environment rotation can be controlled by holding Shift right mouse button to rotate around, or you can just use your environment rotation over here to rotate it around. That's all up to you. Now that over here, you also have some shader settings. However, we don't really need these shader settings, right now, so I often leave them to default. I guess this kind of stuff like displacement and subsurface scattering is not actually needed. But basically what you want to make sure is that it is set to ASM, metal rough. The reason I'm not worried about this is because when we selected that preset, it will already set all of this stuff for us. And for the rest, it just has some history stuff and just like a log which we both do not need to use. Okay, so that is the general UY out of the way. In our next chapter, what we will do is we will actually start by texturing our pipes, which shouldn't take too long for something like this. So let's go ahead and continue with this in our next chapter. 56. 35 Texturing Our Pipes: Okay, so let's go ahead and get started by texturing our pipes over here. I feel like whenever we just jump right in and get started, it's often the easiest to understand rather than me trying to explain to you with voice, especially because I am fully aware that there are many people like me whose first language is not English who are watching this. So I want to try and keep everything as much visual as possible. So we have our pipes, and we have everything set up. Now, it works the same way as designer, and the same way as modeling. We want to start large and then go to smaller details. Starting large, the first thing that we need to do is we need to start with, like, a base material, just like what our pipes will be. Now for this, if we just go ahead and open up a reference over here, and have a look at our pipes. Now, we want to go for, like, a little bit more older pipes. So we would, like, make a balance between, yeah, something like this, like this type of, like, a bit of rust here and there, a little bit of, like, this old painted. However, I do want to make them a little bit more shiny, just because in our case, shiny looks nice. That's mostly it. So it's like a balance between these two that I kind of want to get. I don't want to get, like, that really dull looking paint. But still want to get something. And let's go for, I guess, let's do a classic. Let's do red because red often stands out a bit. But the nice thing is it's posedural so we can always change the color. Okay, so knowing that, we want to go ahead and go for a base material. The nice thing is that what you can do is you can go up here into your smart materials, and here you often have many different materials. So we are looking for a painted metal. We can go here and here you can see plastics, and here you can see normal bare metals like steel and stuff like that. And here we can steel painted. So that's already getting a little bit closer. Are not amazing, but they are like a really solid base. So what I like to do is I like to use them as a base, and then I basically throw away half of the stuff. Let's use our steel, painted, scraped green over here and click and drag this into our layers. Now, you can instantly see that we already have some sort of a texture. It's not great yet, but it is something. So what we can do is this one is placed in the folder. So if we open it up, personally, what I always like to do is I like to go ahead and turn off everything except for my base, because I like to just go ahead and, like, work on my base and then continue. So over here, what do we have right now? We have a base fill layer, which is one of these. It's just like a node that basically applies a plain color, and then it uses a filter. Over here, it looks like it uses a filter that adds like some scratches in our roughness, which does most of the stuff. I'm not so sure if I like scratches so much because it's like, how do these scratches get on pipes? That's more what I'm thinking about. Like, there needs to be logical things. But basically, what this fill layer does, and we will go over this a little bit later on on how to actually use these customly is that basically we select our roughness over here, and then we apply a grunge map to our roughness, just like we would do in substance ier. It's actually really important if you watch the substance designer chapters if you want to have a clear understanding of this. So what we would do is because I don't like scratches, is I go to my texture step over here, and I scroll down and I find some roughnesses. Some of these are actually made by yours truly, because I worked with Adobe on them. So what I can do over here is I can go ahead and I can see. Let's try, like, something a little bit grainy, a little bit spotty. Let's see. What grunge dirt, tin maybe? Let's drag it in here. Yeah, and see, just like that, you can very quickly change. You can also, do something softer like that. So it is quite handy to use maybe some leaks. It's a bit too strong. But in general, what you can do is you can just play around with it and see which one you want to use. I think I'm actually going to go for the very first one we used. You also have control over your balance over here, which can increase or decrease the amount of your roughness. Next, what it adds is it adds a default looking. It's basically a Filter, and this filter, what it does is it just like arts and metal effects. You can find these filters if you go down here to this one, which is the filters. And basically what it adds is like you have some metal effects in these filters. The way that you would art filters, just to very quickly show you, let's say that you have a fill layer over here and you make the roughness nice and shiny, you can go ahead. Let's make it a bit darker so that you can see it like this. You can see I can very quickly change the color and I can very quickly change my roughness amount. However, this roughness is really perfect. So what you would do is you would go down here or you can right click and find it. You would go down here, art a filter. Click on it, and then down here, you have some metal filters. So let's say we grab the metal finish rough, and then you can see that it will add these interesting details over here to our roughness and our base color, which will instantly make your metal feel more like, well, metal. So that is that one. Anyway, let's continue on over here. Next, what we're going to do is we are going to make our color. I want to go for red, but I don't do this. Don't go perfect. Red, go for a little bit more duller. You would be surprised how quickly something can look realistic when it's just a little bit more duller and worn out and a little bit darker. Let's see. Like that. It will often fit way better into your environment. However, in our case, we do need to have a look around to make sure that everything looks fine. I can see over here also that I can clearly see my seam. Now, this seam isn't that big of a deal because we have that little pipe thing. But here at the top, you can also see our seam. The reason for this is because most likely, our texture over here is using our UVs. Now, when N uses our UVs, the seams are more noticeable. However, you can also use something called triplanar projection. When you use triplanar projection, it doesn't look at our UVs, as you can see, to apply a mesh, but it just looks at projecting whatever we have, in this case, our grunge texture from every single site over here and softly blending them. This often allows you to, like, hide seams a little bit better. Unfortunately, you cannot do that with your metal rough over here. Oh, no, we can do it. You can press triplanar mapping over here, but it doesn't always work as well. So we are just going to leave that. Next, we can just go ahead and continue on. So what do we have? Surface details. Let's turn this on and see what happens. It looks like that these surface details are like a little bit of, like, a painted the painted look effect. I honestly I quite like it. Let's go ahead and click on the mask in our surface details. And what we can see over here is that it is using a mask editor. A mask editor, you can find up here. It's like a smart mask. You can drag in whatever you want, and it will basically create a mask. If you Alt click on it, you can see what the mask looks like. So right now the mask looks like this. And if I would go ahead and, for example, grab paint Alt and drag it on, you can see that it would change. So based upon that, if you just go ahead and go over here, you can control whatever you want with these different masks. When you click on the mask, you can control a bunch of sliders. You can control the global balance over here, which is quite good. But you can also control how much embiotclusion gets affected. And this is why we have our textures. So here we have our emboclusion and our curvature. Honestly, most of these sliders, I don't want to get too much into it because then it becomes too complicated. But see like this, global balance allows you to control the amount. Global contrast allows you to control the contrast. These texture notes over here allow you to control the breakup between your textures, and you can find these textures down here. So these are just simple grunge maps. You can once again, same as before, you can go in here. You can simply drag in a different grunge map, and it will change the effect. But I actually like the one that we have over here. So what I would do is I would, for example, go to my actually, you know what? I quite like what we have right now. So we have this slight surface noise which is looking nice. I can click on my base layer over here, and then I can control both the roughness, as you can see over here. You can also turn off the roughness if you don't want to control it like that. Let's give it a little bit of roughness and very important, I can control my height. So remember when I said that our height is our norm map. This is what I meant. As soon as we add height, it will also be translated into a norm map, but it is super sensitive. So what we want to do is we want to set this maybe to -0.01 to give it just a nice soft effect over here with our paint. So we can go to the next one edge damages. I don't like it. I'm going to go ahead and click on the edge damages because I don't like how they look. I'm going to go up here and I'm going to press remove layers. Next, we have our dirt. I don't like the dirt also. So I'm going to go ahead and remove the dirt. And next, there's, like, a sharpened node, which you won't need too often, but it does apply, like a tiny bit of sharpening to your mesh, which can sometimes look nice. So we now got this stuff over here. Let's have a look at this one because it's a bit easier to see all of our materials moons. So, I would say that we now have our base Painted color over here. That's looking pretty good. So what else do we need to do? As you can see, is we want to go ahead and we want to create some variation. What you can often see, especially over here is that you have some dirt and you have some overall color variation and that kind of stuff. I want to go ahead and start with some large variations like the dirt and the color variation, and then move into some more smaller ones like our rust. So what we can do to add some dirt is let's go ahead and go up here and add a folder. And call this folder. Dirt. Now we are going to create some custom dirt pieces. So what do we want to have for these pipes? We want to have some generic dirt. We want to have some dirt that changes the color of our paint, like fading out our paint a little bit, and we want to have some dust that is laying specifically on top of our pipes. So let's go ahead and continue with that one. The generic dust one is quite easy. What you want to do is you want to go up here and add a fill layer, and once again, a fill layer is just like a flat. And I don't need a height map. I don't need a metallic map, and I don't need a norm map. All I need is a base color and a roughness. We are going to set our base color quite low because it is dirt and dirt is often not very shiny. Sorry, our roughness, I mean, in our base color, we are going to go for, like, a bit of, like, a brownish look. So you can just go ahead and go in here and control, like, the brown looking dirt that you have over here. Now what we are going to call this is OCC underscore dirt. OCC stands for occlusion. We are going to use our occlusion map to basically generate dirt in between all of the cavities and stuff. Now, in order to use this and actually have proper dirt on this, we need to add a mask. So we can go up here and we can add a black mask like that. Now that we have added the black mask, you can see anything. Of course, if you want, you can literally paint in the dirt. However, we are going to use a generator. This generator, you can find by going up here to our Smart masks, and in here, we want to use one that is salty dust occlusion. Oh, it's out saving. And speaking of outer saving, let's save our scene so that it works so that the outer saves work properly. So let's go ahead and go saves Pipes score texture, and let's press safe. Okay, so our dust occlusion over here, we can click and simply drag it while we have our mask selected. Now, what you can see is that if we click on it and play around to the dirt level, it will generate dirt based upon where our occlusion is. It also allows us to generate or use a contrast to make it more or less strong. You can see that this happens everywhere, and it will instantly make our pipes look a lot more dirty, which is fitting for our environment because our environment is like oh, that's a bit interesting. That one I need to check out. But yeah, our environment in general, it's like these pipes are in, like, a concrete environment that has overgrown nature, so it would look a little bit dirty. So what you want to do is you want to basically play around with your levels. I'm not going to go too intense with it. Maybe something like this looks quite nice. You can try to use triplanar. Over here to make your dirt a little bit more localized. And then for the rest, you can also use your grunge amount to add more or less grunge effects. These grunch effects, you can go up here and you can once again enter a custom grunch. If you want your dirt to look different, you can, for example, grab a dirt crunch and uses and press use custom grunch and then you can see that now, it uses a different type. However, I'm just going to stick to this. Going to set my grunge amount a little bit less. And the next thing that I would want to do is I would probably go ahead and I would go into my color, and I'm going to make this color a little bit more like a grayish color because often brown really is associated with actual dirt. Now, I have this strange problem over here. I think this is like a small problem in our AO map. So let's say that we have this problem, we don't like it and we want to twin get rid of it. What we can do is we can go up here to our mask, and currently, because we have a generator, we cannot actually paint in our mask. However, if we go up here and add a paint layer, we like a layer where we can paint on top of it, like you can see over here. Now, I'm quite curious. So this one actually looks quite strong. So let's go ahead and go, press the button B over here. And what the B button does is it will show our bakes. So in our bakes, I can see that my ambient occlusion and I think also my normal nut. Let's call pre. No, my normal is fine. So it looks like that my ambidclusion, for some reason, has these white dots in it. That is really interesting. I can also see them a little bit over here. Let's look at the other pipes to see if that happens. Honestly, in this case, it's good that we have some problems because when we have problems, we can go ahead and we can fix them. So I don't see them anywhere here, only over here, which is quite strange. So let's say that, Okay, I want to fix this problem. How can I fix this? The easiest way to fix this is to simply jump into Photoshop and very quickly paint out these arrows. So here we go inside the Photoshop. I have my AO inserted. The techniques that I'm using, you can use in any software like Gimp, or you can use the Niva free software online. All I want to do is alt and zoom in to like these arrows. And there's two ways that you can fix it. You can use your clone stamp tool. It allows you over here to hold Alt and then basically stamp it out. However, what I often like to do myself is, and I think this one is a bit more specific to Photoshop, is I like to click and hold and use my patch tool. With your patch tool, you can select the error, and then you can basically move your patch, and it will also balance out your lighting. So it will make it look like there was nothing there before. I honestly, I'm not completely sure why this is happening. This is the first that I see it. Maybe our cage was wrong, maybe we had like a little error or something in our hypol you never know, but what I'm going to do is often it's just quicker to fix it like this rather than try to mess around the substance painter and then to simply update our mesh. Because here, all I have to do is just drag around it and change it like that. I can, of course, also just like, do a big drag like this if I want to, if I want to save some time. It's up to you. It's a little bit less precise the bigger you drag around your meshes, but often it does for an emboclusion because an ambulation does not need much, it doesn't make a big difference. So I can go up here and I can just simply fix it. And I don't know, I feel like often students and also in general, people, they feel like that switching back and forth between different programs to quickly fix something is like cheating or something like that. And I find it quite strange because you should have the mentality to use whatever program you can in order to create the best possible art. Of course, AIs are a little bit more of a moral question, but in these type of cases, I sometimes literally I sometimes simply switch between, for example, Tres Max and Maya, because there are some features like the topology in Maya, which is better than Tres Max. And as long as I know the software, I can just as well use it. So here we have fixed this and we can go ahead and press Save. And now it will save our scene and all we have to do. Is we have to go back into painter. We have to find our ambient occlusion and we can find it in our texts folder up here. And often what you want to do is this is based on alphabet. So we have our pipes, so we need to go quite far down in our alphabet. And here we can find our pipes AO. Now, what I want to do is I want to right click and press reload, but very important, in order to update it, you need to go to your text settings and redragon your ambient occlusion. And when you re drag it in, it is fixed, because now those embit clusion spots are no longer being taken into account with our mask. So that's it. So we now have started adding our first dirt. Now let's go ahead and start by adding maybe, like, some dust, for example. Now, for my dust, I like to right click and press duplicate my layer. Call it dust. Oh. Dust. And I like to get rid of my paint and my dirt. Dust itself, I like to often make quite gray because dust is often more gray than brown. And now you can choose what you want to do. You can try to find a generator, but I often find that even though we have dust generators, they look good to me, like they rarely do like the typical dust from above. Even when I like play around with my balance, see? They never seem to be quite perfect. So instead, what I like to do is I like to simply paint it by hand. I like to go to my brush, and I like to grab a soft looking brush. So if we go up here, we want to go for something. Normally, I use custom brushes, but for you guys, I will use a default brush. So let's scroll down and let's grab our fur soft white over here. You want to set the size quite high. Or quite big. And then what you can do is you can just click a few times. And here you can see that I'm very softly already adding some dust to my model, just like that. See? And that already starts to look quite a bit better. So we can go ahead and do the same over here. And I'm just basically clicking a couple of times because I want to not make it too intense. And if I click and hold, here it just becomes way too intense. So I just click and drag. And it will also give you different densities, which actually can look nice. Over here, and it's up to you like how far you want the fall off to be. So I'm just going to improve my fall off a little bit more here and there. And just like that because it is called substance painter. It's not called substance generator or something like that. You can go ahead and you can make it look quite nice. So we have those ones, and for some reason, click one and then press F, and then you can zoom in, same as Cebush. Over here, we don't need to do much because there's a lot of occlusion going on. But I want to go ahead and use this one. And now, for this one, I actually am aware that we are going to most likely rotate this one sideways, but just in case we are not going to do that or use it in different ways, I do not want to add dust there because I know that the dust is very specific. Once you're happy with your dust, what you can do if you feel like, Oh, no, I need to have more or less of it. No more. So if you feel like I need to have less of it, you can always go ahead and go down here in our base color, and you can set the opacity down a bit, and that will control the amount of our base color. Please note that this controls the amount of our base color. If we want to control the amount of our roughness, we need to go from base color to roughness up here, and now we can set the intensity for roughness. But I'm just going to leave it, and I'm just going to tone down my base color a little bit like this. Okay, awesome. So we got dust. Now what we want to do is we want to add some color variation to our paint. This one, I feel like it's better if we add this inside of our base painted color. So what I'm going to do is I'm going to add a filler, only turn on the color, and I'm going to show you another technique of adding granges. So as you can see over here, it looks a little bit like I don't know. It's quite generic, actually. So not so much fingerprints, just like a generic looking breakup. So what I'm going to do and I'm going to call this paint whitening. And then I want to go down here and add a black master disk. But this time, we are not going to add a generator. What we are going to add is we are going to add a fill layer. So we can go up here to our little Magic One tool artifact, and we want to add a fill. The reason we want art to fill is because adding a fill allows you to input a map, a texture. Whatever you want to input, you can now input it. So you can imagine that what we can do is we can go to textures and grab something that looks interesting and that feels a little bit similar to this. So let's go ahead and have a look, and you can click and Hofer to make it look a little bit bigger. So here we have some more dust and stuff like that. Some slashes. So we want to go for if you scroll down, often what you find here is some more softer. Oh, hey, and I made these ones. That's funny. Over here, you can often find some more softer stuff. Let's try this one. The grunge, wipe, smudgy heavy. Click and drag it in here. And now this is what we get. Not very good, but if we go from UV projection to triplanar projection, we can now press W E and R to rotate and everything. And if we select R, we can scale this down a little bit, like this. Next, what we can do is we can go ahead and we can play around to the balance to make it more or less and also play around with your contrast. And the cool thing is that fill layers, we can actually change the opacity of all of our maps at the same time. So if we would have a roughness and stuff, in a fill layer, you can use your opacity on the fill layer itself, and we can tone this down. And toning this down, this is what we will get. See, we get a nice soft paint variation. I'm not liking this grunge, so I'm just going to go ahead and see. Just try, like a few of them. I do need something like slightly stronger details. Maybe like this one over here. Oh, I don't like that one. I just need to find the right one, so I like to often just drag in a bunch, play around a bit with, like, a balance until we get something we like. You can see over here that the triplanar mapping is not always perfect because of it going because we are using cylinders. However, you can definitely see that it does on the seam. I definitely improves a lot where it can hide the seam a little bit. So I don't like this one. It's quite difficult to find one that I like, to be honest. Let's see. We have some smudges. Maybe that one will work. If we go ahead and set the tiling a bit higher. Yeah, some smudges might work. Let's grab grunge fingerprints smeared over here, and let's set the tiling to around four. So you can actually control the amount of tiling next to, of course, the scaling. So you can do the scaling, but you can also change the tiling. And let's play around with my contrast a bit more to give it a bit more contrast. And we can also play around with my balance a bit more. Quite like that. I think that looks visually quite interesting. So next, we are just going to go down here and we're going to tone it way down because we just want this to be some very soft color changes. What we can do is we can set our color to be a slightly bit red like this. And setting it slightly red, it will give it more like that grounded effect as if that this used to be red paint and then started to change the color around a little bit more, like you can see over here. Let's go in here and I'm going to set my contrast down actually. And just in general, this is starting to look quite interesting. I am going to make it a bit bigger, I think. I think set the tiling to maybe like two or something like that. And maybe let's just quickly play out a bit more with, like, it's a bit more intense. Let's play out a little bit more like our smuches because I do feel like there's, like, some harsh cuts, and I'm not sure I really like those harsh cuts that we have. So we have this one, which fingerprints dirty. I don't know. I want to get something like soft. So I guess I will stick with, like, my smudges over here. But yeah, I'm just not convinced. I don't like these cuts that we have over here. And I'm not sure I might be able to boost this up, but no, it's not working. Let's try to blur this a little bit. Be careful with blurring because blurring can very quickly make something look low resolution. So let's go ahead and add a filter on top of our grange and select the blur filter over here. And blur it? No, doesn't look good. I just don't like this one, to be honest. Let's just continue searching. I know this might take like a second. I don't know why this one is so difficult. Oh, I like this one. Okay, I guess it's not as difficult as I thought. So let's go ahead and yeah, let's do something like this. Let's see. One tiling is too small, T. Let's set the tiling to around three. Yeah, see, this feels a bit better, and it's tone down. So you basically just want to, play around with it until you get whatever you want to capture. So here we go. So now we have our pipes which are looking pretty good. Now, the last thing that we would want to do is we would want to go ahead and add some rust to this. So we can go ahead and we have our pipe, space color. Let's add some rust. And for that one, I do normally use my own custom rust, which is a lot better than the default. But in this case, because it's a editorial, let's go up here to materials. Type in rust. And then we have the rust course and the rust fine over here. I'm probably going to use rust fine, and I'm just going to drag it here at the top. So create a folder. Let's call this folder. Pipes. Color. The reason I want to call the pipes color is because I want to probably change the color for, like, our bolts and stuff like that. So we have this rust fine over here, and let's set the color to be like a little bit more of like a duller rust color, something like that, for example. And next, what we need to do is we just need to add a generator that will control our rust. You can go way more complicated with this kind of stuff. But we are going to keep it nice and simple. Let's start by setting our UV projection to triplanar to basically hide our seams, as you can see, see? That hides our seams really well, that kind of stuff. And next art our mask over here. And now, what we're going to do is we are going to probably add like a couple different masks to this to really get the effect that we want. Let's go into Smart masks and we want to get something. You do have actual rust here. You have like rust and rust drips, but these often don't look very good. Like, see, this one just looks like spotty rust drips. That one looks quite nice, I guess, but I often use, like a slightly different one. But I want to just get something that has, like, some edge damage. So let's go over here. We have edges, Uber, strong, dusty, maybe dusty. I want this to be quite a fine rust. Let's go up here. Okay, so dusty isn't working. Let's go for, like, Uber. Okay, so edges, Uber does start to give me an interesting effect. Let's go into my mask editor over here. And now what I want to do is I just want to, play around especially with my balance and my contrast. Over here. Okay. So that is looking quite interesting, what we have right now. What I'm going to do is I most likely want to create a folder for my rust. The reason I want to do that is because if I place this in a folder, I can more easily paint out the rust where I don't want it. So we have a base rust over here. What I like to do now is I like to go ahead and add another generator, but this one is slightly different. You want to go to art effect and add a generator. This generator, it is some Wi specific generator notes like ambient cclusion and curvature. But there is one and I don't know why it's in here that is called dripping rust. This one, it is quite interesting because you can set your drip intensity over here and you can give it like a really interesting control. We can set our drip smoothness to make it less or more smooth. So let's make it not too smooth. And what is quite cool is we can set our spreading smoothness. And in this one, here, we can soften things out, and then we can also play around, of course, with our overall rust control and contrast to give it like some small yeah, some slight rust. I don't know if I can set my dripping intensity to more. Yeah, I can set it to like two by forcing it by painting it out like this. So let's say maybe like 1.5 over here. And basically, the reason that I wanted to do this is because I wanted to paint out my rust in certain areas just to not make it too overwhelming. So what I'm going to do at this point is I'm going to go ahead and I'm going to add a paint layer on top of this. Go to my brushes and grab something. Hmm. Artistic. This one, heavy might be a little bit too strong. Yeah, he see paints it out too strong. I want something that's a little bit softer cement one. Yeah, let's do cement one and set the flow a little bit higher. The flow is almost like your robaste. And now what I want to do is especially like to get started around our over here. Whoa, I don't know why the rust is so strong there. But around our seams is especially like an area where we want to get rid of the rust. Over here, it looks quite subtle. And just like around these areas where we have our occlusion, I'm inside my other. That's sometimes a bit annoying. Where we have our occlusion, I want to sometimes, like, just basically paint out our rust a little bit here and there. We will make the rust stand out more later on. But for now, I just basically want to go to, like, some of these areas where it's like, really heavy rust and especially like over here where we have our seam again, and I just want to reduce the amount of rust that we have. So I'm just going to paint it away, and I keep pressing Shift right mouse button to rotate my sky. And don't just, like, paint a line. If you paint it away, softly fade it out on both sides to make it feel more grounded and less like it is less like the rust is just painted out to hide something, but more like the rust has just not arrived in that area yet. So there we go. Yeah, it is okay to have some rust. But remember, this is a modular asset, so you don't want to make the rust too intense in some of these areas. You want to make it quite generic. We can also go up here. This one actually quite like. Maybe like around here around the seams, I might want to like, because this rust, it does not abide by triplanar mapping, so it just goes straight through. So that is looking quite nice. I think we got some interesting looking rust. Now what I feel like is that I feel like that we have this rust. Everything below the rust should be like peeling paint. It should be like no more paint. It should be like almost like bare metal a little bit. So what I like to do is I want to introduce you to anchor points. Anchor points are will Awesome. What you can do with anchor points is you can go down here and art an anchor point. This means that this mask that we have created over here, it's almost like a instance of the mask. We can use an anchor point to reference this mask in other masks, if that makes sense. Also, I do note that over here, I want to, like, in my anchor point, I'm just going to go ahead and I'm going to paint out on my seam. And the way that I show this is by just holding Alt and I click on my mask. I'm just going to paint this out a little bit more to make sure that my seam is hidden. Before we do this. So yeah, because the flow is too soft, I need to sometimes redo it. And I can press M, or I can click once again to show this again. So, okay, anyway, this anchor point we'll be able to reference a mass. So what we can do now if we press M again, is we can go for example in our SMAC materials, and we can grab something like a steel rusted over here, which is like a really old looking steel as you can see like this. Now what I can do is I can go ahead and turn off the rust. So let's just delete it. You can keep your edges and your metal scratches if you want. Basically, the goal is to have a wily bear looking metal that we will end up using below it. We can have this metal and we can, for example, set our base color like to shine a little bit less. And having this bare metal, what we can do is we can go ahead and we can add a mask over here, and we want to reference our rust mask. Now, we have one problem right now, and that is that our rust is at the bottom. However, you cannot go you cannot go from up to down. The way that substance painter reads everything is from down to up because it is procedural. For example, if I go here and I add a fill layer and click on my anchor points, I cannot see any anchor points. If I grab my bare metal and move it up, go to my fill layer. Now it's able to see that one anchor point that we created. But we of course now have a problem. The problem is that I want to have my rust or this metal below my rust and not overlaying my rust. So what I recommend doing, in this case, what we can do is we can simply go ahead and copy or sorry, move our bare metal down, and we can right click and we can go ahead and we can copy our mask. And what it should do right now is it should copy all of these layers. If we go in our bare metal and press paste into mask, it should apply all of our mask layers. Now what I'm going to do is I'm going to get rid of my textures over here so that we have a blank map. And in here, I'm going to add my fill layer and I'm going on here add my rust fine like this. So what you can see now is if I turn this on and off, can I do that? Yes, you can see that now we start to get this metal base, and below it, we start to get the rust, which looks a little bit better. I'm not yet too happy about just like the overall colors of my metal, but it is a start. What I like to do in this case is I like to go ahead and we have our fill layer in our rust. I like to go down here and I like to add a levels. What I can do with the levels is I can actually increase or decrease the rust. So I can make my rust a bit stronger simply by here, increasing or decreasing the mask. That's literally all that we are doing. We are just adding more in a mask. So I can play around with my levels to make my rust a little bit stronger than my actual metal. And then what I like to do is in 57. 36 Importing Our Assets And Textures In Ue5: Okay. So what we're going to do now is we are going to get started by finally importing all of our meshes inside of Unreel engine and setting everything up. So, let's get started by importing our measures. Why not? That's probably the easiest one. Let's go over here to assets, and in our Assets folder, this is where we wanted to import our measures. So if we just have a look because we did not export our modular measures yet. Oh, let's get rid of that advertisement. Exports to Unreel, but we did export our pipes already. So what I can do is sorry, let me just get sac to move this over to my other screen. All I want to do is simply drag and drop in my pipes over here. Now, when you import something in real, there's a few important settings that we need to keep in mind. One of them is we need to go into advanced and turn on combined meshes. If we do not do this, every single separate mesh in the FBX will be imported as a unique mesh. So instead of having pipe straight, we would have like bolt one, bolt two, bolt three, et cetera, et cetera, et cetera. That one is quite important. If you ever want to use nanite, you can press Build Nanite, but we are not going to use nanite for this tutorial. The reason we don't use it is because nanite is a unreal engine specific. However, I want to teach you the introduction to environment art, which means that you can also use these techniques for any other engine, including custom engines that are made in game studios. We want to go ahead and keep the uniform scale to one, because as far as I can remember, we set our scale the same as our scale inside our engine over here, but we can just check. We can simply press Okay and import, and to double check, we can drag this in. And then I can see that it looks like that our pipes, we made our pipes a little bit too big, probably. This is just me forgetting that we probably did not really, focus on the scaling as much. Now, if you ever want to change your pipes after the fact, what you can do is you can double click to open up your pipe over here. And what I like to do is, I like to have a double view here, and this is only needed for this one. You want to scroll down to import settings, transforms, and you can choose. Or you can scale your pipes inside of threes Max, or you can go ahead and go in here and set this, for example, to 0.8 and press reimport. And then it reimports and yeah, I think 0.8 is a much better scale. I then just want to go ahead and open up the other ones, because, of course, if we do one, it would be nice if we also reimport the bend. And the T over here 0.8, and let's press re import, and that should do the trick for these pieces. Okay, cool. Now what I'm going to do is I'm just going to remove that one because I want to continue importing the rest. So let's go ahead and open up Maya here we go. And, of course, you can do the same with Blender or Tres Max because all we're going to do is we are going to export. The reason I use Maya is because I used Maya to snap and prepare my UVs for my mesh. So what I can do is I can go ahead and I can simply start in our two unreal folder file export, set it over here, and we want to export it as an FBX. Turn on triangulate, and this one is going to be railing underscore 01, and then we can just export. Next one, this our File export settings. Will underscore 01. There are also plugins that you can use to export layers individually. 1 second. Vertical pillar on the scuzzier one. These plugins are handy to look into if you are exporting a lot of meshes. I use mine in three years, Max. I don't really have one for Maya, but just something you should know. Horizontal Pillar 01 over here. And then finally, we have a floor, file export selection, floor underscore 01. Awesome. So those are now all exported, so we can go into in real. We can go ahead and we can select all of those FBXs that we just exported. And this time, yeah, we just need to go ahead and keep our uniform scale to one because I believe that these ones are imported using our modular. So theoretically, Oh, that doesn't look good. That's a really weird Did I mess up my that's interesting. Why did that mess up? Okay, so that messed up. So let's have a quick look back. Let's use our vertical pillars like a base because we did export everything from Maya. So I must have said, if we go for our vertical pillar, let's scroll down, and we want to have a look at our unit. So somewhere along the line, we must have messed up our unit. So right now our units are set to automatic that should normally work. Let's set our units in meters. And let's go ahead and export that again. Go in here, right click and re import. Wow, that's very strange. To be very honest, this has literally never happened to me before. I don't know where it went wrong. So I guess then what we can do is I guess we just need to change our units over here. So if it isn't meters, which is a little bit strange, but I guess what we can do is we can set this to. And I know it says like kilometers or centimeters or something like that. Let's go lower, I believe. We need to go. This often what it does is it just scales everything up. And else we can also always do some scaling in here, some custom scaling. So let's just go ahead and reimport. Okay, so for some reason, in centimeters, it does work. Yeah. Okay, so I guess we had to set them to centimeters. That is so strange. But that's how it goes. Whenever I'm making a tutorial, that's when the random problems happen. It always goes like that. Anyway, it doesn't matter too much. It only took like a minute to fix. So we can just go ahead and grab our wall vertical pillar horizontal pillar and just like reexport them. See, yeah, that might sometimes happen with the units. And I guess for, like, an introduction course, it's good when we have mistakes because at least if you have the mistakes, you are not left out with, like, not knowing what to do, because I can just go ahead and fix it. I just select the meshes, right click, and I press Rinpot. There we go. Now they are all working totally fine, as you can see. Awesome. So our meshes are now imported. Now the next thing that I'm going to do is I'm going to go ahead and I will start by creating our basic material. So we want to now have our meshes. Now we are going to create a basic material. Now for this, we first of all need to import some textures because we could use those for materials. That's in our texture folder. Makes a folder called pipes. Another one called concrete. And in the concrete folder, I will make a folder called tiles. Let's start with our pipes because it's like the easiest one. And if we go ahead and just navigate to our textis folder, and you want to grab your base color, metallic normal roughness, do not grab your height. Your height is like a leftover that we are that we actually do not need. When you import this stuff, there's a few things that you need to remember, and this might be a little bit confusing. If you are texturing inside of substance painter, it exports your null map as direct X, which means we do not have to do anything. Our no map is already correct. However, if you would be texturing in substance designer, you would need to do a setting which I will show you in a bit. So if you're exporting for subs painter, the only thing you will need to do is you need to go to your roughness, turn off SRGB. Go to your metallic, turn off SRGB. The reason you want to do that for these ones is because these are grayscale maps. If we turn on SRGB, it will not properly read in our material. Now, let's say that we have our concrete. So over here, we grab our concrete, and then we can go ahead and navigate to concrete main and we can grab our base color, normal roughness. I'm not going to grab my ambient occlusion because this material has almost no ambient occlusion. So I'm just going to drag this in here. This one is open GL. As you can see you can see it because the norm map is not flipped. Whenever you are exporting a norm map in OpenGL, in this case, from substance designer because we made it in OpenGL, you want to go down here to Advanced in rtexture and you want to turn on flip green channel. Remember how I've been saying, like, multiple times that the only difference is that the green channel is flipped between direct X and OpenGL. So here you can see the difference. See? So whenever the green channels flip, it looks like everything is opposite. So just flip the green channel, press Save. Open up your roughness. And in this case, it looks like that it already managed to see that roughness does not have SRGB. Sometimes it's able to detect this, sometimes it is not. I then go into my tiles over here, Roughness, normal, base color. Honestly, I also don't really need my embitcluson for my tiles here. I use that one more for marmoset. So we drag this in our tiles, flip green channel, and double check our roughness that our SRGB is done. Cool. Now, there's one last thing that I want to go ahead and do, and that is I want to go my textures, right click New folder. And add a folder called grunges. Now, the reason I want to do this is I want to export a few grunges from substance designer. The reason I like to do this is because in our material, we can add some, like, procedural looking dirt on top of everything else, which might be nice. So if we just go in substance designer, create a super quick, new substance graph and just make it empty. And just call this like grunges and press okay. This is going to be super quick. All you want to do is you want to export a few grunges that you like. In my case, the ones that I like is I like some grunge leaks over here. Maybe I also would like to do grunge map 013 over here. And let's see, something that might look interesting, visually interesting. Whenever we export. And let's do grunge map 01. However, I like to change my random seat. Awesome. So we have these crunches. Now if we press space and add an output over here, what we can do is in this output, we can go at and call this crunch. Copy the identifier and paste it also into your label. This just this naming conventions. And then what we can do is we can just go ahead and we can copy this one, two, and three. So here we can go ahead and call this grunge. This one we can call grunge underscore 01, and also in the label score 01. And this one can be called Grunge underscore 02, and in the labele underscore 02. This one is just the identifier, which is your note. This one is the name that your texture will use. So it's just like a texture name. We then drag these in here. And all we need to do now is if we just go ahead and textures, create a folder called grunges and we can just very quickly export these. Normally, you do this within 30 seconds or something when you would not be dark. TGA, export, done. That's all. So now we have these three grinches. I'm not even going to save my scene because I know that we don't need it. I'm just going to grab these grunges and throw them in here so that we now have some grunges to, like, play around with. Okay, we are now ready to start by creating our material. 58. 37 Setting Up Our Materials In Ue5: Now that we have imported our textures and all of our assets, what we're going to do is we are going to create our material. Now, we already went ahead and we created like a plain master material over here, which already showed you, a little bit of the basics on just like creating color and roughness. And it showed you the concept of material instances. So we don't have to go over that again, but what we're going to do is create a new material and call this main underscore master. Let's go ahead and open up this material, and I'm going to keep it nice and simple. What we want to do is we want to go into our pipes, select all of our pipes over here and click and drag these textures in here. So now we have our textures that we can use in our material. So there's a few things that we are going to go ahead and do if we have these textures. The first thing that we want to do is just like we can expose, if we go into our instance, we can expose our color and roughness. We can also expose textures so that we can replace them. You can do this by right clicking, and then you could convert this to perimeter. However, there are two different things. I will start by creating our material for our pipes, but we are also going to create a specific material for tilable textures. So for now, just go ahead and press convert the perimeter, but this is something that we would need to change with the second one. We are going to for the pipes, make a very basic material. Call this base color. This one is metallic, convert pemter metallic. This one is normal, convert the pemeter normal, and this one is roughness. Convert perimeter. Roughness. Okay, cool. So we got these done. Now there's a few things that I want to do. So in our base color, I always like to add a multiply, and I always like to multiply my base color using a constant t vector, which if you remember, is a plain color. So for this plain color, I like to set this plain color to white, completely white, right click and convert Spemter and call this color overlay. This allows us to slightly change the color of whatever we input in here. It's like a color overlay, almost like multiplying a color on top. We drag this one into the base color. Normal goes into normal. In our roughness, I want to multiply. And I want to multiply my roughness using a S click, so scale a perimeter and call this roughness amount. Multiplying our roughness by a value, which a default will be one allows us to control the strength of our roughness on top of our base roughness. Next, we have a metallic. We don't need to control the strength of our metallic. However, I can imagine that not all the textures that we might ever use have a metallic. I know that we only have one pipes that has metallic, but let's imagine that you have multiple textures, but not all of them use a metallic map. What you can do is you can add something called a static static switch parameter over here, and call this has metallic. This is basically like a switch just like a substance Zina turning it on and off. You can say if it is true, input the map. If it is false, add something called a constant, which is a plain value of zero, and then you can send it to metal. So if it is true, it will use the map. If it is false, it will just be zero, which means nothing. That's all. This material is already done. As I said, it's a very basic material that we are working with. And for the rest, we will simply balance our texture inside of substance better. So we can go ahead and we can save this. So yeah, parameters, parameters and multiplies are your friend. So now we are going to go for a slightly more complicated material. Also, I don't know why my material is so weirdly, laggy in here. But let's go ahead and save this. So we now have a main master. Now let's go ahead and create another one. And what we can do for this one is we can actually duplicate our main master and call this main master underscore WS, which stands for world space. So this one is a little bit more interesting. If we open it up, we want to go ahead and for world space, we don't need metallic because we don't have any metallic texture, so we are just going to delete that. When you delete metallic, it will become zero by default, but we want to keep the rest. Now, worldspace uses a different setup of UVs, but it also uses a different setup of textures. So what you want to do is, let's go ahead and let's use our concrete in this case. Let's drag in our concrete textures. You only have to do this once, as I said before. When you convert something to a parameter, you can just replace the textures in your instance. The only reason I'm doing this now is because I'm using new textures is just to give you better visibility. So what you want to do is in your texture disc case, because our UVs, we are going to use a UV that cannot read a RGB texture that is exposed. It needs to read almost like a collapsed RGB texture. So you want to right click and convert to texture object. Once you've done that, you can see that everything is basically collapsed into one texture, and now the node that we are about to use can use it. If we right click and now convert this to Pemter we can call like a base color, and let's also delete these other ones. So this texture, we need a node, and it might look quite overwhelming, but it's actually quite easy. It is called a world aligned texture over here. So you can almost see like worldspace world aligned, triplanar. They are all the same. Everyone just likes to use a different word. Now, it looks like a big note, but all you need to do is you need to plug your texture into the first one. And then you want to control the tiling into the second one. Now, what you can do with your tiling is if you just go ahead and right click and then in here, we can go ahead and we can add, oh, sorry, we don't need to do that. Just as click and art a scale parameter, and call this tiling. Now what we can do with this tiling is we can go ahead and we want to always go with quite a large value like 250 because it is tiling across the entire world. Unlike the original tilings, which one and two looks quite large. Over a large area like the entire world, 250 is actually probably quite good. So remember, we also have some tiles on our walls, those tiles the ones on our walls, we might want to end up using our main master material, and I will show you in like a bit. It just depends. It all depends on what it looks like. So anyway, we have our world align texture, and then you want to grab the XYZ and plug that one into, in this case, our multiplier for our color overlay and use it like normal. So we can go ahead and right click, convert the texture object, convert the texture object. There is a bug, where if you convert it to texture object, sometimes it changes your output. So double check that you have your textures. If for some reason, the texture is different, you can always go in here, click and drag and then apply the correct texture. It's something that you will know what I'm talking about if you see it. Our world line texture, we can copy and use it also for roughness. However, a norm map is a bit special. So we use this with our roughness. A norm map needs something called a world aligned normal, because normal maps use specific directions to manipulate lighting. If we all of a sudden start changing our UVs of our norm map, it can cause lighting errors. So just imagine Normp needs to use world aligned normal, same tiling. And then over here, what we can do is, I want to show you another fun node. So this node is called the what blend angle corrected. Normal. Oh, no, no, sorry, that's not one. I completely forgot what it's called. It's a normal strength note, but I honestly completely forgot what I called it. Uh, give me 1 second. I remember it is called the flatten normal over here. I don't know why I forgot about that. So basically what we can do is we can input our XYZ texture into the normal and then add a scale parameter and call this normal underscore strength. We might not need this, but it is cool to just have this additional map, and I think we need to set a default to one over here. It's cool to just have this additional map which can give us control over the strength of our norm map. So we now have a base texture done, and let's go ahead and at this point, just try it out, and then we can go ahead and improve it. That save sin over here. And also save this one. Now if we go ahead and we can go to our materials, what we can do is we have our main mask rover. Oh, let's move this out of the way. Right click, create the material instance and call this pipes underscore Rd, for example. Now we can open this up, and in this case, we can just go ahead and turn on he metallic because these are pipes. We want them to be metallic. But for the rest, everything is fine. So we can save our scene. And then what I like to do is I like to often have this one as like a smaller separate window. Let me just move it outside. And now if I go into my assets, I can grab my pipes. I can grab my pipe straight and my T. And then I can, of course, make these windows smaller to dragon drop or I can simply go to materials, click on my pipes red, and then go over here and press this little arrow button. And this arrow button, it will apply our material. Now, you can save everything here. Or what you can do is you can go back to your scene and just press Save A, and then it will automatically save those pieces. And give the second because we are actually saving quite a bit of data. Here we go. Okay, it's slower than expected. There we go. Okay. Awesome. So what we can do now is we can go ahead and let's say that we drag in our pipes, and then we can have a look at what we need to do. So we have our pipes over here, and like a few things that I already notice is that it is too dark right now, and the roughness response is not as nice. But I just want to go ahead and polish those things later on. Let's say that I grabbed this pipe, I duplicate it, and now with it being duplicated, I can go ahead and just drag in my tepose. I can set my snapping to, for example, ten, and I believe a snapping of ten should work. No, this one needs like a snapping of one, I believe. Oh, no, wait. Actually, the T pose, the reason why it's not snapping is because we did like a unique thing to it. So let's leave that one. However, this one should snap and else I did something wrong. So let's go ahead and snap this one. Yeah, there we go. So this one does properly snap. Okay, so we have our pipes now ready to go. Now, just to show you some of the controls, if I want to, for example, increase my roughness, I can set this to like five to decrease and like zero to make it much stronger. And now you can see that we have some shine. So although I'm not happy with the material response, I could go in my roughness amount and set this to like 0.8 to start bringing out a little bit more of that shine or 0.6, for example, like this, which will look quite nice. However, I tend to not often use this value unless I'm in a rush, and the reason for that is because I like to properly do it in my texture. When we do it in our texture, at least we know that our model does not rely on a specific material to work. So we got this stuff over here ready to go. We can go ahead and save scene again. And now what we can do is we can go ahead and start with the second one. If we go to our main master world space, we can create a material instance and call this concrete underscore. Let's make this like a plain one over here. So in the concrete plane, if we just open this up, there's already a few things that I know that I forgot to do, and that is that I forgot to import my baked maps which we need to apply. So let's go ahead and we have over here concrete, and we can use this one on our floor. Or no, wait, sorry, this one will not be used on our floor. Yes, this one will only be used on our floor. Sorry. So we can use this on a floor over here. We can just drag it in here. Materials concrete plane because we are going to create separate materials for every Bakes map that we have. So here we have concrete plane in our floor. And now the cool thing just to show you before we move on. If I drag on my floor, you can see that the texture is wordspace and when I move it, you can see that the texture kind of moves with it. This is great. The only thing limit to wordspace that if you go sideways, the texture will be world space, so it will still be straight, so it does not follow your shape. However, for flat shapes like this, we simply don't need to do something like that. Now, all I would say with this one is I would go in my tiling and let's set it to 400. See to make it a little bit larger. I think 400 looks fine. So we can go ahead and save this. Now, what I'm going to do is in my textures, create a new folder and call this normal base, for example. I then can go ahead and I can go into my textures modular bags, and I can drag these three bags that we created. Throw them in here and don't forget to open them up. So it takes a while for unreal to remember that you want to open it up as a separate window. Sometimes it's still thinks like you want to open it up as like a large window or something like that. But anyway, flip the green channels of your normals. And that is the second thing that we are now going to art. If I go ahead and create a material, so just duplicate my concrete plane and call this railing on the score 01, for example. Now, I can go ahead and I can open up my railing 01. Let's drag it in here. It's nicely rotate it over here and open it up, select ailing 01 and apply it. And that's just press safe. So over here, you can see that, of course, now none of our no map details are actually in here, and this is because we have not yet assigned a normal. However, we can see that thanks to the UVs, everything is always perfectly tilable. Even if I go ahead and I use this, set my snapping to ten, and it should snap properly. There we go. You can see that now everything stays perfectly tilable even at the transition piece, which is over here. And that is the nice thing about worldspace that you don't have to worry about that kind of stuff. So for this one, what we want to do is we want to open up our main master worldspace and we want to drag in temporarily like let's do the ailing one, ailing 01 and drag it in here. Let's actually move my roughness down over here. Now, what you want to do in your railing 01 is we do not want to use a world align normal because we created a specific UV. If we would use world align normal, it would not work. So all we are going to do is we have this texture. We are going to right click and convert this to a parameter and call this unique underscore normal. Then we are going to create a static switch perimeter over here and call this has unique normal, which allows us to turn it on and off. Because, for example, for our floor and our wall, we don't want to use this. Now what we are going to do is if it is false, use this one. If it is true, we want to use something called a normal blend angle corrected normals, this one. And what this one does is it's the same as the normal combine in designer. You plug in one normal in the base, and you plug in the second normal and it will blend these two normals together. We then plug this into our has unique normal and set this to normal. So now what should happen is if I go ahead and save my scene, I can go to my hallway. I can press search on my railing one and open it up. If I turn this on, what should happen is we should be able to see our baked norm map. So we click it on. And there we go. See? It is subtle, but it does art, especially in the lighting, that's where it comes together. In our lighting, it arts over here our baked normal that we have created. Once we have proper lighting, it will work even better. So we have that one. Awesome. That's looking pretty good. Now there's one last thing that I want to do and that I want to add some overall variation. Sure, we are also going to add details and stuff to create leaks and that kind of stuff. But in this case, I feel like that I want to use one of my grunge maps to add some special variation. I can go into my grunges and I can drag one of these grunges into my main master worldspace. This one can go up here. We can start by a static switch parameter. And we can call this has grunge. If it is false, it will use this one. However, if it is true, what will happen is that this grunge map, if we just right click convert the texture object, right click, convert the premeter and call this grunge. We want to grab a water line texture, so Control C Contrave, and we are going to create a new scale premter that we'll call grunge tiling so that we have more control. Sets to 200 and plug this in. So basically, what we're going to do is we are going to blend this grunge using a color. Now, the way that we can do this is we have over here a multiply, and we can add something called a larp. A larp, sorry. Yeah, technique it's called a linear Come on. Where are you? Linear Interpolate. I always forget how to wide it. So we just call it a erb, but it's called linear Interpolate. You can see this a bit like a blend inside of substance designer. See how much stuff comes back between different softwares. So what we want to do is we want to grab our XYZ texture for a grange in the Alpha, and then we can blend between two things. In the B, we are going to use our texture. And now in our A, we can choose what we want to blend this with, and we can choose to blend it with a color or we can choose to blend it with a different looking concrete. Let's start with a color. Let's copy our color overlay and call this grunge color and set this one to be a little bit like a brownish color. To make it like grunge and plug this into A. So now what will happen is it will blend these to this color and our material using a grunge map. Everywhere there is white, there will be this grunge color. Now we have one problem now, and that is that we have no control over the strength. If I would go ahead and plug this in here and press save, and then in my material, I would turn this on. It would just give us this really strong looking grunge everywhere. But I don't really want that. I want to have control. So all we need to do after is we just need to add a simple multiply like this, and then add another scale parameter, which we'll call grunge strength and set this one to one. So this scale parameter, what it allows us to do is we are blending our map and then we are controlling the strength by a multiply because when something becomes white in a multiply, it will overt. Oh sorry, when something becomes black in a multiply, it will overide it. So now if we go into our hallway hallway. Now if we go into our main scene, we have our grind tiling and our grind strength. First of all, for the tiling, we can set this maybe bigger to like 400. And then our grind strength, we should be able to control it. If we set it lower, it becomes darker, and if we set it higher, A, that's not yet doing what I want. I want to invert it. Let's go ahead and let's go in here. So we need to basically invert these controls because right now, if we go lower, it becomes darker. This sometimes happens with our grinch. It's sometimes a bit difficult to see. There's a multiplier, but there's also something called power. And sometimes we might want to use power. So first of all, let's go ahead and try to use power that might look better over here because we are controlling the grunch. Oh, wait. I'm sorry. I am messing up. I need to, of course, do this before I do my Alpha. That's why it's not working. Let's go ahead and plug this into Alpha like this. So let me just remove this. So of course, because right now, I was changing the I was changing the entire texture. However, I just want to change the amount of rough, my grunge so that when it becomes dark, it will just show less grunge. So let's try that one. Try again. Grunge, if we go lower, it becomes more, if we go higher, it becomes less. So now if I go ahead and go in here and invert it and you can invert it by adding something called a one minus node, and it's just like invert node. We can plug this into our offer and pre save. And now, if we said it lower, it becomes less. If we said it more, it becomes darker. The only problem that we have is that it tends to blow out, as you can see. So we get some subtle changes, and we probably want to stop at around like 1.5 is probably the area that we want to stop. Remember how I showed you that power node. Sometimes the power node works better. I don't use it often, but just to show you, sometimes the power node does do a better job of, like, capping things. And else I will show you another technique. So let's just save this. Here, so now we control the power, here, see? And you can see that power often keeps everything in line a little bit better. The only thing is that it is now inverted again, so we need to, like, Well, we just need to play around with how much we want. If you willy are set, to not having it inverted, you can just remove this invert node. And now, it should give you ARC, better strength controls. So let's use power in this case. Just to show you if you wanted to cap your multiply, you can go to your ground strength and you can set the maximum to be 1.5. And then what it does is it never allows you to drag this beyond 1.5. So that's something that I do want to show you, but it's just not needed. Oh, sorry. In this case, I'm going to keep my strength to zero. Delete my multiply. So we have a grunch. We control the strength of this crunch. We blend a color and our base material using the crunch, and then we control if we want to have it turned on or off. That's pretty much all that we need. So now we can very quickly and very easily have some control. If you want to set some base control, let's say that we want to set our base control to be 0.1, you can always go into your grunge strength and set to 0.1. This is nice because then 0.1 becomes the default, so we don't need to mess around. You can also go into your grunge and change the grunge type. So I can go in here and see, I can drag in different grunges and they all have a different looking effect. So if I have this one, I think maybe grunge map 01 over here. No, actually, you know what? I actually like the first one more. So let's go ahead and do this one, and let's do 0.12. Awesome. Okay. This one is now done. So now what we can do is we can actually just grab this railing one and we can press duplicate and call this vertical pillar underscore 01, and we can duplicate it again for the horizontal Pillar underscore 01. These worldspace UVs, they are amazing for very plain looking materials, and I will show you why they might not be amazing for our wall tiles. But first of all, what we are going to do is we have these two materials. We can go into our normal bags, and this is our vertical pillar, so drag in the vertical pillar unique normal and horizontal pillar into the horizontal pillar unique normal. Okay, awesome. Now, in our assets, if we go ahead and open up the vertical pillar, and we also want to open up the horizontal pillar over here, I'm going to make them smaller because it's faster. Then what we can do is in our materials, we have our horizontal pillar, plug it in, press safe, and we have our vertical pillar, plug it in and press safe. Okay, so now we have a vertical pillar ready to go, and we have a horizontal pillar also ready to go over here. So that's looking pretty good. We now got a pillars. All of the world space is working. We got some extra additional dirt, as you can see over here when I moved around. So that's all looking quite nice. Now, the last one that we have is we have our wall, and I wanted to show you if we get a problem with this or not. Right now when we drag WAL, you can see that WAL it's the tiles. They stop perfectly at the bottom and at the top. However, you can imagine when you don't have control over your UVs and let me just create one. Let's do concrete plane. Did I set my Let's has crunch. My concrete plane. What happened? To my texture objects. That is interesting. Sorry, I'm not sure where my base color. Oh, wait, I need to convert spremter Normal and right click and my roughness. Now, what you can see over here what is happening was what I was talking about that sometimes it loses its texture. So you just need to go ahead, select your normal and just grab your normal over here and just plug it in. Select your roughness and plug in your roughness. There we go. And now we can go ahead and save this. No and now, if we go to our concrete plane again, sorry if I drag out my windows built, you can see that now we can expose our normal and our roughness. Okay, so we have our concrete plane. What I'm going to do is I'm going to call this one, duplicate concrete underscore tiles, and open that one up also. In my concrete plane, I just forgot to Oh, now the grunches is fine. So we have our concrete tiles over here. What I'm going to do is I'm just going to go ahead and I'm going to replace my base concrete for my tiles. So we have base color. Normal and roughness. Now, if I would go ahead and I would plug this on here just to show you because I know that this will not work. I'm just going to drag it in. What you can see over here right now it looks fine. The reason it looks fine is because we are at a right level. However, you can imagine if I move this up, see? I no longer properly leaves the tiles at the bottom and the top. So the tiles are no longer, like, nicely organized like we had over here. And that is the problem with worldspace when you have something more specific and you don't want to have the tiles cut off. So I personally, for this while, I don't want to have the tiles cut off. I want to have them at, like, a proper level. So what I need to do is I need to go ahead and I want to use my main master for this. Now, in my main master, I'm just going to go ahead and go to my main wordspace and I will go and copy the grunge system that we have over here and throw this in here. Plug in your multiply into the sorry, into both this one and into the false one and throw this into your base color. Here we go. So now we instantly have our grunges also in here, and I believe that yeah, we don't need unique normals for this, so that's all that we have to do. We can go ahead and we can save our scene. And because the grinch is automatically set to falls, it will not mess anything up. Now, Colt, you can simply go to your concrete tiles over here, and you can replace your master by scrolling down in your parent. You can replace it to main master like this. Then all that we need to do is we just need to plug in our correct tiles over here. And now you can see that now everything is looking good. We have our tiles, we have everything ready to go. It is curious that I don't have my no map strength in here. Let's go ahead and grab our no map strength also and paste in here. Although we never use no map strength for uniquely baked normals, only use it for tilable materials. But let's go ahead and save this. And then is the default correct? I feel sometimes the default needs to be inverted or zero. Yeah, so the default needs to be zero. So let me just go ahead and set this to zero over here. And also in the wordspace, let's set this to zero, and then we can just play around with it. There we go. Okay, so the default is now set to zero so that you do trick. And now when we move our wall, you can see that it stays the same. However, we still have those grunge controls, see? Okay, awesome. So I would say that at this point, our materials are ready to go. We might need to do some balancing, but what we can do is we can, first of all, place all of our measures. And then what we can do is we can slightly balance out our materials. So let's go ahead and continue with this in our next chapter. 59. 38 Replacing Our Blockout Part1: Okay, so now that all of our meshes are prepared and our materials are set up, what we're going to do is we are going to go ahead and already start implanting our environment. So we are going to start replacing our blockout with our actual environment. And now it's mostly just a hope that all of our how you say it, all of our pivot points stay the same. So first of all, we can test this one out over here. So if I would go ahead and by the way, these are leftover materials for when we import it. So you can just go ahead and Oh, looks like wall number one, I just need to replace that one, but then we can just remove that stuff. Concrete tiles. I think that's the one I want to use. There we go. Safe. And now we can go ahead and get rid of all of these junk pieces like that. Okay, so wall number one, let's hope. That's not good. So it looks like that for some reason, it messed up its rotation. That is really weird. So let's have a try over here. So it looks like that our wall number one is simply not working the way that we expect it to. I can double check my rotation. I'm actually really surprised by this, so I guess it's just a rotation, right? Yeah, it looks like it is just a rotation. In that case, I guess what we can do is, let's see. So we need to rotate on which axis on the Z axis, we need to rotate to 90 degrees. So what we can do is we can go over here, transform rotation and set this one to 90 and then press re import and save. And now if I go ahead and replace it now. Oh, and by the way, you will need to go into your material, and you will need to press this back button because we accidentally replaced all of our materials. Okay, so that seems to fix it. So that's really curious because, of course, when we inputed the wall, we did not change the rotation. So somewhere along the line, it kind of broke. But the nice thing is that for these pieces, we can multi select. So we can select all of these pieces, drag in all of our walls, and replace it with concrete. So that is quite handy. Unfortunately, because we do not actually have real names in our blockout pieces, we are not able to just, like, select all of the walls in here, but it shouldn't take too long to, like, replace this kind of stuff. So what I will do is, I guess, maybe I will not do all of this in real time because it might take a second, but instead, I will just, like, test everything out, and then I will just start placing it. So the second one that we are going to replace is we have over here our verticalpllla. If I just go ahead and drag, that seems to work also totally fine, we have a vertical pilla over here. Same over here. One thing that you might want to do with these vertical Sorry, I had a cough. With these vertical pillars is right now, most likely the rotation never changes. And because of that, the damages that we have are always exactly the same, see? So you might want to just go ahead and simply add a quick rotation. Also, over here, I see. I'm not sure if this is a lighting error or if this is a normal map error, but it looks a little bit dark, so that is something that we might want to double check in our material. If I just do that concrete plane. Okay, so Okay, so I guess that's just like a lighting thing. So that's something we need to fix later on. So anyway, our vertical pillars are also working. So let's just go ahead and reset that. Let's try our floors. Try get in our floor piece. Floor pieces are also completely working, so we can just replace those. That's also looking great. And now I know that our railing pieces, we were going to replace anyway. So for these pieces, what we would end up doing is we would end up, grabbing our railing and just do the normal stuff where we move it into place like this. And at this point, at that point, you want to go ahead and turn on snapping and want to start copying this railing over and over again to replace all of these railings. However, what I will do is I will run a time lapse after we've also finished testing out the horizontal pillars, and I will do all of this stuff. So we got this stuff, which is great. We definitely need a lot of details in order to basically break up all of these really similar looking concrete pieces. So our pipes we are going to redo. And then over here we have our horizontal pillars which seemed to have also the rotation problem. Let me just check. This one was also a horizontal pillar. Okay, so we need to rotate it probably the same 90 degrees. So if you just go ahead and open this up, that's really interesting. I've never really had that before. It's funny that it's a beginner course and I've already had multiple things that I've never, ever had before. So one thing I notice here Hmm. That's interesting. It's like the scale. See? The scaling of our horizontal pillar has changed a bit. So I guess that was the problem that we had before. However, it is quite strange why it would change like this. So what we can do in order to fix this is we can quickly grab our box just by finding it. X asset actions and export. And let's go to export from Unreal horizontal Biller underscore ten. And let's go ahead and export that. Now if we go into Maya let me just drag it over here. We have a horizontal pillar. Save our seen before we do anything, file import, and we want to go ahead and import this, and then we are just going to match it up again. I don't know exactly what happened, but it's something you get used to. Sometimes just happens that over time, a lot of stuff changes. So over here, I can see the rotation changed and not so much the position, just the length. But this length is correct. Remember? Well, you guys this length is at least properly sitting on the corners. So that was that confusion that I was talking about before. Got a whole J, and I'm going to rotate this. Now for this length, we should be able to just simply scale it up without too much problems. We have this one, and then what I'm going to do is because it needs to snap to the grid, I can remove this one and I can simply go to my side view, and the scaling that we did, it will not be enough scaling to really impact the k. So what I'm going to do is, I'm just going to do soft select, snap to grid. That's one. And for the rest, everything should still be exactly the same. So we can also do Soft select here, and there we go. And here, even in our unique UVs, you can see that it doesn't make a big difference. So let's go ahead and export this again. This one is going to be a horizontal pillar. Okay. Let's go in here, assets. Open up a horizontal pillar and set this back to zero and then press reimport. And there we go. So now, because we changed it, that should do the trick. Perfect. So now they do actually fit together properly, as far as I can see. Yeah. Okay, great. So those are now also fitting together. So in the end, it still saves us a lot more time doing it this way, compared to me basically redoing the entire environment and replacing almost everything. So now that we know that everything is working over here and we are happy about that, what I'm going to do is I'm going to kick in a time lapse in next chapter where I will be replacing my new models with our original blockouts. So let's go ahead and continue with this in our next chapter. 60. 39 Replacing Our Blockout Part2 Timelapse: Mm B Do. D And I No. 61. 40 Creating Our Decals: Okay, so if you have seen the last time naps, you can see now that we have done most of our level art. There's still some balancing, like we want to change one of the pipe colors and that kind of stuff. But just in general, we have most of our level now ready to go. So what are we going to do now? We are going to do something quite important, and that is, if we just bring up our reference, we are going to start working on some details. Right now because we are using the same concrete material over and over and over again, what will happen is that everything looks very similar, which makes sense. Now, of course, we are going to later on break this up using lighting and using our foliage and that kind of stuff. However, another great way to very quickly break up flat surfaces are decals. And decals are basically two D textures that we project on top of our three D models in order to create leaks in order to create everything for moss and all that kind of stuff. So that's what we're going to do now. Now, let's get started. What I want to do is I actually want to go ahead and go to texts.com over here to get some free decals. Texaco has a nice decal layer over here. And here we can find some classic leaks and some bottom calling and that kind of stuff. So let's go ahead and let's say that we start with some leaks because they are the classic ones. Let's go for some dark leaks, and then what you can do is you can go in here and you can find some really interesting looking leaks. We want something that's not too strong and intense, maybe something like this, although this one looks a little bit soft. This looks quite much like concrete or this one, maybe. This one over here looks quite nice. So when you found a leaks that you want to incorporate, oh, this one is also actually really cool. Do this one, for example. Then what you can do is you can go ahead and you can download it. Now, you can get some premium credits. I have some premium credits right now, so I could download a big one, but you can also get the free one. Decals don't need a lot of resolution. In my case, what I will do is I will go ahead and I will just in this case, download a slightly larger version. And now what I can do is I can go to hotShop. And the Vote shop, I want to create a new 2048 by 2048 file over here. And in this file, we can go ahead and we can place our decal that we just downloaded just by simply dragging and dropping it in. Now, these decals, they have to be in the center. That's the only thing. Like, there's different ways to make a decal. The way that we are going to use it is we are going to use the built in system in UnwilEngine. This does mean that we have quite a bit of, like, wasted space, wasted empty space. But what we can do is thanks to that, we do have a lot more flexibility because we can do like projection painting and everything like that. What I like to do is I like to make my decal a little bit smaller over here, and I can go ahead and get rid of my background. So let's get rid of that. But now, one thing I do like to do is, I like to get rid of these ends because the ends never really look good. In Photoshop, if you have this little icon over here, just right click and press rests layer so that we are able to edit it. And then all that we need to do is if we just go ahead and go for array tool and then just find a brush that looks a little bit more interesting. I don't have a lot of brushes in Photoshop myself, but let's say that, let's see what is there Yeah, just like some of these just a random brush. And then what you can do is you can, oh, I need to make this a bit smaller. You can go ahead and you can paint out the end a little bit like this, almost to give it like a fading effect. So just like carefully paint it out. And that should often like already do the trick. Now that we have this over here, ready to go. So I'm not happy what happens here, so let me just there we go. Now what we can do is we can go ahead and we want to duplicate this layer because now that we have our color, the next thing that we want to do is we want to create a mask. Having our color is fine. However, we need the mask in order to tell unreal where exactly the decal is located and do not try and render everything. So this is really easy to do. You basically duplicate your layer, then you click on the layer below, and then you go down here and you add a solid color, which is similar to a fill layer inside of substance painter. You make this black, and now we basically have the black background with our Digal on top. Once that's done, you can right click on this, blending options. And then if you go to color overlay, you can set this overlay over here to white. Like that. Now one thing I do definitely note that over here, wait, do I have to smudge? Did I have to wong brush? I have a feeling I had to wong brush, which caused some arrows. That's interesting. Oh, wait, our strength is too low. There we go. No, no, wait. I don't know what's going. Why is it back to smudging? I guess the special effect brushes only work with smudging. That's weird. This one also does not seem to work. That is quite annoying. However, I guess another way that we can do this is we can just, like, that's really weird. We can create a layer set to black, and then anything that we paint in here, it will just become black, you can see, because this is what we are about. We want to get rid of these ends. I don't know if this one, here, these are all smudge brushes, except for these ones. That's really interesting that you cannot just control how you want to use your brushes. Weird. Okay. I will try and, like, make this look a little bit decent over here by getting rid of it. And I should I have a bunch of brushes, but I don't want to use them. I want to try and use some default brushes, but I do have my own custom brushes that I actually created. Anyway, so we have this one. Now what we can do is we can select our base, along with all of my layers, right click and merge them. So we now have our mask and we have our decal. You want to go at the select your mask, Control C, press A to select everything and Control C to copy. Hide it, click on your base, go to channels, press the little plus button at the bottom and Contrave. The goal is to end up with a mask in your Alpha, but have the rest of your decal here ready to go. Now at this point, we are ready to go ahead and textures decals over here to place it in here. So we can go file, and I like to go ahead and I need to do save as copy on my computer, and I'm going to go ahead and save it. In this case, I will save it as a PNG file. Oh, no, we don't even need to do that. I forgot to do one thing. I forgot to do one thing. What you want to do is add a quick solid collar. Move it down so that your decals on top. Double click on the salt color and click on like a plain color in your decal so that you have a background. This will avoid getting any type of white lines behind your decal. So now we can go ahead and we can do file, save as copy, and we can go ahead and save it as a Tager file. Leaks underscore zero, one. And there we go. We only need a base color. You can in decals use roughness and you can use your height map and all that kind of stuff. However, in this case, we have got to go for the most basic decal. I actually have an entire tutorial course just about decals and how to also, customly create them and everything. Anyway, in our textures, we can create a folder called decals. And we can drag in this custom decal that we have created. Cool. So now that we've done that, all that we need to do is we need to create a decal material, which is not going to be too difficult. You want to go ahead and right click create the material, decal Scot Master and open it up. Let me just go ahead and close all of these other things over here. Here we go. Next, what we want to do is we want to just grab our decal and also throw it in here. Right click on it, convert it to perimeter and call it decal underscore base color like this. And now for our decal, we need to set a few settings in our main note over here. So what you want to do is you want to go ahead and can I make this a bit bigger? There we go. We want to set our domain to be a deferred decal. Our blending mode needs to be masked? No way. Translucent. Needs to be translucent. And then we want to go ahead and we want to scroll. Where are you? Where are you? Advanced. Okay, yeah, so here, advanced, we have our DCA response. I guess we do need to go for masked. No. Huh? Okay. It's a bit weird that our decal response is currently not activated, even though we have a DBA for decal. But basically, what we are doing is in the material domain. By telling it, it is a decal. I will behave different when we drag in our material. I'm just having like a close look. Yeah, I guess that's fine. Normally, you can go in your deca response and you can change it, but maybe they made an update where they change the way that you do that. Anyway, all you need to do is throw in a base color and in the A for Alpha, throw this one into your baste. Yeah. Okay, that seems to work fine. Then what you can also do is you can add a scale parameter, which you will go ahead and call roughness and set this to look quite dull. So I'm going to go 0.85 and throw this into our roughness. Finally, we can just do a simple multiply. And if you want, you can multiply your Alpha with a scale parameter called opacity and set the default to one. And this way, we can also control the opacity of our decal a little bit. Super basic, as you can see, there isn't really much that we have to do. We can go ahead and just save a scene. And now if we go in our materials, let's go and make a new material or new folder called decals, and let's place the material in here. So I'm just going to go ahead and move that there just to avoid any clutter. I can right click and create a material instance. Leaks underscore 01 over here. And now the way that this one works, so we don't really need to make any changes right now, but I will already open it up just in case. And I will move this over to my other screen for now. So whenever we have a decal, as long as we set our material to be a decal, we can actually click and drag, and it will automatically dictate detect that it is a decal. You can now rotate it, and I'm just going to set my rotation is a bit softer and no snapping. And you can go ahead and you can see that here, we are able to rotate it, and the closer we move it to a wall, the stronger the decal will become. Now, there's a few small problems that we have with this kind of stuff. It's great because we can literally do projection. Although over here, the projection is a little bit stretched. Now, there's a few things that you can do. You can try to, like, rotate the projection to make it less stretched. However, then over here, it will often still show some stretching. Another thing that you can do is you can just say like, Okay, I want to avoid using this pillar also. Right now, because it is projecting, it is trying to even project on the ground over here. You can move this up to avoid the ground projection. You can just scale your decal, although it is not quat. But what we want to do is we want to scale it quite flat. When we scale the decal quite flat, what we can do is we are able to basically avoid pushing our decal on our pillar, see? Because we are scaling it flat so we are not using as much of the space that we want. And then we just want to go ahead and move this down until it is looking pretty decent. So let's say that you are happy with this, and you can see that it already makes quite a big impact. What you can do now is you can go ahead and play around with, for example, your opacity and set us to like 0.7 or something like that to make it a little bit less. And at that point, you can just go ahead and duplicate it almost like a model, and you can nicely place this over here. And then what you can see is that it will already make a big impact. Also, you can just place it in empty space. If there's nothing behind it, it won't do much, although I can see over here, it's causing a problem. Or what you can do is you can also overlap them, and often you won't really notice too much when you're overlapping them. So that's already it for some leaks. Well, that's already starting to look quite nice. Now what we can do is we can just go ahead and we can keep doing this. So we can go in here. And we can go ahead and let's say that now I want to have some bottom stuff, something that's curling up from the bottom, so we can go to bottom over here, and let's have a look around. Yeah, maybe something dirty like this. Let me just check if there's anything, especially when we have let's do this one. Especially when we have, for example, like foliage and stuff like that. It's great to go for, like, something a little bit greenish. However, we can, of course, also change these colors. I can simply drag this in here. Make it a tiny bit smaller so that I have control over how to edit it. Turn off the old one. Just, like, select something for, like, the background over here. And at this point, I will do this, like quite quickly. So we have this one. I want to go ahead and I want to um well, actually, in this case, because I don't have good brushes, what I will do is I will just go ahead and I will not actually paint it out in here. I will just paint it out in the mask. So we can go ahead and duplicate this place a bottom layer below it and make it black. Top layer, right click, blending mode, set the color to white, and then we can just go ahead and add a layer on top. And in this layer, I'm just going to go ahead and I'm going to paint in some black like over here like that. And also, let's do the same like that. There we go. We can go ahead and merge these together. Merge layers, Contra A, Contra C, hide it, Contra V, and there we go. Now we have our second decal. File, Save a copy. And honestly, I'm not really even saving my PSD file, although, well, I can save my PSD file, I mean, so I can do like decals. But I'm not too worried about overwriting it because it's so quickly to make them. And now I can save it again, but this time as a target file and call this one bottom underscore 01, for example. We can go ahead and save this simply go into in real textures, decals, import our bottom 01. And then if we just go ahead and duplicate our leaks and call this bottom underscore 01, we can open it up. Grab bottom 01 over here and save. And that is just a matter. If you want, you can even go ahead and duplicate these leaks, and then you can just go ahead and in your material, replace it like this. And there we go. So now we already start to get some interesting looking leaks over here, sitting at the bottom. And we can play around, of course, with our intensity. So if I have this, I would say like 0.6 maybe. Yeah, something like 0.6. And what you can also do, which I like to do is often if it is on the bottom, is I like to place another one Let's rotate this like this, to have it sitting is like a corner piece over here. And then you can go ahead and you can just both of them. And we are basically just using this one as like a prototype, this area. So we can go ahead and then later on, I will, of course, probably do like a time laps where we will just place a bunch of decos and stuff, but I think I do want to create the decos in real time. There. So over here, now we have a bottom. And if we just go ahead, for example, go to our Sinn macar, you can already see that this starts to look quite a bit more interesting. I can also go and sometimes it's a bit difficult to actually see your leaks, but I can also go ahead and duplicate this one. Rotate by 90 degrees. Rotate B and kind of, like, just carefully also move it over here to give it a bit more. Let me just scale this down a bit because this one is a little bit trickier in order to do the projection without getting like these messy looking lines. Yeah, there we go. So we can now also look these lines to make them feel less cut off. Now, decals, they can be quite expensive at times. So do not use them, to an insane level. Like, what I'm doing here is already kind of pushing it, but they have gotten cheaper over the years, of course, and that kind of stuff. So we can go ahead and do this. And now, if we go back to our camera, here we go see. So that's already starting to look quite a bit better. Now having these decals, we can also go for, like, some overall looking decals. Let's say that we want something like just some general dirt and stuff on the floor. Now with this kind of stuff, you can try to find a decal in here. However, that might not always work. Like, there are some here. You can go to, like, stains, and like this one might work a little bit, that kind of stuff. However, what I sometimes like to do is I sometimes like to go ahead and open up designer, and it looks like we still have our Grunge map scene open, which is totally fine. And basically what I like to do is in here, I like to grab something. In this case, we can probably use the grunge map 01, and I like to use my brush pattern over here to basically get rid of most of the details. Then I like to play around with my contrast and balance, play around with my random seat, and then you can see that we can get something that already starts to look quite a bit more interesting. So let's say that we have something like this over here. And now often I like to just go ahead and for my color, I like to use a B&W spots. We can just repurpose this scene over here. I like to use a B&W spots too. Art like a gradient map over here. And then I often just grab some dirt or something. I don't know if there's something I can very quickly use. I can use this one. I just want to get something that looks like a bit brownish. So we go into our gradient editor, pick gradient like we've done before, and just give it something like that. It doesn't have to be special. So now, We have our base color and we also already have our mask. Now, we could go in Photoshop and put this all together, or what we can do is we can use something called an RGB, if you just type in RG and it is called an Alpha merge node. This notes allows us to have a RGB map, along with an Alpha map can I show you? There we go. To get a decal like this, which is very quick for us to just quickly make some changes. I can then go ahead and I can add an output to this and call this Gang decal underscore 01, for example. Throw it into the label, grunge decir 01. And all I need to do now is, well, this one I can probably save. So let's go ahead and save saves decals underscore Granges. Let's do that and save. And now we can go in here, file, export. Textures decals and place it in here. And then that should be we don't need the identifier in this case, because we don't need to do underscore base color. Oh, no, sorry, we do need the identifier. We need the graph. There we go. So just do like identifier. Crunch decal 01 is what it will be called, and we can export. It's that easy to very quickly generate some decals. So we can just go ahead and go back in here. I can did not export correctly. Give me 1 second. Let's try it again. Export, export. Okay, now it exported correctly. You cannot see what's on my on the screen, it was like a buck with the file. So there we go. We have that one. Go back in our materials, scrap Legs one, duplicate this. Crunch decal underscore 01, for example. Open it up. And we can just go ahead and throw in our decal, and now it is as simple as dragging it in over here, see? And now we instantly have just like a dirty looking concrete decal. If you press G, you can go into game mode, and I want to make this a bit smaller, make this a lot thinner so that it's only at the base over here. And actually, you know what I am going to make it a bit bigger, but only on the X and Y, like this. Okay. And just like that, what we can do is if we move this one over here, duplicate it, rotate it a bit, duplicate it again, rotate it a bit. And again, you can very quickly if we now go to our cinemactor. See, we can very quickly make our ground also look a little bit more dirty. And you can see how this can become more and more interesting. I can go in here and maybe I want to set my brush pattern to be a little bit more intense over here and maybe play around with my sat a bit more. I feel like this one might. Here, this might look a little bit better. So let's go ahead and export again. Go into unreel decals, click on it, right click and press reimport. And then I want to probably go ahead and set my intensity, maybe to like one or 0.9 or something. 0.85 maybe. Yeah. See. That works. Okay. Awesome. So let's go ahead and have a look. So we got those pieces. Let's see what feels like that we are still missing in our scene. I guess what we can do is we can add one more leaks, and we can also go ahead and add maybe you have some damage over here and some patches. So often these kind of damages, they do not look very nice. The reason they don't look very nice is because they have no normal map or anything like that. So I would actually avoid them. Patched walls look a little bit more interesting, so you can do, some more bad stuff, but it is super specific. So I don't know if I want to personally spend a lot of time on it. Like this one over here looks quite interesting. I'm just thinking, where would I be able to use? I guess I would be able to use it on the large wall pieces over here. What we can do is if we go ahead and where are you? Here you are, let's download this one. Drag it into VoteshopO here. I think by now you get the workflow. You want to just go ahead and select something for the background color, right click, duplicate blending options. Color overehte. This time we don't really need to paint out any of the back. Then we can just go ahead and set a solid color black behind it. Select them, merge them, Contra A, Control C, select a map, Contra V. There we go. C, very quick and efficient. And of course, we can also control the color, but we can even do it in unreal. So we can do Save as copy to computer, TGA, and this one will be damage underscore 01. And what I was talking about is that we can go into our DGA Master. And over here, we can do a multiply right click and constant three vector, right click, convert the perimeter, color overlay, same stuff as we've done before multiple times now. Just give it the color overlay in our multiply, and that way we also have a little bit of control over the color of our degl, which is nice. So we can save sin and now all we need to do is we have our DCL, so let's just import our damage 01. Materials, let's go ahead and duplicate our leak 01, damage on score 01. I don't know why it's still opening up in the top when we should be able to see that I'm having these side panels. Here we go. And now what we can do is we can go ahead and just have a look and let's say that I have it over here. Not all details will always work, so it's just up to you to try and find out. So this one looks pretty good if we just go ahead and go for like 0.9 maybe. Yeah, this one is, like, really intense, but it does look quite good. And let's make the scaling a little bit less. Over here to avoid any additional problems. Here, see? That does definitely add something. Maybe I want to go ahead and make my opacity a little bit lower like zero point, actually, 0.7. And then if we go into my color, maybe make my color a little bit darker. And maybe give it a tiniest bit of a yellow look over here. And now you can see that now it feels a little bit better embedded into our concrete as if this is just something that happens on my concrete. And then, of course, you can make it feel more logical by, for example, duplicating it and having another one that's here, going by the site or that kind of stuff like that. Maybe you have even another one. That goes like, I don't know. I'm just trying to find, like, different ways in how we can make it look like that, maybe. There we go. Okay, cool. So we got a decal like that. We got a floor decal. We got some leak decals. All I would say is maybe have one more leak decal, decal, sorry, and then we should be done. So let's go ahead and go to our decals. Leaks. Let's go just for some dark leaks. Nice thing about dark leaks is we can just make them also look mossy later on if we need it. And we went for, like, something really leaky. So now let's go for something that's like a bit more softer. I think this is the one that on no wait we went for this one. But this one over here is actually a little bit softer, so I quite like that. So let's use that one.'s plug it in here. Here we go. Let's make it a little bit smaller so that we can paint out some of the edges like that. Let's go ahead and set the background color, something like that, and right click duplicate layer. Once again, ad like a fill. Right, click blending options. Color overlay. Okay. I can just go ahead, right, click, merge layer, go into my painting, and I'm just going to paint out like some of the edges. This one is actually quite intense, so just trying to, like, with my limited brushes, I'm trying to make it feel like a little bit organic, but it's a bit difficult. Although you probably won't really notice it too much. Anyway, contra A contra C, paste that in our Alpha and save it as our Leaks underscore 02. I think that should be about it. Yeah, we spent about half an hour on this stuff. 1 second. Let me just save my PSD also. Here we go. And I think after half an hour, you should probably get the concept by now. So let's just go ahead and import our Likes 01 over here. Decals, duplicate Like 01, and let's do 02, third decals, drag it in here, save And then for this one, let's say that for this one, I want to go, maybe something. Oh, hey, I need to fix that stuff also. For this one, let's say that I want to go ahead and go over here. Oh, turn on snapping. Oh, it looks like we need to rotate it 90 degrees or 180, I mean. And then what we can do is we can scale it flat to give it less of an interference and that kind of stuff. Here we go. And you'll see these small details along with all of our leaks that we are going to place and all that kind of stuff. Together, it will really bring everything together. So we have this one over here. Now, you can also try to do your leaks. So if we go, for example, leaks one. It's a bit more difficult, but you can go over here to, like, your pillars. And for example, you would place like one leak over here, then you would duplicate it. Place another one over here, that kind of stuff you can also do in order to as you can see over here, it will make everything look a bit more interesting. So having this stuff done, now, because we are working on really specific angles, I'm not going to go too intense with my decals. I'm just going to place them in the angles where I want my decals to be and that kind of stuff. But yeah, in general, this will give us some quite nice results. For example, like over here, I could see with my camera, so I might like one to grab a leaks one. And I drag this one because Leaks one is a little bit bigger, so I can drag this one in here. Here you see? And then, at least in the background, you can just see some leaks and that kind of stuff playsls over here. So I'm going to personally to save some time. I'm going to mostly design my decals. Okay, that did not work. I'm going to mostly place my decals in, like, my camera angles, which means that for now, guys we only have one camera angle ready, but we will create some more camera angles later on. What I will do is I will go ahead and just only focus on this one camera angle. So I'm just going to kick in a really quick time maps where we will just go ahead and play some details. And then in our next chapter, we are actually going to get started with doing our foliage. And after our foliage is done, then we can get started with our lighting and our polishing and all that kind of stuff. So for now, let's go ahead and just kick in a quick time laps and then we can go ahead and get started with our foliage. Do Do 62. 41 Introduction To Speedtree: Okay, so we have arrived over here into Speed Tree. Speed tree is a very powerful software. That's also not too expensive that we can use to create almost any type of foliage. However, personally, we will be creating only some ivy, as you can see over here. So I will go over on how to create like two different types of ivy pieces, and then for the rest, we will just go ahead and leave it. As this is almost, like, considered like an extra bonus. The reason I consider this more like a bonus is because foliage, it's an entire new profession. It is quite difficult to get white. So what I do recommend is that if you want to go much more in depth and know how to create tees and grass and all that kind of foliage, we actually created an entire tutorial course, which is called Easy foliage for games on our profile, for example, Station. And just by the fact that this one is 11 plus hours long, should already tell you that yeah, it takes a while to get everything right. But over here, what we are going to do is we are going to create the same type of IV as you can see over here. So that is the general plan for this. Now, if I go ahead and I can close this one. So we will go over a quick introduction into Spettr. Speedr is very easy to use. The only thing that can be a little bit overwhelming are the amount of settings. So over here, I just load in, like, one of the trees that comes with Spettr. There are a bunch of sample contents that you can go ahead and preview. So if we just go ahead and go over here. So over here, we have the top where we can have a file stuff like saving, editing, exporting, all that kind of stuff, and for the rest on Windows, and the rest you don't really use. Then over here, you have quite an important tab. This tab, it's almost like your how do they call it whenever you have a family, like your family tree. That's kind of what how it minds me. And basically, it is the building notes for your tree, just like with many other software, you go from big to small in here. So what you can see is that if I folks that bug on here, I can see that this is trunk. I click on here, I can see that these are like the branches and that kind of stuff. Now below it is your most important tap, which is your settings. There are a lot of settings. It can be quite overwhelming. However, it just takes time to get used to them. For the rest, it's not difficult to use them. I just takes time. But in here, you can do everything, let's say that I like here, I like limit the amount of branches I want, more or less, that kind of stuff. Here, I can change the count. I can change how they rotate. I can change a bunch of stuff with this kind of But we will go ahead and go over that a little bit in just a sack. Now, up here, we have some modes that are relating to our viewpoint. Everything from, like, how do we want to render it? Do we only want to render, like our embitoclusion over here, or do we want to render our entire mesh? You can hide some specific stuff like you can hide, for example, your leaves like this, or you can hide branches, that kind of stuff. It has some forces. So inside of Spettr you can use forces like magnet, directions, attractions, that kind of stuff to manipulate your mesh. However, we will go over that a little bit later also. You can also use collision objects, which we will also go over later. So you are able to have, for example, Ivy grow on top of actual meshes. That's what we will be using it for. You can simulate wind. You can change the light, although I believe you can also go up here and what was it? Hold control? Normally, you were able to change the light here. But yeah, you can definitely, change the light over here. All that kind of stuff with like the rendering and the wind. We don't really need it because we are just creating some static ivy. Over here, you have some mode between generator mode, which does some automatic stuff, and basically, the way that you should see it is right now we are in generator mode. And if I would go to node mode over here, I don't think this tree is set up, it allows us to do a little bit more specific stuff. However, this one is not really the best one for us to do that. And the reason for that is because it's not built to be like a generator type or a node type thing. And you can even draw trees by hand, that kind of stuff. So edit notes and some post effect notes, which just gives us some control over, like, the collision. And it also allows us to, for example, showcase how to rent or some embitoclusion, that kind of stuff. Have a viewboard. Our viewboard very easy to navigate, middle mouse button to pen, left mouse button to rotate, and scroll wheel to zoom in. That's about it. That's all you really need for this kind of stuff in order to properly look around. We also have some of these gizmos if we select something, and these gizmos, they basically allow you to rotate stuff. They allow you to scale stuff. They allow you to I guess this one is also rotate. They are basically like some of the more default functions that you can see over here in case you don't want to go into your settings in order to change these. So over here, you can use the default functions to completely change the way that your tree looks and that kind of. So they are quite handy. We will also be using those cells. And then over here on the right, we have our materials in which we have, for example, our barks. You can see if I click over here, I can have leaves, and I can even click and drag and change my leaves around, although I guess these are the exact same leaves. You would think that if I change them. Okay, so I guess they are the exact same leaves. However, you can also change all of these materials simply by clicking on leaves. And then if you go into material here, here, you can also find them. So I can also go over here and spring. Like this. Of course, these branches are not made for these leaves. So as soon as I change them, for example, to spring and summer, they become really large. But just in general, it allows us to control some materials. So let's say that just to quickly show you the overview, I would create like a super basic tree just without textures. Let's say that we go to file and we create a new scene. Over here, you can also create or grab some templates like some stumps, some vines, some plants, some palm trees, that kind of stuff. But let's say that we go for just a completely blank new scene over here. The way that this works is that if you want to create a tree, you want to go from large to small. So over here, we have the base of a tree. It's even says like this is the beginning of your generation. You can right click on it, and then you can go to art geometry, and you can find a bunch of different stuff. Now, you can go ahead and art a default trunk. Or what you can do over here is you have some trunks that are like they are like presets almost. So I can go to trunks and I can go, for example, to split, and here you can see that I have a split trunk. Now, once that is done, what I would do is I would go into my settings, and I personally like to use the button to quickly, scroll down all settings. But for you guys to make it a little bit more interesting, let's say that I click on spline over here, and I just set like the radius like this. Actually, this one this one might be a bit too complicated. So let me just add like old trunk over here. There we go. So we can go to our spline and I can, for example, set like my length over here. You can see the length based upon the person down here, how big your mesh actually is. So we can do something like that, and for the rest, yeah, there's, like, some controls for gravity and all that kind of stuff. Let's go to, like, shape. Oh, no, sorry not shape skin. Let's go to skin. And here I can also control the radius, which is, for example, the thickness of my trunk, that kind of stuff. And honestly, there is a bunch of stuff that you can trol here, but I will go over that more in, like, the next. So let's say that I have a base trunk over here. I can now right click art geometry, and let's say that I go to branches, and I want to like some big branches like that. So just like that, you can see that we can very quickly generate a tree. With these big branches, if you go to generation, you can always control like how many you want. So if you want a few or a lot, like this, you can go to your spine over here. And now, something that's quite cool is that you can actually go ahead and yes, you can control the length over here. But there are two nodes that are often behind every single value. The first node is a graph. This graph goes by distance. So what the graph can do is it can make the ends over here. So this type a disne. It can make, for example, the branches near the end. Smaller than the branches at the beginning, as you can see over here. So the graph basically looks at the distance of our tree and based upon that, make some changes. The one next to that over here, it's randomization. See? It allows us to basically do some randomization and control how randomly the scaling of our branches are. Now at this point, let's say that I want to now go ahead our geometry branches, and I now want to go ahead and go for some little branches over here. So now you can see that we have some little branches. And then what we would do is, let's say that we would right click jum tree branches, and now like a few twigs. And these twigs will hold all of our leaves. So now you can see that we already have quite an interesting tree. It's a really high poly tree, and there's much more complicated versions that you can create that are way lower pool. Also, what you can do is you can also go up here into segments, and in segments you can actually control. The polygon count, and you can actually make it less heresy. You can see that the polygon count up here goes down whenever I play around with my accuracy and that kind of stuff. So there is some also control over jom try, which we will also be using. But let's say that DS, we have this tree. We right click art geometry, leaves. And then what we can do is we can go ahead and I don't know, just like I don't know if alternating is the best one. Oh, right click. Leaves maybe like scattered over here. See? And then we have some scattered leaves, which once again, you can play around with the settings to increase or decrease the number, that kind of stuff. Now, a cool thing that you can do is you can actually go to other projects like, for example, the projects over here, and you can, for example, go up here and press Copy. Now, when you copy your material, you can just switch over to your own project. Go down here. Oh, it didn't work. Copy. Normally, you can just go ahead and go up here and then paste it. Oh, wait, it's because we need to press the plus minus sign and create a new material. And now we can paste it in here. See? So what I can do is I can then go ahead and, for example, drag this material on here. And I guess I need to go to my cutout and meshes because right now we don't actually have a mesh. If you go to your cutout and meshes, what you want to do is you want to press Edit on the first one. Sorry for the quick cut. For some reason, I have a bug, where if I want to go ahead and actually copy, a leaf over here and paste it in another one and then try to, like, dt. It crashes speedry. I don't really know why. That never really happened, but it doesn't matter because this is something that we will cover in the next chapter. So for now, let's just go ahead and leave it at this. So we can very quickly create a tree. And in the next chapter, you will learn how to actually, apply textures. But in the next chapter, we will go much more advanced because we are going to go ahead and create some ivy. So I would want to probably leave the introduction to this. We went over UI. We even created like a quick little tree, although this is the third time I created one. And I recommend having, like, a look at some of the sample trees. And here you can see that you can go much more complicated, where you can see it created a tree, and then it like some small branches over here that do not have any leaves. It created like even like little lumps that you can see up here. To make your tree more visually interesting. I created some small branches over here. And if we don't go to the bigger branches up here, we have some bigger branches and those created even larger branches. And then over here, they are something that is like an Alpha map in order to basically create some fake branches to save polygon count. And then on top of that, they added, in this case, like some different type of leaves and even more leaves and more leaves. So you can see that you can go quite complicated with this and you can create a really cool looking tree. But in the end, once you know what you're doing, it's not that much stuff that's going on over here. So let's go ahead and leave it here. In our next chapter, what we will do is we will start by creating ivy. 63. 42 Creating Our Ivy Part1: Okay, so what we're going to do in this chapter is we are going to get started by creating our ivy. Now, before we get started, there's two things that we need. One of them is like some collision and one of them is some textures. So for our collision, when we want to create ivy, of course, we are going to create quite specific ivy. Well, there is also going to be ivy that's just like growing over here. However, what I will be doing is for that kind of ivy, I will most likely just do, like, a time naps on how to do that one because it's, like, the most basic one. But we are going to do two in real time. One of them is going to, like, nicely grow down here from our railing, and it will grow onto the ground, and maybe it can also grow over here on, like, the side. And another one, it will basically grow around our pillar. So I'd like to go ahead and let's just oops. Let's just go ahead and select these. Se, I don't want to select these three like that. Let's have a look. I'm going to go ahead and do this in Maya. It's probably easier if I do it in Maya. Here we go because else we would need to, like, export it from here. Well, we would need to combine our objects, then we would need to export them, then we would need to clean them up in Maya, that kind of stuff. Or what I can do is I can simply go in here Maya, and I can grab my railing is what I want, and I want to grab my floor over here. And if I just go ahead and very quickly do like a contra D and throw this into a new layer, call this like collision and safe, turn off my railing and floor so that all that we have left is this. Now I can just go ahead and I can move this one here. I can go ahead and hold J to snap rotate this. And then I just want to have a quick look to see if one of these is long enough to be in between, in between two pillars, which it is. So that's totally fine. So all I need to do is basically move this one over here and let you do the trick. Something like this. And then it will also fit inside of Vacine. So now you can just go ahead and you can export selection. And I have created a new folder in our export folder called collision. And in here, I just want to export it as an FBX. Call underscore 01. And for the pillar, the eric pillar over here, we don't really need to do anything. The reason we don't need to do anything is because we already have the model. All we have to do is import our FBX. So we have that one done. Now the second thing that we need is we need some actual textures for our IV, just to already collect it so that we don't have to do that later. It's going to textures. IV. And in here, what we are going to do is we are going to use a website that we've used before, which is called texas.com. We use it just recently for our decals over here. But the nice thing is, yes, they actually also have some real treaty plans. But what we can do is we can go ahead and we can go to our not treaty foliage show, treaty scanned atlas. And if you just go ahead and go in here, there's, like, a bunch of different trees if you want to or a bunch of different leaves if you also want to create like different trees. But I'm just going to go ahead and type in Ivy, and then I'm going to probably grab the first one. And also, there's immediately, like some reference that you can use on, like, roughly what Ivy looks like. So let's grab the first one. And then what you can do is you just need, like a 1024. So let's just go ahead and grab like 1024 or you can even get away with 512. That's no problem, actually. And I'm going to have all of them over here. Well, I already did them before. So I'm just drag those into the folder. Over here. And now we also have some textures ready to go. Awesome. So let's go ahead and get started with our IV. Now, once we created one, let's call it an IV generator. Once we created one IV generator, we can actually reuse it over and over again, which is quite nice. So inside of Speedr, the first thing that we need to do is we need to import our collision. We can do this simply by going to file, and then we can go ahead and go for import mesh, asset. And then what you want to do is you want to navigate to your folder. Now, I don't really like this type of navigation because I cannot copy paste my link. So what I can do is I can press use Native dialog, and in here, I can simply copy paste my project folder collision and open it up. Now that we have this one over here, what we can do is we can go ahead and we can set this as a collision object, which um if we go I think I import it into Did I input it into the 11? No, no, import mesh, I said, so that should be fine. We need to go Oh, sorry, we need to go to forces because it's technically a force. It's a collision, but it's also a force. So if we go art force, geometry, and then grab call one, it's a little bit large. Yeah, it's a little bit large. So over here, we have collision one, ready to go. If you want to see it better, you can go to your materials, press the plus minus sign and art in new material. And I like to just click on it and press rename and call it like gray. Press okay and you should be able to just drag this on here. There we go. Okay, so whenever we have our force, sorry, I called it a collision. The reason I call it a collision is because to me, it behaves like a collision. So when we go over here, what we can do is we have some settings as soon as you click on it. Let's go to scale and set our scale to 0.1. Over here to make it a lot more manageable. And then you can also go ahead and you can also press W to simply move it. And what I'm going to do is I'm going to go ahead and just move it nicely over here. And this grid over here, whenever we grow ivy down from here, it should ignore the grid. So that should be fine. I know that this still looks like really massive with, like, this person. You can go smaller if you want, but scale doesn't really matter too much inside of Speed tree because we are going to manually scale everything inside of Maya later on. So over here we have a force. Let's nicely placed into the center. Now, what we need to do is once again, we need to go from large to small. So we need to start by growing our ivy branches. And once we've done that, we can grow our actual leaves. And then on top of that, we do actually also have a trick that can turn our ivy branches from like a really high poly version to like something much more lower poly. Or what you can do is you can use nanite because in our version of unreal, foliage works with nanite, which is quite cool. But anyway, what we are going to do is we have a tree. We want to right click Add jump tree to select it and add a simple trunk. Now, this one is kind of funny because this trunk, we are actually not going to use it the way that it's intended to use. We want to go ahead and create a even cylinder out of this. So if we go to our skin and then over here in the radius, we want to go to the second slider and we want to move this up so that it no longer twice like scale down the bottom. Then what we are going to do is we're actually going to select it and press W, and now we can move it like a normal object, and we are going to simply rotate it like this. Over here. And this one, it's almost like it's a fake one, basically. So what we are going to do is we do this, and this one will later on be hidden. So it's mostly here just to create some branches. That's what we mostly use it for. So we have this one. Let's go ahead and go to our spine, and at this point, we can go ahead and go back to generator. We have this one. I want to go ahead and I want to make it a little bit longer over here. And there we go. Okay, so this is our base. The reason we need this base is because we are going to generate some branches, and we simply for the branches, we need something to hold them. Then what we can do is right click geometry, and let's see. We can maybe do some branches over here or we can, let's see. If I do little branches up here, those are a little bit too. Yeah, it's easier if I just use like a template most likely to save some time. Twigs. No. I guess we want to go for branches and let's use little branches. Then what we want to do is we want to go ahead and we want to set the length is honestly. The length, I guess, is fine, but what I want to do is I want to make the length quite even over here. You can go down here and you can set like a default. So if I go for max over here, then it will set to default. And then if I could just go into my variation, I rather have a variation in length like this than something else. Next, what I want to do is I want to go to my skin. I want to go to my radius and I want to move this all the way down. This will basically close off or almost all the way down. This will close off my branch, and then I can go into my radius and I can make it a little bit thinner over here. Okay, awesome. So we got this stuff ready to go. We just need to go into generate, and what you can do and generate, you can control when the first branches show up and when the last branches get removed. So I'm going to go ahead and set this to zero to 0.9. You can play around with it to see what it does, of course. And what I'm going to do is I'm going to go ahead and set my angle over here. Let's see. We have a position. Maybe in spine, spine and then start angle. I want semi angle to be almost like pointing out like this, so that's a really spiky looking thing. Now that this is done and we have our base branches, what we're going to do is we are going to activate our force. So if you go ahead and go to forces, we can go over here and we can activate our collision, like this. Now, what this will do is it will try to attract our branches to our collision, as you can see over here. And compare depending on this value, it can attract it really strongly or really softly. I want to attract it quite strongly. But what I'm going to do then is I'm going to select my branches. And basically, one of these is like rotation. Sorry, I need to go to node mode. One of them, it's like controlling the rotation. So is it this this one over here, the little circle. And what I want to do is I want to basically move these branches using the circle and move them a little bit more into place. I'm not too happy what happens here where it's not like extending out. So that's something I might want to work on. You can go ahead and you can literally, move even the branches all the way to the back, use the circle. And this is the only type of, like, really manual stuff that we will do, I guess, it's just needed to, like, because even these branches, they are almost like fake branches. We also won't be using these ones. They are just once again needed to hold the real stuff. Which we are going to work on. So you can go in here. You can also change the rotation, and then what we're going to do later on we are going to give some additional values. So I want to go here. And I was hoping, oh, wait, let's just do this. I was hoping that it would, like, grow over the base over here. I know that that was, like, a difficult thing to do, but I've done it multiple times before, so we just need to, like, play around with it. But I will show you some tricks. Let me just first finish off by nicely placing this stuff. And of course, the more places you place branches in those locations, your branches will become, how you say it, there will be more ivy in those locations. So just keep that in mind wherever you place your branches, later on we might even want to remove some. So let's say that now we have something like this. Now what I want to do is I'm just going to go ahead and probably go back into generator. And then I want to go to my let's do spline and set the length a little bit more. Let's going to our forces. And, yeah, I can definitely see that over here. It's not detecting it. We can try to, like, move our trunk, maybe that one. Because for some reason, it should normally what it should do is it should actually detect that it can go down over here. So let's just mess around with things a little bit until we get the right shape. That's mostly it inside of speed reaches messing out. Let's go into our skin. Is it skin? No, not our skin. Let's go into our It's because I always use the l button. Let's go into our spine over here. And down here, we have some noises. We can use these noises to basically mess around with our branches. You have a early noise. You early noise will abide to your forces. Your late noise over here, it will not abide to your forces, although, for some reason, this case, it doesn't really do anything. Which is interesting. Over here, you have, like, your jink. This one is actually quite new. Let's lower that down. And let's go back into my forces, and then over here. Let's see. Does this? Yeah, yeah, I want to move this a bit up. I sometimes just like to play around with my sliders. But let's set the forces a little bit lower over here. See when I set it lower, it is able to start generating on these parts. So what I need to do is I need to try and find a balance between the top bits over here, going down using my sliders. And then maybe what I want to do is I want to maybe go to my spine and set my length, a little bit more. And now I have this one over here, that might actually be a little bit too much tone it down a little bit. If I have this, if I now go to my note network, I was hoping that I can use the rotation to slightly manipulate how I want my branches to go, but it's like super sensitive. And I guess I don't know exactly why it is being such a pain in order to move these branches over here. Normally, they grow quite nicely. Let's see. Can I go back into my forces and I don't think this will work, but let's say that I move it out like this and then try to move this one down. No, it just pushes it back in. Which is quite unfortunate. Like, it works a little bit, but it's not amazing. Now, what will most likely happen is that I only need it to work a little bit because these are like my base branches after these branches are done, then we will like our actual branches are really small ones, and those will most definitely make everything look a lot bigger and stuff like that. So I'm mostly just trying to get like exactly the balance that I want to get. So let's do something like this. And yeah, I guess, then it's just unfortunate that for these ones, you can just, like, try to use all of your notes just to see what they all do. So this is like the one that mostly rotates. Oops. I don't know what happened there. That's weird. But yeah, basically, what I'm just trying to do is I'm just trying to, like, get this all to flow out. A little bit better over here. Now, a cool thing that we can try to do is we can also try to have another force attracting this force in order to push them out. The way that you can do this is if you go to your forces, you can add the force. And let's say that we add, for example, like a magnet over here. Now with this magnet, you can see that because we have added with our branches selected, it is already active. This magnet there we go. See, I will try to attract. And yeah, the rotation doesn't really matter, but the branches will try to get attracted by the magnet. So if we set our magnet to be, like, a little bit out over here, and we go into our little branches and into our forces, you can see that now these two forces are working together. First force is keeping our branches to the ground. The second force is using a magnet, but to move here. Only thing is, of course, a magnet is one point. So if we make it too sharp or too strong, all of these bunches will go into one point. But honestly, I'm quite happy with this. So we have these ones now too. I'm just going to save my seem because last time I crashed, so I should really save my scene. And I'm going to go saves, create a new folder that I will call foliage. And in here I will go IV, underscore zero, one, and let's go ahead and save. Awesome. Okay, now we are going to get started with our real branches. If we go ahead and right click geometry branches and go for, like, twigs over here, we have, like, all of these really small branches that we can use. As is typical with Ivy, these punches, we want to make them like a mass. So what we want to do is we want to go to generate, and we want to, first of all, set our first to be like all the way at the base, and then our last to be at one, which means that they will go all the way to the end. Next, what we're going to do is we are going to, like, go to our spine, and we are going to make the length a bit more insane and also make the variation a bit more insane. Then what we can do is we can go ahead and we can go down here to our noise. Give it like a bunch of, like, early noise and also give it like a bunch of late noise. So it looks like, really, really insane what we have right now. However, as soon as we throw on force and collision and once again, set this collision like quite high and move this down so that it really sticks to the branches. What you can see over here right now is that the branches become a little bit tone down. So I can see that I do have too many. Let's go to our skin and tone down the thickness of our branch a little bit. Actually, you know what I want to set this thickness, I want to set to zero because right now it's deciding the thickness based upon the thickness of the parent. However, I want to have an absolute thickness like this so that they are all, similar. And then I just add some variation next to it over here to give it like some variation. Next, this they are way too straight. Let's just go ahead and go into our segments over here. And I'm just going to go ahead and give it, like, a bunch more segments. So because these ones over here, they do not really you don't really have to care too much about, like, the jom dri count for this kind of stuff. So we give it some more segments. We then go ahead and go into our generator and maybe set the frequency down a little bit to make it less over here. And now you can see that we get that really typical messy ivy looking type stuff. You can also go in here. You can also play out with your rotation, your position, and that kind of stuff. But I think all I want to do is I want to go to my spine, and I want to mess around a lot more with my early noise. And let's see what does this one do? Well, just move it up a little bit. It looks a bit better when it's up. And you can also mess with your turbulence to make it more or less. So I don't want to make it too round and wavy, but I do want to mess it up quite a bit. So we have something like this over here. Now, when you would be happy with this, you can actually click on Fox Semper trunk and press H to hide it and click on your wigs and press H to hide it, as well. So you can see that all that we have left is like our ivy branches over here. And then I don't know for these ones, I will probably not use them, so I'm probably going to hide them. But then in our twigs over here, Well, we are going to create a branch, but it's not going to be this one. I'll go over that later. Right now, we're just creating the structure. So we have this one. I'm just going to go ahead and give them a bit more over here. Only thing I'm still not happy is that it creates these really straight lines over here, which is a little bit strange that it does that. Let's go into our so this is our spine. And let's go ahead and yeah, our length. Let's play maybe with the variation of our length a bit more. Okay. And let's see. Is there anything else that I might want to change over here. You can even control, gravity and stuff like that. You know, if igac does something. Sigac basically breaks up your mesh a little bit more by making it even more messy. But let's say that we have something like this. Let's say that something like this might work. Okay. Cool. So we have this one. Now, what we're going to do is now we are going to well, first of all, save our scene, and we are going to start by creating our ivy leaves. So for this, if we right click geometry, and then we probably want to go for leaves and go for like a scattered leaves to get started with, as you can see over here. Now, these ivy leaves right now, they are not very good, so there's a bunch of stuff that we need to do to them. However, it is a little bit difficult to actually see what we are doing. Like, it does feel like ivy already, but it's a bit difficult to see what we are doing without textures. We would want to go to our forces, and normally what I do is I use a plane of force, but this one is in a corner. So, oh, hello. What happened? So let's go to forces. And here, we can push them down, but they are not being pushed down the way that I exactly want them to. So that's something that we definitely need to work on. Let's for now turn over our forces, and let's start by creating our material. So to create an IV material, it's actually really easy. We just press Plus, Add new material, rename and call this IV. Let's do leaves over here in case we also want to create the bark material. And now with our ivy leaves, if we go down here to our ivy leaves, first thing that we need to do is turn on two sided. That's quite a classic one. Next, we want to drag in our ivy, and we want to drag in our albedo into color. Remember, this is just for previewing purposes. This is not the final look. Opacity, normal can be into normal. And if you want the roughness can be into gloss and translucency can be into like subsurface. It's not really needed these last two, but just in case you want them to. Okay, so we now have our ivy material. However, something quite important is that we don't actually have the shape of our ivy leaves. As you can see over here, our ivy leaves, they are all on one texture, so we would not be able to use them as they are now. And this is where I crashed last time, so let me just go ahead and file and save. Now, if I count, so let's say how many different types of leaves I want. Let's do one, two, three. Let's do four. If I want to capture four of these leaves because the other four are the backs of the leaves, I can go up here and I can press art until I get four different leaves. Now, hopefully I don't crash this time. So what you want to do is you want to go ahead and you want to press it. Ah, okay, I didn't crash this time. Good. And when we press it, uh, am I gray cut out? One sec. Why am I doing this in gray? I swear I had my ivy leaves selected. Let's make sure to do it on your ivy leaves. I don't know why I mean do it on gray, let's press Add it. There we go. So what do we have now? There's two components to this. One of them is this little button over here. This is your pivot point. If you want to have ivy leaves, you want to always your pivot point at the base of your leaves, and then you want to change the angle over here to control in which direction your leaf will be pointing. The second part is your geometry node. You can go up here and you can click these red points. To go around your IV leaf. Now, let's say that you need another geometry point over here because you don't have enough space, like over here, see. What you can do is you can click, and then it will create a new point. And over here, I can click and create a new point. Remember, the more points, the more geometry, we are using a lot of leaves so we don't want to go too insane with our geometry. Although we could use nanite for this one, I can show you how to do that. But I also want to give you a balance between this and traditional notes. So we now have our base leaf. There's one last thing that I do like to do. I like to go to by tesselation and I give it like a tiny bit of tesselation like this, which allows us to curl our leaves around, and it allows us to add some cool effect to our leaves. Once you're done, you can go up here, and although speed tree is made for, like, level of detail to LODs, we are just going to use it for high, medium and low, we are just going to drag it all in here. And now, if you just click outside of the window, that one is done over here. Ivy leaves cut out. So we want to go ahead and do that for all of them. We can go up here to the second one, change the angle. Go ahead and move. And the cool thing is what you can also do is if you want to remove a point, you can always go up here and click Remove points. And then it allows you to, click and drag to, for example, remove a point like that. But in our case, often you just want to add points because you don't need to remove that many unless unless you place like one. So we can go up here. Give us a little bit of tesselation and press the little arrow button to apply it. And that's basically what we are going to do. So with the last two, so we have this one over here. Once again, just set like the angle. It doesn't have to be perfect. Just set like roughly the angle it is pointing. Make sure that your geometry encases the entire leaf because else what will happen because this geometry is also the UV automatically. So if we don't do this, it will show you like a cut off leaf. So we can do this. Bit of tesselation. Apply. And finally, I don't know why it keeps resetting to gray. That's really annoying. Finally the last one over here. Set the angle. And now what we can do is we can move this nicely. Over here. Give it a bit of teslaation and let's go ahead and apply it. Awesome. So we now have our four leaves ready to go. Now I'm just going to go ahead and save my seen again in case I lose my seen because for some reason, it's a little bit buggy lately. But now I can go to my materials up here, and I can go to my ivy leaves, and I can start by dragging and dropping this on our leaves, and it should, as you can see, replace the material of our leaves. Right now it's only using one leaf. So what you want to do is you want to go into leaves. You want to go into skin, and then up here because it's only using one leaf, you want to go ahead and press this four times. What we can do with this is we can set the mesh one to cut out one. This one can be ivy leaves, cut out two. Ivy leaves, cut out three. Ivy leaves, cut out four. Now what it will do is it will randomly cycle between our four leaves. And if you look really close, although it's a bit difficulty, it is actually doing that. So we have our ivy leaves over here. Now, there's one last thing that I want to do. These leaves, right now, what will happen is, especially when we add a bunch of them, which we are going to do. You see you add a bunch of them, it's like one big clipping mesh mess. They are all just like sticking through each other, all that kind of stuff. So what I like to do is I like to first of all, give them, like, a little bit of curling and stuff like that. If you go to your skin, you can over hires, you can play around, like some folding, and I can have a look, and ivy is always folding. Well, most of the time it's folding down. I don't really want to look up like custom reference, to be honest. Oh, no, wait, actually, I can look up custom reference because we have our over here. So let's have a look. So Ivy is often if we just zoom in and press the C to zoom, it's folding up. So if we go ahead and go up here, we want to go ahead and fold this up a little bit, and then we can use our curl to, like, push this down a little bit more and use our twist to give it like a little bit of variation. You can also go over here and your vertex and you can give it some vertex noise, which was quite useful. Here let's add some more noise. This one is quite useful for when we added our geometry. Now, without that tesselation that we did, we would not have been able to do this stuff. So having this now, if you go up here to collision, you want to set this to high quality collision. And when you do that, you can see that they will no longer collide with each other over here. Cluster plane overlap prevention. Yeah, that should be fine. Okay. So now, of course, our amount of leaves have reduced by quite a large amount. So first of all, let's go into our leaves, and let's start by making them a little bit bigger. So we can go over here. You can change the size scalar up here, or you can go to skin, and in here, you can set the size of your leaves. There we go. So we are going to make them like a little bit larger. The leaves. And then the next thing that we're going to do is we are going to go to generate, and we are going to set the number quite a bit higher over here, which will slowly start increasing the leaves more and more. So there are different numbers, so we can use this one or we can go for proportional to absolute, I believe it is called. Yeah, absolute also allows you to, like, increase the amount of leaves quite a bit, quite fast over here. Now, we are going to increase them more. However, what I want to do now is I first of all, I want to focus on the fact that these leaves are not looking very nice. I'm going to go to my twigs over here, and I'm going to go to my forces, and maybe I want to, like, set my collision force a little bit lower to make them a little bit more relaxed and pushed out. That is starting to work, except I don't like that one, but tone this down a little bit more. There we go, see. So basically what I'm trying to do is I'm going to make my branches like a little bit more relaxed so that they are going on top of each other, which will often create a nice effect with our leaves. So the only thing is that over here, this one, I don't like that, so I can just go to notes and I can just like, rotate this one back like this. And yeah, that should do the trick. Okay, cool. So our leaves, what we're going to do is we basically need to go ahead and we need to try to mostly have them, pointing downwards or, like, well, I guess mostly pointing towards the magnets. I don't know if we can use the magnets we want over here. And then we want to have them pointing down. I don't think I like this magnet. Let's also play around with collision to see if we can have them moving down from our collision. So right now, I feel like the collision, it pushes everything like too far away. So this always takes a little bit of up and down to basically get it to look right. I'm going to like, your fault is often quite a bit easier. I think what I will do is I will go for a direction. So let's go to forces, art force and direction over here, and this one is always trickier than just one that is hanging down because when something is hanging down, you can use gravity. However, in here, I don't think do I even have you can use gravity on the branches. I don't think I have gravity on the actual leaves over here. But yeah, basically. So that one is not always as nice. However, if we go over here, so we are pushing this down. The only problem is that we are pushing it inside of our mesh. If I just press H, Yeah, see here. So we are pushing it down too much. Go to forces and click on collision to basically unhide it. So let's go over here and let's see. Another one that we can try to use, which is a little bit more localized and not affecting everything is we can go to forces, art force, and we can use a plane of force over here. And I believe that the plane of force If we go over here. Now, normally the planar force, it is the scale does not really matter, but I'm just gonna try it out anyway. So let's go ahead and go into our leaves, click on planar and see if that one here. See, that one does start to push our leaves a bilitt more. Only what I then have is that I have another these leaves. Maybe if I can like, did I just duplicate it or not? I want to duplicate this, and the hope is that I can use another plane of force down here to kind of like push the leaves down. This one, it will require, like, a little bit of back and forth, as I said before. So don't be too discouraged if it doesn't look correct, by the way. Yeah, so they are kind of like fighting with each other right now, which is not super handy, to be honest. And we have a lot of leaves that are sitting at the base. So I'm not sure if I want to actually do this. This one I kind of like. So what I will do is I will leave this one. I like, use it to kind of, like, push it out. And what I can do is maybe to, like, push out my leaves. I can then go ahead and use a direction. And at this point, I am kind of, like, cheating a little bit, just trying to manipulate my leaves more. But basically, I want to try and use it direction to bring out more of these leaves. But the problem is with direction is that, yes, we are bringing them out, however, they are getting pointed down again. So I can try to work with my rotation over here and that kind of stuff. And my, where are you skin with my folding, I don't think this direction is working, to be honest. So what I will do is I think at this point because it does require quite a bit of, like, going back and forth, it might be nice if I just simply pass the video and I will, have a look and see which settings we need for, like, the absolute best. And then once we got those settings, we can, like, local align over here is looking quite good. Once we got those settings, I can show you them and we can run through everything like that. So let's go ahead and continue on with this in next chapter. 64. 43 Creating Our Ivy Part2: Okay, so I went ahead and I went over the settings. And actually, there weren't too many settings that I had to change in the end. It was just like a little bit of playing around. So the first thing that I did is I just went into my twigs and like I increased the count a little bit. So here you can see that you can just increase the count, which will also just in general, increase the amount of branches and increase the amount of ivy. So, the more you have of these, the more ivy you will end up having without the collisions going a little bit too crazy. Let me just set that back to around like 1.3, which is what I wanted. Oh, I don't like that one. Let's try that. There we go. That looks better. Okay. So the next thing that I did is I just went into my leaves. And if we go into our orientation, I ended up basically the biggest one is the sky influence. So the sky influence was quite low, which caused all of my leaves to basically try and move up towards the sky. So what I did is I set this one higher to make them move a little bit downwards. And then I went into my graph over here, and I made it so the leaves that are moving more upwards are the ones here at the base. The reason I did that is because if I remove this, many of the leaves they basically went into the ground. So by moving this down a little bit, a little bit less of the leaves are going into the ground so that we can see them still a little bit more. The rest, I just, like, messed out a little bit with my fault, which can fold things down a bit. And mostly like my align note, which can align things a bit. And that's about it. Honestly, for the rest, all I really did was, I went into collision. This actually quite an important one. I almost forgot. I turned on magnet. That's one. So I turn on magnet. It doesn't do much, heres, but it does, kind of point our leaves towards, like, the goal where they are growing. So that's kind of like my idea for it. Collision? Are you okay? I don't know why my collisions try again. None, high quality. There we go. Okay, so sometimes it does that. Sometimes the collision gets a bit confused. What I did was I went into my leaves and into my collision. And if you play around with your pivot threshold over here, what you can do is you can allow more leaves to go in. It does mean that you get, like, a little bit of cutting, like you can see over here. So use it with your own risk, however, it does allow you to basically, increase the amount of leaves that you want just by pushing it up a little bit like this. So it kind of depends what you want. If you see some really, really obvious cutting through your leaves, like you can see over here, what you can always do is you can always go into substance painter and you can remove them, or you can literally go in here and I can literally grab my leaf and I can just move it until the cutting is away, or I can literally just, like, press the lead. So it is up to you. Of course, this method where we go in here and actually do it, it would be something that you would only want to do at the very, very end because else it as soon as you change the setting, all of your work would be lost. So we got this one over here. Now, I do want to still go into my orientation. Maybe play around a little bit more with my folding, like that. And maybe let's also play around a little bit more like my curling. I don't want to do too much because I want to have them, pointing downwards a little bit more. Maybe like play around with my twisting a bit, like my vertex. There we go. I just want to give it a little bit of difference. Now, another thing is that right now, all of our leaves are like, pretty much the same scaling. Which I think we can all agree is a little bit boring. So what I'm going to do is I'm going to go into my skin, and then in my size, I'm going to click on variation, and I want to give it a little bit of variation over here. Just to make some leaves bigger, some leaves smaller, which will just in general, give us a more interesting variation. One thing to also remember is that what we can do inside of a reel is we can move our leaves a tiny bit up, which will reveal a bit more of the hidden leaves that are below here. So that's another thing that we can do. Or if you want to do optimizations, you can literally just like in Maya, you can click and drag and select all of the faces below here, you can literally delete them. However, I'm not really going to do that, to be honest. I don't really want to. So let's go turn on my force again, and that's looking pretty good. Yeah, I think, in general, I quite like that. Maybe maybe want to get like let's now leave it. I might want to later on get a bit more leaves, but I think for now, this is looking pretty good. So at this point, we would save our scene. And now what we need to do is we need to do some multimization, because right now we have 42,000 triangles for this one little bit over here. I want to have most of my triangles. Oh, no, wait, we have way more, actually. No, wait, no, we don't have way more. Yeah, we have 42,000, and our leaf mesh are around 13,000. So I want to my branches. They are like 26,000 triangles. I want to reduce that quite a bit. Now, we can do this simply by going into Maya we can create almost like a custom branch. And this custom branch is going to be like a plane. So what I want to do is I want to go ahead and I want to shift right click and you can do this, of course, in Blender, Max, whatever you want. I'm going to set my subdivisions to zero. And basically what I want to do is I want to move this upright over here. Make sure that it is forward facing. So top so this is the front. So it's not forward facing over here. Let's just go ahead and now it's forward facing so that at the front, we can see the front. And what I'm going to do is I'm going to just scale this in until it is quite thin. I can control the scale a bit more later on, and I want to set my pivot down here so that it is pretty much sitting on the pivot over here. Next, what I need to do is I need to give it some segments because else we are not able to bend this around. So let's select the edges and add like ten segments. Maybe a little bit more, Let's do 15 segments over here. And there we go. That is our branch. If you want, although we most likely won't be doing too much with UVs, or well, we would give it like a WorldSpace UVs. But if you want, you can also go ahead and you can also UV unwrap it. There we go. Like that. So we now have our branch, so to speak, ready. We can go Export Selection. And if we go to Export, um is it okay for you guys if I just place in the collision and call it like branch instead of making an entire new folder for one single FBX. There we go. So let's just go ahead and do that. Now, if we go ahead and we go back inside of subsuspainer, what we're going to do is we are basically going to replace these branches over here with our own custom branch. So first of all, let's go to file and import and mesh asset and select our branch over here, and let's go import that one. So when we have a branch over here, now you can just select it down here. The first thing that I want to do is I want to align it with this leaf because this leaf basically shows us, I don't know why I can move it. This leaf shows us the correct direction. So we want to set the orient to y up left handed and turn on flip normals, and that will basically flip around our branch. It's often when you export for Maya, these are the settings that you want to use, and that's looking good. Okay, now, the next thing that I'm going to do is I actually need a branch material. So for this, it's up to you what you can do. So I guess what we can do is we can go textures Ivy. Let's make another one called Bark. However, we will use a different type of shader inside of Mm inside of inheel engine, but we can still go ahead and go in here and type in, like, bark. And we can just grab like honestly, we just need something basic like willow tree bark for okay, that's a bit too intense. Linden bark over here. Let's do that. And just grab like It doesn't really matter. Like a base color. Normal map and roughness map over here. Even the resolution doesn't matter too much because we really don't need a lot of resolution for such small branches. And then we can go in here and quickly just drag in your base color, your normal and your like roughness. Make it two sided. I'm really sorry. This is the wrong one. I need to create a new material. I'm going too fast, sorry. Bark try it again. B two sided. Color, normal. And gloss. And now we can go to our cutout meshes, and we can select our branch mesh. There we go. Okay. So our material has now been set up. Now, for our branches, what we want to do is we want to click on our twigs over here, and we want to go to our skin and what is a type this time from polygons to spine only. I will not change anything. It will just turn it into invisible splines. Then what we need to do is if we right click and then we want to go to art geometry, and we want to add a mesh over here, and this mesh that we have, this will be turned because this mesh will follow our splines. What we can do is because it's like a thin strip, we can make this mesh follow our entire splines. So if we go ahead and go into material, And set the material to be the bark material over here. You can see that over here, it is basically duplicating these splines over and over and over again around this shape. Now, I can see over here that, of course, it's way too thick. We should be able to go in our mesh, and in here, we should be able to change it. However, the scaling is not always perfect. Let's try radial scale. There we go. Let's make that quite a bit thinner like that. And then here maybe at the ends, I can go to our start. And if I go ahead and click on here and then move this down, that one doesn't always work. That's the annoying thing. I can go in my radio scale, probably, though, move it up and then scale it down. No. That's interesting. That that one doesn't seem to work. It's not that big of a deal, but it would have been nice. But anyway, now what you can see is that we have gone back to, like, 7,000 triangles. So for these ends, I'm not sure if it's really that big of a deal. I want to check my orientation. I feel like, but I'm not sure. Let's just many of these many of these options over here, they do not work. And the reason they most likely do not work is because you want to go into the twigs in order to change them. However, I want to be very careful with changing twigs, of course. So if we go in our twigs, radius, push this down here. Does that seem to change our mesh? Nah, it does not seem to change our mesh. Though I don't think it has an effect on it. However, it does seem to, like, mess up our jumtre. So that's why I want to, like, undo that because I want to be super careful about at this point, changing our one sec. It's not able to read collision anymore. There we go. So I'm not sure what to do, honestly, with, like, these twigs. I've had this problem before. I was hoping it would not be that big of a deal, and I guess it is not. I guess you won't really be able to notice it too much, maybe on these ends. But on these ends, what we can do is we can fix this inside of Maya if we really have to. I honestly don't know if there is any type of settings that we can use over here. Doing this, the settings are very limited. Let me say like that. We do have a length, I can see over here, which is interesting. So maybe what we can do is we can push our length down a bit and that we'll hide these harsh corners. But I don't think the radio scale will really do much. I can also go in my variation of my radio scale and maybe give a little bit of tiny variation in the twig thickness. Let's move this down. And honestly, I think something like that is honestly fine. Like we are not looking at it in the engine, this up close. So this is probably good what we have right now. So what I want to do is let's say that we are going to call this first one done. We might need to add a bit of variation here and there. Over here, I can see if I just unhightT one. No, it's not this one. I guess if I go note, select this one, et's move this here. Select this one. Move this here. There we go, because I don't want to have them so close to the end. Yeah, that should do the trick. So let's go back to generator. And I think we now have a pretty decent looking IV to get started with. So we have IV. We are going to file and we are going to save scene. And then what we can do is so we are going to hide our large branches over here because it will only export whatever we have not hidden. So I'm also going to hide over here my piece like that, my collision. So once again, let's save our scene. And now we are going to export this, and once we've exported, we can go ahead and set it up inside of Maya, although I think the only thing we really need to I'm not sure if we need to change anything inside of Maya. Often this default, the only annoying thing is that the Pivot point needs to be in center. However, this is something we can actually change nowadays and real. So let's just actually try to export this to Unreal right away, and it might actually just work totally fine if you don't need to make any changes. So let's go exports to Unreal, and in here, I will go ahead and I will go file, ta, export to game. No, that's not the one, or is it? Yes, that is the one. Okay. Export the game. And we are going to go to Un wel, and we will go ahead and export this as an FBX file because I prefer FBX and call it IV 01. You can go ahead and press Save. Okay. We can go ahead and go for a came preset of Unreal engine. And yes, so the scaling is another thing that we need to work on, but we can do most of this inside of Unreal. So I'm going to only export my highest LOD. I do not want to export my Atlas because we have an atlas that we have fromtexdt com. I do not want to export variations or light Mb UVs over here, and that should do the trick Billboards is fine. These settings over here, it's a bit of, like, back and forth. I need to have a quick look and see how this one looks, depending on how we want to flip our mesh. So at this point, what we can do is we and press, okay. And it should export our mesh. Now, annoying thing is that it will always try to export, along with, like, your materials over here. But you don't really want these materials. So what I want to do? A, where's my Ivy? I exported my materials too unreal, but it did not Export my IV for some reason. Export IV 01. Oh, no, wait. It is here. I guess my explorer is a bit messed up. Maybe if I switch back and forth Oh, yeah, yeah. Okay, so here it is. That's weird. So I'm just going to get rid of, like, these leftovers that it automatically exports. I can never find the setting to, like, not export those. And then what we can do is we can go ahead and we can just straightaway try it out over here. It will probably not look good the first time, but we are going to work on it. Let's go in assets. And if you want, you can right click, create a new folder called foliage over here. And what I'm going to do is I'm going to go ahead and drag my Ivy 01 in here. Combine meshes, scaling of one, yeah, that's fine, because I don't know yet what I want to do with this. And now if I just drag it in, we can see what happens. Okay, so first of all, I think the scaling needs to be 0.1. So we can go ahead and go down here into MyMsh. And of course, you can also do this in real or re Maya or Max or Blender. Doesn't matter. So, okay, so scaling of 0.1 is still not good but we are getting there. What I want to do is I'm just going to move this one down as if that it would be into place like this, and then we are going to figure out the scaling because we did not make the scaling specific to our object, if you remember. So 0.3 maybe. And the nice thing is that you only really need to or at least we can quite easily measure it because it just needs to lay on the ground. So if I go 0.35 over here, I think 0.35 does the trick. See? Because it's like sitting on the top, and it is still flowing over like that. So that's looking pretty decent to me. Maybe push it down a little bit more. Yeah, that's looking pretty decent to me. Throw on some, like, green decals along with this and some other foliage, and it will look quite nice. So we got that one done over here. I also want to double check my materials, which are looking fine. And now at this point, it is up to you if you want to change your Pivot point. Our Pivot point is looking quite good. But let's say that we want to have a pivot point here at the top so that we can really place it on the corners. We can go to our modeling tools, and then we can scroll down to pivot and click on it. And then in here, you can choose to or you can set is like center and stuff like that or the top. But what I like to do is I like to go ahead and just do some manual placement, and I want to have it like here at the top. And then move it down a little bit. And this will probably make my placement a little bit easier to do. So go ahead the Paz except. And then what you can do is now we can, like, quite accurately go up here and we can, like, control the position like that. Okay. So, what else do we need? Quite obvious, we need some materials. It's already looking cool. You can already see the effect of what we are going to work with. So for our materials, we want to go ahead and let's just go save our scene. Go to textures, go to cater fold cold foliage. And in here, I will do iv, and I will go ahead and I will do bark like that. And now I can just go ahead and import those textures that we have had before. So here we have our bark, which is these three. Double click on your normal and just flip the green channel. Double click on your roughness, turn off SRGB. Next, we will have our IV. It's ivy let's drag in, like, everything from our Ivy. You can, of course, for example, throw the alpha in the base color if you want to save some texture space. But this chapter or this tutorial is not so much about optimization, because I believe that first of all, it's important that you can, like, create something that looks pretty decent before you really start worrying about, like, all the optimizations, unless you're making a game, but then you are in, like, a fast track lane if you will need to do stuff. It's flip. Turn off SRGB. There we go. So we now have those pieces also imported. Our bark, we can just go ahead and we can grab a concrete plane, duplicate and call this bark. Because this one will use world space. It's just the easiest way. You can use vs if you want. But honestly, for this bar, it's often easier to just grab these pieces over here. Turn off the has crunch. NoepstangFne, tiling, probably fine. So there we have our bark. And now what we're going to do is we are going to right click material, foliage, foliage. Underscore master over here. And we are going to go ahead and import that and now what we want to do is if we just go to Ivy and just drag all of these pieces in here, it's not too difficult to do this kind of stuff. So what we need is, let's see, base color, roughness, normal. Okay? So we have these notes over here. I am personally not going to expose all of these values. The reason I'm not going to do that is because I'm not planning on doing anything outside of, like, this ivy foliage over here. But you can, of course, expose it if you want. If we go into our foliage master, we want to go ahead and we're going to go surface. We want to go for mask, and then we want to go ahead and set our shading model to two sided foliage. And turn on two sided. Next, what you can do is you can do the typical multiply with a constant t vector and right click convert to Brampton and call this color Overlay. This one can often come in handy, especially with foliage to balance out the colors. So we can do this one. We have a normal to multiply Sorry, not constant scale peremter, call it roughness amount. So we already went over all of this, set this to one, throw this into our roughness. Here we have a subsurface collar. That's what it's called in here. You can call it translucency. You can call it subsurfacecolar. Doesn't really matter. What we want to do is we want to multiply this using a constantr vector that we call sub color so that we have more control over a color. And let's set this color to be a little bit of a darker looking yellow tone. And then what we want to do is we want to multiply this again using a scale pemter called sub underscore amount. Which will control the amount, and I'm going to leave it to zero for now and set this to subsurface color. And then our mask can just be in the obste mask over here. See? And now we have our leaves pretty much ready to go. So at this point, we can go ahead and we can save our scene. So it's a really basic material, just as some of the basic stuff. And we can go materials, material. We instance, IV underscore zero, one. Yeah, I guess we can just like very quickly base color in case I want to do something else. I should do this properly. Normal map. It's just that I want to, like, get to the lighting parts because those are really exciting. Sub and mask. So what we're going to. So yeah, we're doing this one, then I will show you how to do one that's like horizontal. That's like growing upwards. And after that, what I will do is I already have a bunch of foliage, like ivy, and it's because I used that ivy in our creating interior environments for games over here. So it's a little bit conflicting, like for me to redo all of that work again for just like some background ivy because that's ivy that we will use like here in the background so what I will most likely do is I will include a special bonus chapter, which will use the video files from our interior IV over here. And then we will just go ahead and we will use those pieces of IV just to show you how to generate those different variations. It will save both of us a little bit of time. So anyway, we have our IV because we're still going, of course, through the entire process over here. So let's not forget that. And we can go to materials, and we have IV 01, and we have our bark. Safe. And if you press G. So this is what we got right now. We have our IV, yes, that's looking fine. Now, I want to go ahead and go in my IV 01. And one thing that you notice that the back looks very dark. This is because of our subsurface colors. So if we go ahead and go into our subsurface amount, it sets to like one, you can see that now the backs start to be a little bit brighter. And also, we need to work on the lighting, but that also comes a little bit later. Let's set this like 0.3 over here. Tio Petri feels quite nice. Now, another thing is that I am. So the reason the back is dark over here is most likely just because of our lighting effects. Because it does show the back. Yeah, so that should be fine. So most of this is probably just like our icing effects. You can also go into your subsurface color and said it's like to be a bit lighter or like a bit more like a yellowish color if you want to control that kind of stuff. I'm going to maybe set my roughness to let's see. 00.2 maybe, 0.4. Yeah, I want to give a little bit of, like, a roughness shine. And another thing that I'm not too happy about is that and I'm not too worried about like this kind of stuff because I can just, like, place more ivy on the other side. But I'm not too happy about the amount of leaves. To be honest, it feels like not enough. I know that in real life, often this is like, totally fine to have like these little strings. But oh, wait, and I need to go to my worldspace bark, which is concrete. No, main master world space. I need to go in here. I need to turn on two sided, because else I'm not able to see the other side of my bark. And give that second because it's a large shader. Okay, there we go. Now we are able to at least, see the bark from all sides. That already increases things. It starts to look a bit better. I feel like I need more at least. Now, the nice thing about this is compared to doing it in Maya, is that I now can just quickly make changes and I don't have to redo my leaves. The only thing that's annoying is that our pivot point will change. Again. So you kind of, like, want to take a bit of grave salt. What I do find interesting is, like, it looks like so much leaves over here. Oops. That's the long one. But in here, I guess it's No, yeah, that is interesting. I'm going to make my leaves a bit larger, but I am really curious why in here, I feel like am I doing something wrong or something like that? Because in here, Yeah, definitely looks like more. Let's just go ahead and play around with it. Honestly, that's the only thing I can really say. So I'm going to go ahead and I'm going to increase my leaf size like that. Maybe I will also go to my twigs and I will go to generate and set the frequency, a little bit higher to give it some more twigs. Here, so now we are really increasing it. So if it's still complaining, then I would be surprised. Let's go at an export to game. IV 01, just replace it. Yeah, I'm not doing anything here, right? Oh, wait, include variations. That's it. No, wait. No, that's not it. I'm worried. I will turn on include variations. What I was wondering is that it is talking about these variations which are in your material setting, you can add slight color variations to your material. And I figure that we don't need it because we don't need an atlas. You would only get these variations if you generate an atlas. However, they might call. So let me just add one. They might call meshes, also variations. They might call this also variations, which I'm not completely sure, but we will know soon enough. Let me just close Maya because I keep accidentally clicking on Maya. So we will know soon enough if that is the case or not. In that case, it was just me getting mistaken. Uh, I feel like that was the case, yeah. At least it does look better now. So we got this one over here. Now, what I will do is I will just go ahead and I will for now, not yet change my UVs until I'm completely happy with this iv. So I'm going to place it into place. Because the nice thing is, even though you placed it into place, you can still change your pivot. I don't mean UVs, soy I mean pivot. Over here. And let's have a look at my camera actor. Okay. With my camera actor, I probably want to, let's say that I duplicate another one, and I will probably generate another variation soon. And the nice thing is about variations. I will show you how to do that after this. So let's say I have this over here. And then, of course, right now, our lighting is not very good, but just in general, it is starting to look quite nice. And our focus our cameras way out of focus, but I want to go ahead and give you a dedicated chapter on creating camera angles and stuff like that. So let's see what we have right now. We have a subsurface color. I'm going to set it a bit higher. Let's set this to like 0.7 for now, and we might need to, like, balance it out a little bit later on. I like my roughness. So this is looking quite good over here. Now, another thing that you can do is you can go into your IV and in here, uh in your build settings, you want to turn on two sided distant field generation. And the reason you want to do that is because often what this does is it improves the dark shadows that you get under your foliage. I do often forget to turn on this setting, and I believe that's the only thing. So now if we just press Apply changes. Okay, I guess, with Lumen, it doesn't do much. Before Lumen, it actually did do a lot, but it might still make some small difference. So just turn it on, just to be sure. Okay, awesome, to leave this chapter off because we now have, like, our first foliage in here and it's already starting to look quite interesting. So yeah, I quite like that. It's looking cool. You can go ahead and set your screen percentage like way higher to get, like, a higher resolution stuff. So what we're going to do now? Gonna set this back. Is I'm going to show you how to very, very quickly generate some variations. Then what I will do is, once we have all of our foliage ready to go, I will change the Pivot points and then we will call it done. If you ever want to change your variations, you can go ahead and save your scene. And then if you just do a saves and call this, for example, IV 02. The awesome thing about speed tree is that it has a actual generation note. So what I can do is I can, for example, go to my twigs, and although for these ones, if I go ahead and hide unhide this stuff, so for these ones over here, they are Yeah, yeah, they are generated. So we did not place them by hand. So what I can do is I can grab these. I can go to the All button. And then if I scroll down over, where are you? Did I pass it? Random seats? Oh, yeah, there we go. Random seats. Over here, what I can do is I can randomly change the seat, and I can that way, change the generation. Now, definitely make sure that you save your scene as like a separate one because you cannot get this back after you've done this. So let's press generation. And now what I hope is that it will still abide by the position that we set, but I have a feeling that it might not completely do that. So here it did the generation. Yeah, I see. So let's undo that. And instead, let's try to generate you'll see, and now I already lost it. So I'm just going to close this and press no, and I'm going to click on it again because once you press it, you kind of, like, lose that effect. So instead, what I might want to try and do is generate my twigs, which are much more flexible. So let's press generate over here and give the second, and then it will completely change the seat. Okay, yeah, it doesn't do much. In that case, I will have to play around with this one a little bit more. So what you can do here is you can also generate, like, various things, so I can generate my spine and my branches. So if I just go ahead and generate my branches over here, I don't know if maybe it doesn't count it as a branch. Yeah, it doesn't count it as a branch as spine, maybe. There we go. Okay. So this one is definitely like a spine. And then when we do spine, it will avoid generating the back mostly. I say, I take it with a grain of salt. It doesn't always work. So if you just generate your spine, you can see that now we instantly have another variation. And now if we go ahead and just hide our original one. So we got this stuff. And let's say that I don't like this one, I can still go in, note, grab this one. And move it down and then go back to generate. So let's say that I have this one, I can now go ahead and save my scene, and then I can already export it, and it's really quick to just create a bunch of variations. So once you have a variation that like let's say that you have one variation crawling up on a pillar, one variation crawling up on a sorry, 1 second. I should I should think about what I'm doing. Save. Okay. So yeah, you have one variation that goes up on the pillar, one that goes up on the wall, one that comes down from a wall, and one that does this effect. Then you can already make more variations than you ever need to dress up your scene. So we can now literally just go in here. We can go exports to Unreal on my other screen, IV 02, before I do that. What was the scaling that we chose to go for 0.35, okay? So import, set the scaling to 0.35. Import, and you can simply open it up. And because it is a generation from the previous one, everything will be all very similar. So all we have to do is build settings, turn on to match distance field generation, go ahead and add IV one and art bark, save scene. And now it is as simple as grabbing one of our original IVs. Duplicating it. And, of course, you later want to do this when you did your pivots and stuff like that. And then you can just go ahead and drag in another one. I do realize that when we change our pivots, if the pivots are not in the exact same location, you might need to, like, or you might get, like, a small mismatch. So it's up to you what you want to do with that, if you want to, like, keep the pivot in this location. This location is not too bad, but there are if you ever have ivy growing from the top, then it becomes a lot worse. But yeah, here you can see that now we instantly have more variations, and you can, of course, make the variations more drastic. But this way, it doesn't feel like we are just repeating the same stuff over and over and over again. So what we will be doing in the next chapter is we will go ahead and create our last little ivy piece, which is one that is going to crawl up of our pillar over here. And once we've done that, we are pretty much done. There will be like a bonus chapter where I will show you how to generate some more IV. But what we're going to do then is we are going to go ahead and focus on our lighting. And once we've done our lighting focus, then we will have a proper proper level chapter where it will be mostly like Yeah, it will mostly be like a time naps, and it will just be like me placing around Ivy and props and that kind of stuff. But don't worry. I will guide you through everything. So let's go ahead and continue with this in our next chapter. 65. 44 2 Bonus Creating Our Additional Ivy: Oh. I I things like that. Things like things like that. 66. 44 Creating Our Ivy Part3: Okay, so now that we have these two IV variations, what we're going to do is we are going to create a variation that's like grows around our pillar that you can see over here. So for this, what we're going to do is let's grab, we can grab IV 02 as like a placeholder, file and do a quick save as, and call this IV. I'm just going to call it IV 03, and press save. Awesome. Now, what do we need? If we just go ahead and open up our collision one over here, we are actually going to import a new one. For now, I will leave this one in here. However, let's go file and import mesh asset. And now we go ahead and go for the two unreal and just grab our vertical pillar over here and open this up. Now what I can do is I can go to forces, art, geometry, vertical pillar, set the size to 0.1 over here. Places roughly in the center. Oh, it's floating, so I need to move it down. I think I can just set this to zero in our Z axis. Yeah, there we go. Actually, you know what? I can set everything to zero, 00 if I really wanted to. There we go. Now, these pieces, we want to have them growing up and around a hill. For this, as soon as we go ahead and turn off our collision, what will happen is that it will, of course, break a few pieces. I'm going to get started by basically hiding my twigs and my leaves over here and my meshes, so that we only have this stuff left because else navigating our scene will be very slow. At this point, we can go ahead and just quickly forces. So collision is set to around zero. Okay, so only these ones are set to around 0.7. So if I go ahead and now delete this. Now what you can see is, of course, nothing is here anymore. I can quickly throw my gray material on this force. And now what I'm going to do is I'm just going to go ahead and I'm going to Sorry about the quick cut. My speed re crashed. It's really buggy lately. I have a feeling the reason why it might crash now is because even though these pieces are hidden, they still take up, like, some memory. So if I just delete this connection, yes. Don't crash. So my goal is that if I delete this connection, I can add it back later on, so I don't really need to worry about it for now. Now, I don't know why it's so slow. It never used to be this slow, but there we go. Okay, so now we should be able to move this a little bit more freely. What I'm going to do is that we can go to my little pieces. We can go to our forces vertical pillar and set this to, like, what did we do? You said like 0.8 and then move this around over here to kind of, like, get something more interesting. And now what we can do is we can use our trunk. And basically, I want to just go ahead and move my trunk Ah. Looks like I cannot rotate my trunk like that. It's no problem if I can't rotate it. I just need to, like, make some changes. So what we're going to do is we do need to go ahead and, like, move these around the corners. So I will most likely probably, like, do this, and then if we go to our generator, it makes it a little bit smaller. And then say that we move it up here. Oops. Oh, you know what? Actually, we can move it down. It might be actually easier if we just move it down like this and then have everything, growing from the bottom compared to trying to, like, make everything work. Anyway, so we have something like this. So the next thing that we need to do is because we want to have them, growing quite high is to I have a bit of a brain freeze right now for some reason. So if we go ahead and go to our forces over here, we can make these forces quite a bit stronger like this. Next, what I need to do is I'm just going to go ahead and I'm going to individually move these up. Yeah, I want to move them up and then they will go around. And if I go them, Okay, so let's just go ahead and do, manual positioning because my goal is that if I just move them also up around here, they hopefully position a bit more interesting. And then for these pieces, I need to move them closer and that kind of stuff. Just trying to get it to go all the way around our pillar. And then if we just grow up our scale, that should already get us quite far away. Wow, this one really doesn't want to get positioned. There we go. Now it does. So we got that one Oh, let's undo that because I kind of lost it. Let's do this one over RC. So it's starting to grow around. I'm not yet happy around like this side over here. So maybe I can do something like this where here see, where we try to, like, make it grow around like that. And then mostly what we need to do is we just need to, like, change a bunch of values. That's honestly it. And then that should get us quite far. See? Because we're just, like, moving it all the way around. And this one over here, I'm just got to delete it. I don't delete it. Let's see. This one maybe move it up a bit. This one maybe also. Okay, let's say that something like this looks pretty good. Let's go back to our generator. And now if we just go into our spine and then play around with our length. And then if we go back to our forces, and now we can really start working on our forces and seeing how do they behave? Because they are sticking quite far this time inside of our mess, you can see, but that might not be too big of a deal when we actually add our twigs on top of it. So I'm just basically playing around with it. Now, another thing that we want to do is we can actually control the gravity on these forces. Which will automatically make them grow up a little bit. So if we go to our spine and over here, see, we can use our gravity to force them basically to, like, grow up rather than down just by setting it to minus, which can be quite useful for these kind of pieces. So let's say something like that. Yeah, and I quite like that. It's not like it's not as dense all the way around, but rather, it has some really dense areas, and then there's, like, some empty areas like we can see over here. So that's looking pretty, that's looking pretty good what we got right now. So at this point, what I will do, and I'm a little bit scared for how it will behave. So I'm going to definitely save this. Replace the reason why I had to replace it is because I crashed. And I'm going to click and drag my twigs on top of this. Oh, hey, look. Looks like they didn't do much. Then I'm going to unhide my twigs, go to my forces. Throw on my vertical pillar over here. And it's a little bit difficult to see right now. I'm going to move I'm going to move basically my slider so that it is a little bit more snug around my vertical pillar. And then over here, we can see that now these are our branches. So based upon that, we can, like, maybe make them a little bit stronger like that. It looks like a big mess, but honestly, ivy looks always like a big jumbled mess often. So that's looking pretty good. I'm going to go to my larger branch over here. I'm just going to set the length a little bit down. There we goes that it's not as dense near the top. Let's hide my larger branches. And now let's go at an un hight, and here we have our leaves. Okay. So we got our leaves. That's looking pretty good. I'm going to, first of all, go to skin, and I'm going to lower down my variation amount over here, because that's a little bit too intense for my taste. Okay. Now what I'm going to do is with these ones, we might need to go to our orientation. And let's see. So sky influence. Now, that one is actually pretty good. But we can use folding and everything to make them really pointing down and same with like a line, we can use it to basically make everything kind of like point down like that, which looks a little bit better. And for the rest, yeah, all of this folding over here is already fine. Scaling. I like to tie and keep all of the leaves roughly the same scale just because it looks a little bit better. So if I just have a look. Yeah, this is a good scale. So I probably want to keep my scaling as it is right now. Let's go into a collision, maybe set a pivot threshold a little bit higher. And maybe let's go a little bit higher, maybe. Let's going to our leaf generation, and I guess, yeah, I guess we already are like the top of our leaf generation. So then I would just go to my twigs, go to almost sounds like I'm saying twigs. Go to my generation and just boost these up a little bit. Yeah, I think that looks quite cool. Maybe I'm going to make my size a little bit smaller in order to kind of like Force generating more leaves, you see? So when I make it a little bit smaller, it has a little bit more room for leaves in, like, those empty areas. So let's say that I'm going to start with this, and then we'll see how it goes. Nice thing is that the pivot point is sexually already in the right location. So I'm going to hide my trunk. And I'm going to also hide my collision over here. And there we go. Now we have a nice ivy pillar, pretty much. So let's go ahead and save scene and export this one. And because we already have everything set up inside of unreal, it will be very quick, so it should still keep all of our original stuff in here. And because the scaling and everything we did quite uniform, we can just go ahead and go import IV 030.35. Let's go ahead and import it. And if we just go ahead and open it up, Let's go in here. Materials, we have our bark and we have our IV 01. Let's go in our build settings turn on two side a distant field generation, and let's go ahead and save that. Awesome. So that's already it. As you can see that went really quick. Once you actually have your final base, it should go really quick. So now if we go ahead and honestly, maybe we can even literally duplicate our pillar and then replace it with IV. See? And now I just want to double check that I set everything to zero, zero, zero, but that's looking really nice, honestly. So here we can go ahead and see. We have this one, and let's say that now we want to, like, for this one, we can rotate it because it's a pillar, so it should be exactly square still and moved over here and then for our camera, it instantly looks like we have you see, like we have different ivs growing on everything. And then it's up to you to like decide which side looks best. Yeah, I think this side. Which one is it? I think for this one, this side looks probably the best over here, and I just need to move it out a little bit more. And then maybe for this one, is it the same rotation, 170? No, this is not the same No, no. Oh, yes, yes. Yes, it is the same rotation. So this one I want to go at and rotate a little bit different just to give it the look as if these are different types of Ivy. Awesome. Okay. And that's basically the general idea of it. So now we can very quickly have some IV that we can use for our assets. Okay. So I would say that now, I've pretty much shown you, the same technique. There will be some bonus videos, which are just timelapses of me creating different types of IV. Please note that these time lapses, they are originally from a different tutorial course because it's just like an extra bonus. And they are just generating some ivs that you can basically hang down over here on the flat walls and stuff like that. So I will include those bonuses. However, there might be references in the bonus to, like, a different course. But that shouldn't be a problem. It's literally just time lapses of these speed reps. So to clean this up, I'm going to go ahead and I'm going to delete all of this leftover stuff. And save sin. Also, in my folder, I'm going to go ahead and I'm going to delete all of this leftover stuff that we don't need that automatically gets exported. There we go. Nice and clean. So what we will be doing in our next chapter is going to be quite fun, and that is that we will be working on our lighting. So we are going to get started by just like already sort of finalizing our base lighting. It will not be perfect yet, so it will be like our first lighting pass. But after that, what we can do is I can show you where you can find a bunch of different resources for, like, free assets and free trees and stuff like that. And then what we can do is we can start using those to enhance our scene a little bit. The lighting pass will also include a polishing pass where we will do some stuff, like, for example, replacing the colors of some of our pipes and stuff like that. So please keep that also in mind that we will do those two things kind of like in the same chapter. So let's go ahead and continue with that in our next chapter. 67. 45 Doing Our First Lighting Pass Part1: In this chapter, what we are going to do is we are going to get started with our base lighting setup and also doing a little bit of polishing already in our scene just to enhance things a little bit more. So if we have a look at, like, our reference, now, of course, this AI generated reference, so don't trust the lighting too much. But one thing that I quite like from this is that there's quite a strong white lighting that almost cats like a little bit of like a blowout in, like, the further distances. And for the rest, we have some quite soft bluish shadows also coming through there. So yeah, over here, yeah, it has a little bit of yellow, but just in general, I quite like a lighting like that. So what we're going to do is we're going to try and capture a little bit of, like, a base lighting like this. And then later on when we actually have done all of our level art and all that kind of stuff, then what we will do is we will go ahead and redo or not redo, but improve our lighting. So, of course, right now, we only have like a really small scene over here. With not much going on in the rest of the scene. So this is something that we will work on in a bit. And what we might also do is we might also already, play some more cameras for us. So what I'm going to do is I'm going to get started by probably, like, organizing my scene a little bit. So right now we have our blockout, our lighting, and I want to go ahead and select all of this stuff except for my ivy. So unselect my IV. It's a w annoying bug that when you deselect something, it snaps back to the but base. Luckily, we only have three of them. And I'm going to throw this into a folder called decals over here. So we have our decals. We have our lighting. This one over here. I want this one to change the name from blockout to assets. Let's do structural, for example. Over here, we have a bunch of pipes, which are quite easy to select because we just need to select them. Create a folder called pipes. So just organizing it like this, it will make your life so much easier. Let's do one that's called foliage because we're going to have more foliage later on. And then over here, I'm just going to go ahead and grab all of these. Like this and drag them into my structure. Or what you can do is you can right click, move to, and then you can select structure. That's another way that you can do it. See? So now our scene is much cleaner, and I highly recommend that you work with organized scenes. If you don't do that, it will just become a pain later on. So we have our lighting over here. Now, we already like some base lighting. What I'm going to do is I'm going to have probably like a pretty fresh start. Let's go ahead and delete my directional light. I'm going to for now, in my post effects, I'm going to just go ahead and actually, yeah, we can leave the default of our post effect. We didn't really do much yet. I'm going to delete my sky atmosphere, my skylight. I don't need to delete my skylight because it has default settings and my volumetric clouds over here. Oops. I didn't mean to move that. Now, it's talking about a skylight with real time capture. Oh, yeah. Go in your skylight and turn off real time capture over here like that. Awesome. Okay. So what we're going to do now is we are going to get started by setting up our lighting. Now, you can do the real time lighting that we just had that I showed you before with the volumetric clouds. However, what I'm going to is I'm going to use a bit more of a traditional way, which gives me a little bit more lighting control because I don't like the look of the clouds and stuff, and I want to get a bit of, like, a background. I'm going to use something that's called an CR image for this to have our base lighting. Let's go into textures. Right click and create a new fool called HCRI over here. And then what we can do is we can go ahead and we can go to a website which is called polyhaven.com. On this website, you can get free HRI images. So if we just go ahead and open it up, now we want to try and find an interesting looking sky that will work for us. So let's have a think about it. Our environment is in a slightly urban area with some foliage, and we want it to be fairly clear day and not too many clouds over here with our sky. So we can go ahead and we can go, Okay, so this is outdoor. That's one thing. And we can just scroll over here or you can find something more specific. Personally, what I like to do is I like to just go ahead and scroll down here. You will be able to see your sky, so keep that in mind that when you use a sky, that you might be able to see part of the environment. Of course, we can move it a little bit, but we actually it might actually be nice to show a part of the environment if it's not, like, too strange looking. For example, it would be strange if we have this over here, and then all of a sudden we have our sky or we have our environment sitting in, like, a snowfield or something like that. So let's go for something like and maybe this one over here might be interesting, but it doesn't have a lot of foliage. So I'm just trying to find a visually interesting looking sky, and I'm also looking at, like, the lighting response and what I might want to get from it. Let's try this one, for example. I'm just going to middle click on it, and while it's doing that, I will get, like, a few more. So here we have an urban street, but this does not feel like this one also feels like it fits a little bit better. And also what we can also do is we can also get, like, some of these like more flatter skies. And we can also get some that are literally like just skies, if you want. So if you want, you can also go up. And here you have some that are like ARC, that are really just like sky. So I can go, for example, with this one, which has some interesting looking clouds. Now, when you're happy with the stuff that you found, what you want to do is you want to four K is enough. Don't go higher. You want to grab an EXR file. Don't grab the HCR file. The reason we want to use EXR is so that we can use it in our material. And then you just press Download. You can go here, EXR, download, EXR, download and EXR download. Once that is done, what we can do is we can go ahead and simply drag these into unreal. And the goal is that you get a texture. Do not get a texture cube. If you grab an HDR, you get a texture cube, but that's not the one that we want. We want to read this as a texture, but don't worry. Even though it is a texture when you open it up, it should still show the compression settings as HDR over here, so they should still be fine. So we have that stuff done now. Now what we're going to do is we are going to create a material for our sky. So what we want to do is we want to go ahead and we want to not that one. We want to go create a new material and call this sky, and let's open this up over here. Now, this is actually going to be a super easy material. All we need to do is we need to grab an HCR image. So let's say the abandoned parking lot to get started with over here. You can right click, convert the perimeter and call this sky. And then what you want to do is you want to multiply this sky over here, using a scale parameter, which we'll call intensity. And this will control our intensity, and I'm going to set the default to one. And we want to plug this one. We want to plug it into our emissive. So we want to go to our sky. Now, we need to set some setting. So we want to set the shading model to be unlit the reason we want to set our shading model to unlit is because we are going to throw this on a sphere, and we do not want to have our sphere interacting with any type of lighting because this is our light source. It would make sense to have our light source get interacted by other lights. So we then can go ahead and you saw me turn on two sided, and then we can plug this into our emissive color over here. And now you can see that we now have like our sky mapped on our dome. We can go ahead and we can save our sin and now if we go into our hallway, we want to go ahead and if you don't have it, over here we have engine content. If you don't have this, you can go to settings, and over here, you can turn on show engine content. And we want to grab a default editor sphere. Editor sphere over here, and we want to drag this in here like that. So with our editorsphere, I'm going to reset this to 000. You won't be able to see it. If you want, you can go to unlit mode and then you are able to see it, and we need to make this very, very large. We need to make this around 10,000 or larger so we can go press the little lock button in our scale. We can go 10,000. If you make it smaller, your lighting will not work because we basically need to make the sphere so large, it's outside of the ratio of all of our other lights, including our directional light. So let's drag this into our editor sphere. And when you've done that, all you need to do now is we need to go to our content. No, editor. Why is there? Oh, yeah, it's because we can walk around. That's why we have that content. Concrete hallway, walkway, sorry. And then we want to go to our materials, and we want to grab our sky, create an instance, and drag this onto our sky. So now you can see that now we start to have a sky and I can just open this up, and then we can control it. So having this one, you can see that now we have a nice sky rout. And this can also work when we have our cinema actor that we can see it. Now, not much will happen right now, and the reason not much will happen is because we need to go ahead and go to our skylight. And now that we have our sky, make sure that real time is turned off, it's set to movable. And then what we want to do is we want to scroll down and we want to press recapture. And now what that will do is our scene will be captured from our sky. Now, I don't know why it's so dark. Oh, oh, yeah, sorry. The reason it is so dark is because we need to go in our sky, and we need to turn off. Let's go our sky at fenced and turn off lower hemisphere is solid color. And now we probably need to, like, redo that again, recapture. Is there something else? Maybe our exponential height fork? Oh, okay, so it was our exponential height fork that caused the problem. But still, in your sky turn off, lower hemisphere is what I just showed you. Where are you? Lower hemisphere is solid color because else it will think the base is going to be black. So now that you have done this, we can go to our sky and press recapture again. And now you can see that we already like art some small values. So I'm not yet liking our sky, so also we can change the density a little bit and stuff like that. However, what I feel right now is that it feels like, it's really, I guess, because of the look, it feels like this is not a very large looking sky. It feels like it's further away. So I'm not sure if this is the right sky for us to use. You can, of course, also in your dit sphere, try to go further, but most time after 10,000, you won't see a difference. If I go, for example, to 50,000, here see, there's no actual difference because we are already so far away in the distance over here. We can also, if we have a look at the sky, just double check. Yeah, we are at Vogue resolution, so we won't really want to go much higher than that, to be honest. And what we can do is we can, of course, rotate our sky around. We can go ahead and grab our atmosphere, and I believe we need to do the no, not the X rotation. I think it's the Z rotation over here. We can rotate our sky around. But honestly, I'm not really liking what I see over here, which is that the sky looks too blurry. So we can go capture or grab, for example, another one over here, as you can see, but I feel like we might need to end up with a default sky. You can press recapture on your sky. Or what you can do is you can go to build, and in here, you can build reflection captures, and that often also recaptures your sky. So this one over here, it is starting to look more interesting. We can go ahead and grab this guy and maybe, let's say that we build reflection captures. This one is a little bit too blue. And then we have our original sky, which I probably set back to one over here, which shows like some clouds build reflection captures. Okay, so that one, I feel like the construction yard is probably nicest over here, I feel like that gives us already, like, a quite solid base to get started with. So yes, you can control the intensity. You can say it's two, for example, two, build reflection captures and you can see that then it makes everything a bit more intense. However, don't forget that we still need to like a bunch of other lights in here. So for now, I'm going to leave this to one, and I'm going to build my reflection captures like this. Now, for my sky, that is a tricky one where right now, I'm not really sure I'm liking the resolution, but I also don't think, yeah, we can go for eight K if we really want to. That's probably the only thing that we might be able to do. And then for the rest, we will just use trees and everything to cover up the sky. So if we go for eight K resolution, or if you want, you can even go for 16 K, but I think that Unreal doesn't accept 16 K yet. So let's go ahead and for this one, let's import it. And then over here we have our eight K version. So if we just open up our sky, and navigate to it. We should see, well, a doubling resolution over here, see? So now that already starts to look like a little bit better. And then if we just go ahead and find like rotation that's, like, a little bit further away, maybe we do like some trees because I don't really want to get like these really close up buildings. So we can do, like, some trees over here. Go to our sky, and let's just press recapture. And there we go. Let's start with something like this. Okay. So we got this stuff done. Now what I'm going to do is speaking about reflection spheres, I want to go ahead and just already add some of these in here. Yeah, this feels like an area where you would have concrete structures. So our flection spheres. Although we don't have a lot of reflections in our scene, which means we don't have something super metallic, we still want the artist. We want to go to visual effects and grab a sphere reflection capture. If we press G to go into game mode, what this will do is it will accurately capture the reflections in our scene based upon the orange cylinder that we have over here. I want to make my radius a bit smaller because I like to have these overlapping. You often get better reflections if you have a few of them. So what I like to do is, I like to have, let's say, like three over here, and then I'm going to also have them in this hallway and also in this hallway. I can go ahead and throw these into a folder called reflections. And that you'd already do the trick. If I now go to my camera angle over here, I can go to build build reflection captures, and it does very little, but it does like some small changes to our scene. Okay, the next one will be some fog, probably. Let's go ahead and go to our visual effects and throw on again, our exponential height over here. Why now it is black, and this is because of the fog in scattering color over here. So what we want to do is we want to go ahead and do two things. First of all, we probably need to set my height fell off. A little bit lower over here. And I want to set my scattering over here. You can see that you can set your scattering and set it a little bit bluish to give it a little bit more like a foggy background. And then there's two things we want to do. First of all, scroll down and go to our volumetric fog. What this allows us to do is later on, it allows us to also create goat ways and stuff like that. Now, your fog actually reacts to lighting, and right now we only have a skylight. So we are going to balance a little bit between the volumetric fog and our density, and then we will add our skylight to basically improve things. First of all, in my volumetric fork, I'm going to go and make this probably a little bit orange like that, just a tiny bit. Now, you can see much of your volumetric fork right now, but that will come later. Then you also have your density and your density, you can kind of control how much you want. And once again, high fall off. To be honest, like, I wish I could set my fork to be a little bit lower. Now, you can try to use your fork cut off distance, and there should be a value over here where it basically no longer touches our sphere. So if I go ahead and set this one to, I don't know, like 5,000. And then if I play around with my fork that's the, you can see that we get the fork. However, it will be in our environment and not so much in our sphere itself. And then you can control the height fall off. I was going to go for, again, a little bit more bluish looking for over here. Then if I go to my volumetric, we can go ahead and use our extinction scale. You'll see to increase our for a little bit more. Maybe we should actually make this a little bit more like whitish. And now you can see that here. It's subtle, but it definitely adds something. And when we actually add the rest of our lighting, it will actually make a big difference. So we got our fork done, we got our skylights done, which if you want now, you can recapture and it will react to the lighting. The next one that I'm going to do is I'm probably going to go ahead and give it an actual sun that would be always nice to have. So first of all, let's save sine over here. Give the second. I'm going to get rid of my four K construction, since we have an eight K version now. And I'm going to go lights, and I'm going to go ahead and I'm going to start by adding a directional light. Let's go ahead and go outside to my camera and game mode. Okay, so yeah, this is now in, like, a good location. So what I'm going to do is I'm going to press G to go into my game mode, and now I have this skylight. I'm going to make it movable, and now I'm going to go ahead and I'm just going to rotate it. What you can see over here is that it is starting to rotate. However, we need to set our intensity quite a bit higher. We need to go for something like 100 to get started with. And what I notice, few things let's go into I feel like right now it is still I think it is how you say it. It's being blocked by my sky. That's what I mean. So if I would turn off my atmosphere, yeah, I see here. So it's being blocked by my editor sphere over here. Which is interesting. I must have forgot the setting. Give me 1 second. Say, right now, the reason that our editor sphere over here, it's basically blocking our sunlight. So what I want to do is I'm just going to go ahead and I'm going to go into my modeling tools up here. I can just press mesh duplicate. And call this atmosphere underscore or sorry, INV as an invert. And then I can go ahead and press accept. And now for this additosphere, invert, what I can do is I can just go ahead and go down to my normals up here and invert the normals and press accept. That still does not work. Do I have my lighten on? Yeah, I have my light in. Normals. Oh, wait. These are the area weight to normals. I don't need to care about those. I need to instead go up to my poly ddt tools. And if I select it then press flip over here. Don't know if that worked. Uh, that's St.. One sec, let me just go ahead and make this because it's really difficult to, of course, see. So let's go into our editor sphere, and let's set this to like 50 to make it smaller. Oh, of course. Go to your sky and turn off two sided. Go ahead. Completely forgot that we still had to turn on in our sky material. So probably at this point, yeah, so that's why the normals didn't work. W it bad, that if I now go to normals and I invert them, that easy? Now it works. Okay, so that was my mistake. I forgot to turn it on. Anyway, now we can set this back to 10,000. I was already thinking like that strain. But yeah, you can also use your edit stuff for this. And now, if we go ahead and go up here, you can see that now because we have inverted our sphere so that it doesn't show any backfacesO skylight or direction light is able to go through it. You can see that also our volumetric Fog is already starting to do some interesting stuff. So what we can do with this is we can go ahead and grab our skylight and we can go for like, let's start with 50. Now maybe 20. We can go for, like, a visually interesting lighting. So I want to try and get the lighting mostly to hit near the back and not so much near the front. I also want to push out the back later on. So let's here. Let's try to, like, rotate my lighting around a bit. I can use my mode over here to switch between our world and our actual gizmo lighting. So let's say that we get, I don't know. I'm just trying to find like an interesting lighting angle. I quite like having this strong lighting on our pillows over here. And then maybe what we need to do is, of course, when we get trees and stuff like that inside of here, it will kind of, like, block some of the lighting. So that's also quite good. So let's say we have something like that. Yeah, let's go for an intensity of two, three, ten, maybe eight. Let's try to get started with an intensity of eight. And then what you want to do is you want to press use temperature, and in here, we can actually control the temperature of our light a little bit better. And we want to go not for two orange because our scene is already quite light. So what I'm going to do is, let's say 5,700. Yeah, around 5,700 looks quite nice. Now, there's two more things that you have over here. One of them is your indirect lighting intensity. Boosting this up, it will basically bounce your light around a lot more, which will make your dark areas a little bit brighter. So if we go for one the let's say two. Let's do 1.5 because it's a sunny day. It will probably boost up a lot of lighting. Your volumetric scattering intensity, this one, if you set is higher, it will affect your have a sets to 15. It will affect your volumetric fog that we have. So remember how we made this one? See if I turn it off, it won't work. So that is also quite interesting. And I'm going to set my view distance actually a bit lower. Over here so that we can still see, maybe some of the sky around. But yeah, so if we go into our light, we can go ahead and set this maybe to like I do want to give it like a bit of Gotray so maybe set it to around two. And I'm not yet too happy about the angle, but it is a start. Let's say like that. I'm also not too happy yet about the sky. I feel like I want to go in my sky sphere, and maybe I want to set my instance to be way stronger so that it stands out more. If I set it to like ten or something or five. Maybe like eight. But then, of course, in our sky light, if we would go ahead and recapture it now, it would just be blown up. So if we set it to eight, I want to set this one to 0.2. And let's try to recapture again. I think I need to go like 0.1 even, 0.1 to maybe make it a little bit smaller, and then I can go ahead and maybe set my sky sphere to like I'm just balancing it out, basically. Let's say six, and then recapture. Yeah, now we are getting somewhere that looks a little bit more interesting. Okay, awesome. And then, of course, we will have some tees and stuff like that. So let's just have a quick look what it looks like. So yeah, a little bit foggy. But for the rest, it's like a pretty solid base inside of here. Now, what we're going to do is we now have, our base light, so let's track these into our lighting. Let's see. We have our skylight, which is good. We have our reflection captures, which is good. I guess what we can do now is we can go over to our post effects. So in our post effects, there's a few things that I just want to play around with. One of them is our bloom. And in our bloom, what we can do is we can get a little bit of that blowout. Yeah, over here, you know what? I might want to actually make my concrete a little bit whiter and then make my sun a little bit lighter. A quick thing is we can kind of do that using a little bit of, I don't know, cheating, I guess you could call it. You can go in your concrete and open up concrete main and also open up concrete tiles over here. And then you can make very quick addits to this by scrolling down, and here you can control the brightness and the saturation. So saturation, if we set this to like 0.8, for example, to make it a little bit whiter concrete, that's often just a really quick way to play around with things, see how it looks. So if I make this 0.8, and if I then go to my lighting again and my direction light, I'm going to set my temperature to maybe 5,400, 5,500 maybe over here. Now, you also can go in here and you can set the source soft angle. And what this does is it kind of softens out your shadows along with your source angle here, you see? So I can set my source angle. And then my sauce soft angle and then those, oh, this one doesn't seem to do much. I guess then it's just a sauce angle. It will soften out almost it's a little bit faking, but it will soften out our shadows a little bit, which in this case, I quite like. I want to make my shadows a little bit softer and not super sharp and stuff like that. So maybe let's say 3.2 is probably fine. Okay? So we got that stuff done. Did I forget anything in here? Sometimes turning on contract shadow length in Worldspace might give you if you make it a little bit smaller, it might give you better effects on your foliage. In this case, it doesn't do too much, but that's something we can work on. You see, you can see the tiny bit. But I guess this is something that for now, I will yeah, for now, I will turn it off, and it's something that we will get back to in just a bit. So we were working on our post process volume. In our post process volume, in our bloom, we can use our bloom to basically, push out that typical bloom look that you have over here. And in our case, this feels like an environment where it could work quite nicely. If we just push it out and play around with our threshold a bit to not have the glow. The threshold, what it does is it will make sure that the glow doesn't go everywhere. Here we go and give it a little bit of bloom. Next, we have our exposure settings. Now our exposure settings, remember how I said that we went ahead and controlled this, but right now, if we look over here, everything looks very dark, and this is because we don't yet have our exposure settings set correctly. What I want to do is I basically want to set my exposure settings to a mint and max brightness. If I set my max brightness to around three, what should happen is that if I go in here, maybe I need to go for like 15. Maybe set my mint brightness to like 0.5 Here we go. If I set my mint brightness to 0.5, you can see that this corner already starts to look like a little bit darker and if I now go in here and set my max brightness, it's a balance that we need to get. Let's set our max brightness to, like, I don't know, set mint brightness to 0.2, and our max brightness to maybe like 0.5 I'm I'm doing it the one way around. I need to go for, like, one in my mint brightness and my max brightness to be like 0.5. So that when I go here, see, I can control it. So let's do 0.6. So now, no matter where I look, my environment, it will not be too dark. So if I go ahead and go in here, I feel like minimum brightness is one, maximum bright. Oh, yeah, yeah, that should be fine. And then I can control also still my exposure compensation to give it, like a little bit of the softness effect. Just give me 1 second. I'm just like playing around with the values a bit. 0.5. Yeah. Okay, that should work. So now, whenever we go in the darker corners or in the lighter corners, it will not blow out our exposure. Now, having this one done, and I said this one to minus one. Having this one done. One thing that really annoys me, which I'm going to quickly turn off is that where's my camera? In my camera, right now, the focus is all off. So what I'm going to do is I'm going to set my current temperature over here to 22. And what it will do is it will make sure that everything is in focus. See? So that works a little bit better already. And then we can improve this later. So let's go ahead and continue to our post pocess effects. Now, most of these effects we don't really need to touch. A chromatic aberration. It gives you that lens effect that you often see at the outside of your lenses. So what you can do is sometimes you give like a tiny bit of an effect. You can set a super load like 0.1. For the rest, we don't need to work on dirt masks, we don't need to work on local exposures. Image effects, if you want to increase the vignetting amount, you can do that over here. But honestly, we probably can stick to 0.3 even. Depth or field is something that we will work on with the camera, so we don't need to touch it. Our color grading, there's one type of color grading I want to do now, and the rest I will do inside of Photoshop. And if you go to shadows and click on Gamma, I like to always make my shadows a little bit blue as if they reflect the light from our sky a little bit over here. So I often like to make them a little bit more like a bluish a tone over here because it gives us a nicer effect, something like that, for example, you can also control your shadows over here to make them stronger or lighter, but we don't need to control that because we are going to do it all the Photoshop. We are going to use something called a lute for that, which I will go over in the next chapter. So for now, in our lumen, we have a global ilumation lumen. If you want, you can always set your lighting quality higher to even two, although it doesn't make a big visual difference. What I do like to do is this is new inside of inside of the latest unreagen 5.1 is in your lumen reflections. Uh Was it reflections? Oh, I can't find it anymore. Advanced. Which version am I on? About 5.0 oh, I'm not I'm still in, like, the older version. I guess, Wow. I guess because it takes a really long time to create these tutorial courses, I guess what happened is that I forgot to update. Anyway, in my lumar reflection, I'm going to set tutto. And what I might decide to do is I might decide to update. The reason I want to update is also because the foliage has improved, so that might actually improve that darkness that we have over here. So that's just my fault. So that's what you get when it takes months to create a tutorial course. It takes so long that the version switch. So for now, don't worry. There's almost no difference between nlog in 5.0 0.3 and 5.1. At least no difference that can break your scene. So what I would say is that at this point, we have our post effects. That's all looking fine. I'm going to set my lumen reflections quality to maybe, like, one over here back. And for the rest, I don't really need to touch any of these other settings for now. So I can go ahead and I can save my scene. And now, we have a base. It's not perfect yet. I like this area over here. This stuff where we have a little bit of light. So let's go ahead and in our next chapter, I will have upgraded to 5.0 0.1, sorry, yeah, 5.0 0.1. And what we are going to do then is we are going to do some color grading. We are going to do some balancing with our pipes and just in general, like, add some more visual interest. And after that, the first lighting pass will be done. So let's go ahead and continue with this in the next chapter. 68. 46 Doing Our First Lighting Pass Part2: Okay, so we are back. So right now, I have updated to my Unreal engine version 5.1, almost no difference. Like, it was super easy to update. All I had to do is it just gave me a message saying that do you want to turn on DirectX 12 or something like that? And that's about it. So now that we have done this, basically, the setting that I was a bit confused about missing lastly, and also, you can see that our foliage is a bit better because it's able to render it better, is that if we go down, in your reflections and in your lumar reflections, you now have an option for high quality translucent reflections. This one is great if you ever have any type of glass or something like that. Now, we don't have anything, so there's no visual difference, but I wanted to show you that because it's amazing quality for like glass and those type of things. But for the rest, all I would say is that Oh, this one, for some reason, is it just me or does it feel like there's less foliage again? Oh, no, wait. I think it's just like Yeah, here, it's just like because of the meshes that were not that were hidden. Okay, anyway, sorry about that. That's just me being distracted. Sometimes that happens where here or see, I'm just missing, like, some of those pieces and also what I wanted to do. So we are now also going to go into polishing phase. So if you ever see something, just dive right in and quickly fix it. Like, one thing that I see is over here that the bark is way too low boli so I can set the tiling to like 200 or maybe like 50, see? And that just very quickly fixes that kind of stuff. I know it is not perfect, but honestly, for something that small, it's totally fine. So if we go ahead and now go over here and let's have a look. So, for some reason, I feel like my lighting is still not good, so I'm just going to go ahead and set the Clot to be maybe, like, 5,100 to push the color a bit. And now what we're going to do is we will do a color grading pass, and then we will go ahead and do a little bit of, like, a polishing pass and also some other stuff. So for a color grading pass, what we want to do is we want to take a high resolution screenshot of our scene, which we can use in Photoshop, and then we can literally using a system called a Lute, which stands for color lookup table. We can use that system to basically transpose the colors that we create in Photoshop onto our real time scene. I hope I say that correctly. So what I'm going to do is I'm going to go down here and let's set my screen percentage to 100, just to give it a nice crisp look. And then what I'm going to do is I'm going to go to my high resolution screenshots down here, and we will go over a little bit more on this later on where we actually take our portfolio shots. Let's set a screenshot, multiply to two, and press capture. As soon as press capture, it will show you like a pop up, and I recommend just clicking on the pop up because it's easier. So we have this one now ready to go. Now what we want to do is we want to go ahead and open up Photoshop and import our image. Here we go. And then we want to input a PNG, which I have ordered for you in texts and Lute. You can also find this PNG by going into Google and typing in Unreal Engine, color lookup table or Lute. And this is basically data. This is a very small little image which contains color data. Now, you can imagine that if we apply changes to this color data, Unreal Engine is able to read the difference between the default and this data and applies that to our entire scene. So the way that I tend to do this, which I fight like is the quickest and easiest way for this stuff, is I like to, first of all, hold Control and click on my data. And then I like to create a solid color. The only reason I do this is so that I can easily select my data later on because what we are going to do is we are going to, well, first of all, go image mode and set our image to 16 bits so that we have the full range. And now having our layer and our color lookup table selected, we right clock and press merge layer. Reason I want to do is because now we can go to filter and we can go to Camera Raw Filter over here. And this way we have, all of the controls that we really want to right away. So I can go in here and I can very easily, there we go. I can go in here and can very easily change, like, a bunch of stuff. We can go, for example, over here, let's say that we can control our exposure and contrast. You only want to control effects or you only want to apply effects that go over your entire image. So those are exposures, highlights, stuff like that. Sharpening and clarity and textures, those things don't do anything because they simply they do not affect the entire image or the colors of the image. So let's go ahead and have a look. So first of all, we have a temperature over here, which we can control if we want to go for, like, lighter or less light. Honestly, I'm quite happy with the temperature we have right now. So I'm going to go ahead and I'm going to set my exposure just like a tiny bit lower, maybe. And let's set my contrast up a little bit. Let's make my highlights a little bit stronger maybe. Or not. A tiny bit stronger and let's play around with my shadows. I'm going to set my shadows also, like, a little bit lighter over here. Next, we have the whites, which we can push down a tiny bit just to bring down those highlights a little bit more. But honestly, it's mostly just me playing around the sliders. Our vibrants can be used to give us scene like more or less color. You can literally even go for grayscale if you want. Uh, I'm going to, so we have this strong contrast. I do want to capture that. Right now, everything feels like too orange. So I definitely will probably need to change the color of my concrete to be more white. But I like the strong contrast between, like, green and white. And right now it just all looks yellow, which I don't like. But that's what balancing is for. So what I can do for now is I'm going to set my vibrance a little bit lower. I'm going to set my contrast a little bit back to default. I go to my curve, and I want to go up here to the first line and move this down, and then go to the last line and move this up. This is a default wave curve that you can often use control the base tone mapping of your scene. Okay, let's do something like that. We can also go ahead and go into our color mixer over here, and we can, for example, choose, make our greens more or less yellow or or more green. So let's say that we make our greens a bit more. We can say that we make our blues a little bit stronger. Our aquas don't really do much. Our oranges. You see, we can make our tire scene a bit more red. And that definitely shows that our scene is too orange. I'm going to set my reds a bit down. My yellows, I'm going to tone down a little bit increase a little bit more. Let's see. I feel like something like this should be fine. For now, we still need to learn quite a bit of color balancing on this later on. But I'm just having a t. Sorry I'm just having a t right now. So, yeah, we got these strong colors. Over here, this area over here looks quite interesting. Okay, let's stick with this. So what you want to do is you want to go ahead and press Okay. See? You can see that there was like a small difference. Now, what I'm going to do is I'm going to navigate to my Lot folder over here. And first of all, I will do a saves and I will save this as a PSD, Lut underscore zero, one, and save. And then what I'm going to do is I'm going to hold Control and click on my mask so that we select our lookup table. And then I go to image, cop, file, save as copy, and then save it as a PNG. As Lute 01 and safe. And then what you can do is you can undo it in order to go back to the scene that was before. Now for the magic, if we go ahead and if we go over here, in our scene, we can go at a folder called Lut. And in this folder, I will go ahead and drag in my Lut 01. And I can go ahead and I can open it up, and there's something important, so we need to tell it that it is lute and we can do this by going into our texture group over here. Scroll down and find the color lookup table. So if you apply that, now all that we need to do is we just need to navigate to our lighting, which we have over here. So post effects we want to go to Misk and turn on the color grading lute and the intensity. And then when you're dragging your lute, you can see that now the changes have applied that we had added to our scene. So that's looking pretty good. You can also control, how much so you here. You can see quite a big difference in what we change to our scene. So this is like a pretty solid base to get started with. I still feel like there's some blurring going on, but I guess focus. Yeah, okay, I guess that is fine. Disable, maybe. Okay, fair enough. So I guess there's no blurring going on. Maybe it's just the resolution of my screen. So having that done, what we're going to do now is we want to do some small tweaks, which make our environment, a little bit more complete. I'm going to make my concrete whiter. I'm going to add another color variation for my pipes, which is going to be probably like a bluish color. And then what we can do is play around a little bit more with our lighting, and then I think we are ready for the next chapter. So let's get started by first of all, going into Subset painter. And then here we have our pipes color. You can make this really complicated, but let's just make this quite easy where we have our base metal and call this red. And then simply right click and duplicate this and call this blue. Then temporarily turn off red, go in our color and make this like a maybe a bit of a very dull looking blue color like this. And you can also go ahead and if you want, you can also control the rust. Let's say that I literally just tone down my rust amount a little bit over here. I can do this, file, export my textures. In our pipes folder, just make a folder called blue because we only really need a base color for this. We don't need anything else, so we can export it just export that stuff. And now if we go into our scene, we can go to our pipes. We can go ahead and textures pipes blue. I'm just going to grab this one pipes score. Blue underscore base color. Of course, I guess what is easier might be to simply create a folder called blue because then you don't have to, like, every time you make a change to your texture, you don't have to re change the color again. But for now, let's just start with something like this and we'll see how it goes. So we have our pipes red and just duplicate this and call this pipes. Blue. Open it up. Let's go ahead and grab our texture. So pipes blue over here. And then it is as easy as just dragging it on here, and now you can see, you see, that's already like quite a difference. Yeah, that's looking pretty good. So now it's just a matter of me selecting all of the pipes that I want to make blue. Is going to be this one. This one over here. And then I will also do one on the right side and that should be it. So at these points, it takes a second when you have a lot of modular pieces. There we go. Let's make these blue. Let's go back into our camera actor, and let's see which one I think it is more interesting if we make the one closest to the wild blue over here. And you can see that we start to get some roughness response, which is good, which comes from a lighting, but a yeah, we might make sure that you don't accidentally move anything. We might do some balancing with that, but that comes way later. Like the actual material balancing outside of the big changes. Those come at the very end when we have most of our scene done, and then we make some really small tweaks. There we go. So that already adds some more visual interest. Now, the next thing that I was going to do is I was going to go to my concrete, and for this, I need to open up designer. Here we go. And I'm going to make my concrete much more white. I can always go in in my shader and I can always, change the color there. But for now, I'm just going to go ahead and I'm going to make this almost like completely white like we get over here. That's actually. That's not that much of a difference. Interesting. Then it might be my sky that's making everything to orange, but we can have a look at that. So tiles export. And then I want to go ahead and I want to go up here to heatles and turn this off. And then once again, I want to go ahead and for this one, I need to go graph. No, sorry. Sorry graph. I just need to check. That's why it's annoying that I changed the name. Concrete underscore main. So graph, concrete underscore main underscore identifier. Concrete. Okay, yeah. And this one will be in, like, our main folder. So let's go ahead and export this. So yeah, it should not have changed the name. That's my fault. But now, those are now all done, so I can just simply go in my concrete. And because I really only change my base color, I just need to reimport that one and also go into my tiles, reimport that one. Okay. So we got that stuff done. Now, I do notice that now I've done that our colors are a little bit almost like to green. And this is most likely from our lute. So you can try to use your lute to basically tone it down a little bit. Or what you can do is you can try to go into, like, global and in your gamma and go the opposite of green. Se to make it a little bit more reddish. However, I think I just want to tone down my lute a little bit more to maybe like 0.6 over here. Okay, so we got that stuff done. You also have a scene colour tint, by the way, if you want to change the entire tint of your color to be a bit more bluish or something like that. Okay, so that starts to look a little bit more interesting. I'm not yet happy about the rotation of my sky over here, to be honest. Like it arts, some visual interest, but it's just not enough. So I'm just trying to play around with it. I'm not sure. I think when we actually have some trees and stuff like that, it will be broken up more and then we can have a better idea of where we want to go. Because for now, I like having a little bit of the lights sitting up here. But in general, I'm not so sure I like the rest. Yeah. Okay, so for now, let's do this. I changed it a tiny bit, and we can also go in here and let's set our temperature to like 5,000 and then set our volumetric scattering maybe to like four or three. And maybe set our intensity, which is this one over here. To like a little bit less intense. Maybe like five. Yeah, something like five might work over here. Now, also a cool thing that we can do to just, like, increase the lighting, and it's almost like fake lighting is that over here, we have these you can almost consider them like windows. So we can fake the lighting a bit by adding some area lights to these windows, which will add additional shadows and reflections. Of course, outdoor scene, you don't want to overdo this. This is mostly something that you would do in an indoor scene, but it can add some visual interest. So what I would say is we will just try. And if it doesn't look good, then we won't do it if it does look good. Then we will do it. Because there's no shame in, like, faking things a little bit. So I'm going to go ahead and I'm going to have this skylight. I want to move my barn door angle down a little bit to basically push the light direction down. And then what I can do is if I go ahead and go to my for screen, I can go in here and first of all, let's set my temperature to the same, which was like 5,300 or something like that. I think. And then over here, here see, you can see that that adds some extra highlights already. So if I set this to around five, maybe, here see and add some interesting shadows and all that kind of stuff, so it definitely adds some visual interest. I don't know if I want to also give it some volumetric lighting, maybe set it to maybe like 2.5. And now that we've done this one, I can go ahead and I can duplicate this over here. Also over here, and this one, I need to change my size a little bit. Same over here. So just change your size a little bit. It's quite easy to do, using your sauce wit and height. So we got something like that, and honestly, you can even push it more by later on also having some of these lights here on the side to really push where the sun is coming from and stuff like that. But just in general, if I have this, I can show you. So before, after, it's a little bit strong. So let's set this to like two And then let's try again, before, after. Before, after. See? It just adds like that extra little bit. And I quite like that. I'm going to set my radius, which we have. Where are you? Here, my radius, I'm going to set to like 500. And your radius is basically the the blue spheres over here. So we want to set our radius to a point where it is no longer overlapping so much, 450 and make sure the set is too movable. So let's do 450 something like that over here. Okay, awesome. So we can go ahead and we can save our scene. And now we have, like, a base lighting ready to go. So what I recommend is that at this point, we probably want to go ahead and although I might want to maybe change my well, no, I'm not going to do that now. I'm going to do that later. What we're going to do now is we are going to get started. But in our next chapter, I will show you where you can find free resources, additional models, trees, that kind of stuff. And we can use those along with some IV that I will also import to do some level art and enhance our scene quite a bit more and just start make everything to final because it's hard to do proper proper lighting when something is not yet final. However, you can already at this point, if you just right click and play from here, Okay. That's interesting. Not sure what happened there. You can check. If you just go down here and turn on layer collision, you want to make sure that you do have layer collision. I can see that my IV will cause some problems. Just for now, I will go over this later on, but in your IV, go to collision and remove it. IV doesn't need collision. So you can go collision, remove it, and then you can see that it starts to get removed. There we go. So anyway, another thing is that if for some reason, your player keeps falling through the ground, this might be because we have a really low ceiling. You can go down here and you can go to basics and players start and dd this players start over here. It says bad size. Does that mean it doesn't give me enough space? No. I have had this before. It's really annoying, but often it just means that, like, the collisions are too close, but not this time, I guess. I can just try and press play again. Yeah. Okay, that's strange. Interesting. I wanted to play the game a little bit just to S, let's try to do like on top. Play from here. Okay, I'm going to investigate this. Maybe we broke something. I'm not completely sure because it just like defaults as to zero, 00, which often means that for some reason, it's not able to play from this direction. But honestly, that's not really a rush. So for now, let's save Acne sorry for the waste of time. And let's go ahead and continue on to the next chapter. 69. 47 Where To Find Free Resources And Doing Level Art: Okay, so we are starting to get closer to the end. So it's starting to look pretty cool. And what we need now is we need resources. I've shown you all of the tools that you need in order to create everything in the environment. However, of course, creating environment takes a very long time. And if I would need to go ahead and create, like, every single asset I wanted, for this one environment in this tutorial course, trust me, you would not want to pay for this course because it would simply be too expensive in order to make it worth it. So what we are going to do is I'm going to show you where you can find a bunch of different free resources. They are really easy to use, and you can use these resources in our case, to basically dress our environment. Now, please note that the resources that I am about to show you, they have copyright on them, which means that they will not actually be included in the source files of this tutorial. So there's a few places where you can find a lot of free resources. One of them, which is quite an obvious one is to go to the marketplace in your lounger over here. So if we go ahead and go over here. So, Epi Games has a really powerful marketplace. And in this marketplace, yes, you can find a lot of paid resources, but we are, of course, I want to show you the free ones. So what you can do is you can go up here to free. And here you have a lot of free stuff. You have free for a month. In which you can find free assets every single month. In this case, over here, for example, it has incidentally some tees for free. You can also go ahead and go for permanently free, and then you permanently free, you have stuff that will always be free, which is really cool because it has, like, some cars. It has a lot of foliage if you scroll down. And if we go over here, there's a bunch of stuff in here, like some really large environments also, fill foliage environments, all that kind of stuff. Now, we don't need this much, but I'm just trying to show you like here. See, all of this extra foliage you can get all the way for free over here. You can even get animals. You can get these props over here, which we might actually, I might actually want to use this one over here also, because these props look quite cool. So the way that that would work is, let's say that you have this one and I want to use these props that I have over here in order to dress my environment. I can just go ahead and I can download it. You will probably because I already own it, you will get something called, I don't know. I will say like art to cart and then you don't have to pay anything because it's free. And once you have downloaded, you can press art to project and you can choose your project. In this case, our concrete hallway. We can simply press art to project, and then what it will do is it will start downloading your pack and adding it to the project. So that is all really, really good. Now, another one is that we also. So here, let's see. So I want also some trees. So I know that mega scans, which is what we will go over a little bit later, they actually also have some trees. So if I go ahead and go, uh, let's try mega scans. Maybe I can find it like this. I forgot the name of it. Well, what I can do is I can also go ahead and go ahead and type in trees, and then I can go for the relevancy and go Ti. I believe the here, there we go, Mega scans. So mega scans, Quicksa mega scans is owned by Unreal, which is real nice. And they over here, they have brought out some really nice looking trees which are way better than anything I could ever make. So you can choose. So we have over here some European trees that are like this. However, I'm not sure if I want to do Uh, these might be a little bit too large. But we can also do if we go back to Lowa high. These ones over here, they are a little bit smaller. They are the Black addttwie. There we go. They're also a bit longer. So let's say that we will pick this one. So I quite like this one, so I'm going to use this one for my trees. I can go ahead the Press Art project, click on it, and then it will artists do the project also. So that is one place that you can find a lot of bags. I personally, if I go to my library, you can see that I have already, quite a large collection. I'm not going to use most of this because a lot of these assets they are paid, but there's, like, a lot of assets that you can find on the store that you can use. Now, another thing that we can do is if we go ahead and go back into Unreal Engine, we can go ahead and go up here and we can use the built in Quixle bridge. Quixaw Bridge, also known as Mega Scans, is a very large library of free assets. I don't know why it's asking me to log in. Let me just log in. One sec. Here we go. I log in. So Mega scans are also known as Quisaw Bridge. Is a very large library of everything from scanned materials to trey assets to plants. So it is actually really, really powerful. Let's say that now we have some trees. Let's say that maybe I want to have some grass that I can, like, kind of push in between the foliage to make everything feel bit denser. I can go to tree plants. I can click on grass. And over here, all of this is for free, as long as you use it inside of Unreal engine. So I can go in here and I can say, like, Okay, I want some maybe once in a while I don't know why it's so slow, probably because I'm downloading that tree pack over here, but come on, load. That's annoying. There we go. So here you can see some wild crass, and all I have to do is when I'm happy with it, I can press Download, although I've already done that, and then you simply press art and it will be automatically added to your project. So if we go into our three assets, we can also go in here and let's say that let's have a look around at, like, industrial. So let's see if there's anything in here that we might want to use that looks interesting. So let's see. Yeah, you can like some shelving maybe like some electrical boxes. Those look quite cool. So let's say I want these, I can simply press Download. And you can also choose your quality. I normally do medium quality, but you can all the way go up to Nanite if you want to use Nanite quality, and I can go ahead and press art. Let's say that I also like these barrels over here. I like those. So I can download over here, and I can press art. Now, here we have some palettes. Maybe I want to go ahead and also grab like a quick palette. So I can download that one. Then I can push can have placed against the wall or something like that. We have some barrels over here. However, there are some other barrels that I might want to use. Over here, we have some cool lamps. So these lights, we can actually use them to maybe even improve our lighting a little bit. So let's add some lights that we can add on our pillars. And just like that, you can find a lot of stuff in here. So if we just have a look around, here we have some cool barrels. Let's say, here we have a rusty metal barrel. So let's just go ahead and download this one and this one, just so that we have some variations, and then we can press art, select this one and press art. And all of this stuff is automatically imported into unreal engine, which is really nice. So let's have a scroll around to see if there's anything else that I might want to use. Here we have also some modular pipes. Of course, we already created our pipes, but in case you want to, there are some pipes here. I don't know why it's still so slow because it's still downloading. I think it's still like downloading that back, so that's why it's a bit slow. But yeah, we have some modular pipes here. There's just a lot of stuff. Now if you just go ahead and go back to Trey assets. So that was industrial. We can also go over here, we can Foale go to props. And in here, you can also find a bunch of stuff like hardware, storage, boots, trash. Let's say we go to trash. And here we have some trash bags, which might also be nice. And I can just go ahead and I can add this one also. So just like that, you can find, like, a bunch of assets that you might want to use that you can add that will look really interesting. Maybe like some plastic. Yeah, here, we can use some tarp, for example, just to break up the even flooring and that kind of stuff. So, in general, really nice stuff. Now, I will go ahead and I will leave the downloading. For now, I will add this one as like the last one. So let's add this. And if I would need anything else, I can always during the time laps, go back in and, like, find some stuff. So all of the stuff has now been imported, as you can see over here, we can save our scene. And we can use it right away because it has been imported and set up. So I would literally drag in my boxes. The only thing is that sometimes mega scan assets look really dark. This is just something that happens. They are not completely PBR valid. So what I recommend doing is if you have that problem, let's say that we have this one and it looks too dark, just quickly go into your diffuse and set the brightness quite a bit brighter like this and maybe set my saturation to like 0.8 to make it even less, maybe 0.6. There we go to make it fit my environment a bit better. And there we go. So just like that, we have something like this, and you can go ahead and you can go in and you can, for example, place a barrel next to it, and maybe have another barrel sitting next to this, so you can really quickly create a nice slice. Let's say that now you want to also have a little light. I can place a light nicely on here. Or my pillar, just like that. And if you want, you can even give the light an actual light by going down here to lights. And in this case, probably let's use a spot a point light. A point light is a little bit more expensive to render, but it basically shoots out the light from every single angle, which sometimes for these type of light bulbs might be easier if we just, like, kind of place this one really close. Well, not that close, like this. And then we can go ahead and we can set our radius down quite a bit and intensity so down quite a bit, maybe like 0.3 or something like that. What you can also do with this light, which is quite cool is that you can select the source length to make your light a little bit longer. I don't know why I can't see it right now. But normally, make it a bit longer, but for some reason, oh yeah, there we go. See? So you can make your light a bit longer, and then you can set your source radius to also make it a little bit wider. So you can make this feel a little bit more like the light that you want. And this is like a really quick way to just art a quick light. And just like that, we have a quick scene. So you can imagine that just having all of these assets, we can very quickly create an interesting looking scene. Here, we can play something like this. And I'm just showing you some samples of what I would be doing if I would be doing my level art. I don't know if I will use this area over here. I might create maybe like a camera angle like this. But basically, that is it for these type of pieces. You can just use them like normal. And for the rest, I recommend that you just, like, play around a little bit more with your storytelling, which I will narrate the level art to explain to you, like, a little bit of the storytelling. But for the rest, it's just like a little bit lengthy. So just like that, we also have some grass that we have imported. Now, for this grass, there's two ways that you can use it. You can, of course, go in here, drag and place the grass like this. However, UnweelEngine also has some painting features. Oops, I didn't mean to remove that one. So what you can do is you can go down here to the foliage tab, and the cool thing is that the grass will automatically be added to our foliage. Only thing we need to do is we need to select the grass, and I'm just going to select like the bigger ones, right click and press Activate. And when you've done that, you have a brush size, which if I set is a bit smaller over here. And then as soon as you click, you can see that it will basically paint grass. The reason I paint grass here is because I have static meshes turned off, turned on. If I turn this off, then it would not paint it on there. So this is really good. You can set your paint density over here to, like, have more or less pieces of grass. And what you can also do is you can also scroll down here, and here you can change the scaling. If I set my grass before 0.7, to one point let's say 1.2 in terms of scale. What you can see is that the grass will have differences in scale. So are big, some are small. And that's what that scaling over here does. Next, if I want my grass to be like super, super dense, it will be expensive. But let's say that I want to do that, I can set my density per kilometer to like 400. And now when I place grass, you can see that the grass gets placed really, really close together. So if you ever need to do, like, a scene with W dense grass, you can do this. Remember, that this, of course, is really expensive if you do this in, like, really large areas. But if you do this in small areas, let's say that over here, we like places a little bit, then it's often doable to use it like this. And it looks really nice, high quality. So for now, let's go ahead and paint this out. So that's how we would go ahead and go over foliage. You can drag in any static mesh in the foliage, actually, and you can use it to paint. So what I can do is I can set it back to like 100. I can go up here, set my paint density to like 0.3, and let's say that I set my brush to like 30. So over here, what I can do is I can, for example, paint in some of this grass in between my ivy, and it might not make a lot of sense that we have grass growing on top of concrete. However, we can indicate that the ivy that is like, growing thanks to the ivy roots and stuff like that. But you can do stuff like this to basically enhance your seen even more and give it a little bit of, like, grass and other foliage. It just depends on how logical you want your seed to be. But definitely like in the corners, for example, we can go ahead and push in some grass and you can hold shift to remove some grass. In these corners over here, which just in general, you know, I just make this a little bit less, it does add some visual interest to our scene. Now, I'm not yet sure what I will do, so I am going to remove this grass again because I don't want to do this right now. I'm just showing you the examples for it. So that's one way that we can use our foliage. Now, at this point, we can save scene to save everything that we have. And you probably also guessed that over here, you see that we have some new folders. We have the industrial prop folders and the black adder, which is our trees. If we just go into our maps, we can click, for example, on the Showcase map. And this way, we can very quickly load in all of our props because every time you have new props, as you can see over here, it needs to load in. So it needs a second to load in all of our textures. But as you can see, although the style does not completely matches what we want to do, in here, we now have this. And if you want, you can even go ahead. And the cool thing is that in real, you can literally just copy and you can then go to another scene and you can paste it. So let's say that I want to have all of these assets over here like this. I can just press contro Z. I can then go back to my concrete hallway over here, and I can go ahead and I can press CtraV and then let's see where it is. There it is like this. And now I can go in and let's say that I want to, for example, rotate this one maybe, scale it a little bit down because it's a bit big for what we want. But I can go in here, and that's why you can save a little bit of time in your level art instead of placing it yourself if you use specs like this. So I can very easily do this, and then we can go ahead and let's say that I also want to reduplicate this part, I can reduplicate it over here. And you can, of course, go ahead and just use this along with your mega scan, sweetie assets. Here, let's say that we have a whiting here. It is a little bit dark, so that's something I will need to work on with my lighting. If it is really dark, what you can do is you can go down here and turn off game settings, and turning off game settings will basically give you like, really plain looking lighting, which can be useful if you just need to, like, quickly preview something. But in here, we can just go ahead and we can once again, play around with these assets and place them. You can also go, of course, select an asset and go into the material. And if you just open up the material, you can see that here. We have control over our colors. So let's say that I want to make this a little bit of a less bluish color, something like that to make it fit a little bit better with our environment. I can then turn on game settings again, and there you go. That's already looking quite cool. And our goal is that from our camera angles, if we ever have a camera angle, it's mostly just these assets that you see in the background that make your scene feel a little bit more fulfilled. So we have that done also. The next one would be our tees, which is actually a big one. So if we go ahead and open up our tees over here, we need to open it up so that we can load it. However, the tees are quite expensive to render because they're really, really high detail. So it does mean that I will probably pass my video until it is done opening and rendering everything. Here we go. So our scene is load in, and as you can see, we get these really nice, really high quality tees and there's more than enough for us to use. So now that we have loaded in, we can just go ahead and go back to our original scene because once it's loaded in once, it will stay loaded in. It's like caching thing. And then we can go here. And let's say that we want to play some trees like in this area. So what I would do is I would go ahead and, like, say, go to my black adder, go to my geometry, and I want to just use the PivaPainter probably. And in here, let's just say like, Okay, I want to have, like, one of these trees. Now, what you can see right away, okay, this tree, we might want to, like, scale them down because they are quite large, and we don't want to have them, clipping with most of our scene. But what we can see right away is if we just are a little bit careful about the type of trees that we use that we don't use like something too intense, when we go to our scene, you can see that now our shadows are starting to look much more interesting because the trees are like blocking some of the shadows, but not all of them. I even feel like at this point, I might want to go in my directional light and set the source angle to be like a little bit sharp, see? Like this so that we get, like, a little bit more of these interesting shadows from our trees. So that is mostly up to you, how many trees you want to place, if you want to make them big or small, that kind of stuff. I would also say that it might be useful to place a tree here for that stuff. It might be easier if we just go ahead and, like, place another plane down here so that we can, for example, have one tree that's just going over it, and maybe like another one and just like place a bunch of trees here, which from a distance, you can see that now it looks like we have some trees that are just standing there in the background. I can go ahead and maybe, like, place another one here. Another thing is that these trees, once again, as like most other mega scan stuff, they are quite dark. And what I tend to do is I tend to just find the leaf material. I tend to, like, go down here and find the albido, open that one up. And then I just boost up the brightness to like five or something like that over here to make them quite a bit brighter. And that makes them also fit a little bit better. So all of these things together, our ivy, our props, our tees, when all of this comes together, we will get a really nice and visually interesting looking scene. So at this point, and, of course, yes, we also still need to, like, make some ground, but don't worry, we will have another polishing chapter, which will be like real time where we do really small stuff like that. So at this point, what I want to do is we have our camera over here. It is a pretty nice looking camera. What I might want to do is I might want to go ahead and go in my camera and if we go back to our focus settings, let's turn on manual focus. And what you can do is you can actually set a focus distance. First of all, set our temperature to 1.8, which will bring out the focus. And now we can choose where we want to focus our settings. If you pack the picker icon, let's say that I want to focus on this pillar over here. I can click on it, and now you can see that it will shift the focus to this pillar. So the focus is now sitting in the font, which in this case, I quite like. I think I want to have my focus. Of course, this is AI, and AI, the focus is, like, all over the place. Well, you can't really see because it's too low resolution. But yeah, in general, if we go for a focus like this, and then maybe set our temperature a little bit lower or higher to maybe like four. Okay, that's too high. Let's 2.8. Let's do two. 2.2 maybe, something like this, so that most of our focus is hitting the front. It's quite nice how we then have, some of this lighting. And, of course, if we would go ahead and set our screen percentage even higher like this, it can give us a really nice crisp look. So now that we have done this, what we're going to do for the end of this chapter is we are going to place a few different cameras around, and then we will have a Ti laps chapter which has been narrated. And this T laps chapter will basically just guide you through how I'm doing my level art because it's just placing assets. It's a little bit time consuming, but that's why we do the time laps. So what I can do is I can grab my camera and press contro D. And then this camera, let's say that for this camera, I might want to go ahead and do a really strong close up. Right now, our focal length is 35. Let's say that we set to like 50. Oh, sorry, I need to set my focal length here in my lens settings. Set to like 50 by 50 over here. And like that, we can get almost like a photography style, cinematic style camera. I'm going to go ahead and duplicate our very first camera again. And this time with this one, let's say that maybe I want to go ahead and I often like to have, like, something blocking the foreground, and then I have, like, the back. So let's say, I don't know. I want to see how it looks a bit like some trees. Okay, so if we would use some tweets like that, then it might look nice if we have a camera kind of like shifting like this. Yeah, let's do something like that. And then what I can do is I can go ahead and let's duplicate camera actor two so that we have the Wi close up one. And let's say that I want to have another one, which is, like, maybe like a cinematic style, something like this over here. Okay. Yeah, that looks pretty cool. So I'm sure that we can work with that. And I don't know, let's duplicate camera actor, one more time. And let's see. Is there anything else that maybe maybe like a low angle or maybe like a like peaking angle where it's like, kind of peeking towards the stuff. Maybe something like this might work. Yeah, you know what? Something like this might be interesting. If we go for, like, if we have some IV and some details and everything. So the reason I want to set my camera angles now is because in order to save time, I'm going to only focus my level art on my camera angles. So if I have no camera that is looking into this corner, there's no point in me spending a lot of time placing assets and everything in that one corner. So that's pretty cool. So we now got a few nice camerngles. Let's just cycle through them. So this one, this is number two. We just want to go ahead and keep setting the focus correctly. This one is number three, and for number three, I want to set my focus maybe. Yeah, let's set my focus to the front. Number four. Oh, wait, sorry, I'm doing this one. Number two needs to be focus here. I'm not selecting my assets accidentally. Camera actor three, I need to select Cat three. And let's see. So focus on the back or focus on the front. Yeah, let's focus on the front. Camera actor four. Let's focus. I quite like this focus over here, actually. I don't know if I want to set this. Yeah, you know what? I quite like the focus being on the forward font assets. And number five, we want to go ahead to set our focus over here, probably on this pillar over here. Okay, cool. So now we have that stuff done. I would say that there might be some more balancing where you would probably pick your bark. And maybe also make this one a bit brighter sets like two. Over here and eight K resolution, so that's quite high resolution bag. But yeah, so in general, that is it for these assets over here. You can also find a lot of free content, assets, materials, everything in various websites. One of them you already know like texts.com. In here, you can offer very cheaply or for completely for free, you can find everything from Tree D foliage, just like you have a mega scans, but also you can find actual Tree D scans. You can find TD objects, rocks, all that stuff, doors. So there's a lot of stuff in here. Next to this, you also have default marketplaces. Like, for example, you have the flip normals marketplace, where you can also find a lot of stuff by going, for example, to game assets or TD models. And then in here, you can also go ahead and I don't know why it's Oh, there we go. You can go in here and you can find or paid stuff, but you can still go to filters, and it get set the price. To be like $1, and then you can find all of the free stuff in here, although there isn't too much free stuff because, well, we are artists. Like, we still need to pay our bills, so that's just how it is. Not everything can be free, just like the Til. And you can also go over here to RStation and you can go to the RStation Marketplace. And in here, you can also click on game assets. And if you go, for example, for free up here, you can also find a lot of free content on the RStation marketplace. So there are many places where you can find free content. There are some other places where you can also find free content like Google. There's a place called Turbosquid where you can find free content. On Gum Road, you can find free content. So just have a look around. But of course, by far, the unreal marketplace and mega scans are the easiest ones to use because they literally just directly drop everything into your scene over here. So knowing all of that, I don't think I've forgotten anything. So what we will do is in the next chapter, we will kick in the time laps. Where we will start doing some level art. And by that point, I will also have some extra IV for you. And then we can go ahead and we can start doing some level art in our scene to take it more to final. And after that, it's mostly just going to be about polish, doing some optimization, that kind of stuff, and just like finalizing the entire tutorial course. So let's go ahead and continue with this in our next chapter. 70. 48 Level Art Narrated Timelapse: Okay, so I have kicked in the time labs. So this time laps, we will just go over very quickly on how to do some generic level art. And I always like to do my level art in sections. So over here, the first thing that I'm going to do is decals. It's nice to always do decals first because decals are something that's sitting on top of the mesh. If you place props in front of it and then and then you need to place like a decal, you often get errors where the decal is projecting on the prop and stuff like that. So as you can see, I will be switching back and forth quite a bit between my different cameras. This is because to save time, as I said before, I'm only creating stuff that my specific cameras can see. I'm not really designing the level beyond that point just because it's not really useful in this specific instance. So over here, I keep switching back and forth between the cameras. Now, there is a way that if you go up to Window, excuse me. If you go up to Window and then what you can do is you can actually open up another viewpard and this is a handy way if you, for example, want to keep one camera active like another screen. However, in my case, I don't know why. For some reason, I just went ahead and not did that and mostly focused on just using these one cameras. On the other hand, doing it this way, it does mean that your computer runs a little bit faster because, of course, if you have two viewboards, then your computer will slow down quite a bit. But yeah, over here, I'm mostly just using my ivy. This ivy will all be included also in the tutorialples. And I'm just using it basically to get some of those really big white chunks out, or yeah, big white chunks out by replacing them with, like, some greenery. I don't want to go too over the top with ivy just because I didn't really want this to be like an over the top post apocalyptic type environment. But I still wanted to just, like, have these nice greens. And over here, I'm also just like placing them on the back because even though with my camerangle you can see it like a tiny bit. For my camera angle, the back, so I'm just like placing these in order to add some visual interest. Sorry if I'm sometimes coughing. I still have a cold, and these type of videos, it's not easy to pass narration videos in the software I'm using. But anyway, so over here, honestly, there isn't too much you say. It's mostly just me placing a bunch of foliage based upon my camera angles. And for the rest, I do try to give the foliage a little bit of logic. So what you don't want to do, well, okay, here I do it, but this is because it's outside of the view. But often if your ivy is inside of the view, you want to give it some logic on how did the ivy get there? How did it grow there? Like there has to be a starting point. Of course, in this environment, it's quite easy because you can indicate that the starting point is down below where the rest of the trees are and that it then kind of started to grow up. And then, of course, in our case, we are pushing it, or we're making it grow as if it is falling down. But those are just small details, since we are trying to work with the limited amount of assets that we have. Bea, try to have a little thing. Like, over here, this could easily be like the thing like, Oh, the ivy is growing up the pillar, and then it was growing towards the sites and then it was starting to fall down again. Like, you can have like small little bits of logics like that in order to improve the general feel of your scene. S over here, not much to say. Often, especially when I get quite far away from the camera angle, I do stuff quite quickly just because it's not that important. And over here I'm just starting to switch between my camera angles. And the first one is already starting to look quite interesting. So I'm now just going to continue moving on my camera. And over here, I felt like there was just too much concrete. If there are so much ivy around, it would make sense that we have a few more areas where we have ivy. It doesn't have to be a lot, but we just need to get something. And then, of course, don't forget that whenever you place it on the railing, it would be nice if you just go ahead and place another one. In front of it over here. And what I'm doing here is I'm just, like, creating or grabbing some smaller ivy pieces to almost, like, fade out the ivy to make it feel like it doesn't just, like, go from a really big ivy plant to nothing. And once again, here, I'm just trying to give it some logics by how did the ivy get there. And in this case, I'm just using these pillars over here. And then I felt like there was a little bit too much concrete still here in the back. So I just went ahead and also placed some Ivy here, but that's about it. So over here, what I'm doing is I'm just re using some of the acids I already placed, as you can see, just to save a bit of time, just because I wanted to get a little bit of iv here. But this one I didn't want the ivy to grow over the top. And the reason I didn't want to do that is because else we have way too much foliage in our main shot. So I just went ahead and, um, yeah, as you can see over here, I'm doing the quarter. But then all I did is, like, one pillar, and that's about it. So I did not really push it over the top just because it didn't feel right. Over here, I can push over top, although you probably won't even see it, but you can see, like, a tiny bit at the top, but that's about it. And once again, I'm just keep looking at my viewpots and then whenever I feel like, basically what I'm trying to do is, especially in this environment, we have so much empty space. We have so much empty concrete looking space. So what I'm trying to do is I'm just trying to break up these spaces that look very flat and empty, and I'm breaking them up using multiple ways like Ivy is a big one, decals is a big one, and later on, I'm also going to just play some props just to, like, make everything feel a little bit less generic. Because, of course, we only have one texture on all of our concrete pieces, pretty much. Sure, we have the tiles one, but it is so similar. So knowing that, we really need decals and we really need additional assets in order to improve the stuff. Now, don't worry. I was not deleting those IV assets. I was just hiding them by pressing H because I just wanted to easily select my decals, which I forgot to place over here. Sometimes it's quite annoying when you have a really low ceiling, and of course, you can hide the ceiling if you want, but for rest. And over here, I'm just trying to, like, I was just playing around to see if it looks cool, if I have, like, leaks on my floor, but in the end, I end up not doing it just because it just didn't feel right. Like, you were barely able to see it, and if I made it so that you can see it more visible, it just felt wong. It felt like just this random line, and I didn't really like that. So I scrapped that idea, but I highly recommend that you just, like, play around with things just to see what will look nicest. And then over here, I was able to still see from my camera angles this area. But because I did not want to have, like, IV on it, I just used some very simple leaks, see, to make it a little bit more visible, just in the back. So don't just focus on the front. Will you just look at your entire scene and start thinking about all the logics in the scene. A lot of level artists just think about logically. How did the dirt get there? Is it normal for dirt to be there? Is it normal for Ivy to be there? All that kind of logic? And what you basically would end up doing, sorry about the brightness. I don't know why I kept it so bright. There you go. So what I basically end up doing is you try to get as many of these logics as possible. And if you are creating an environment 100% yourself, so you're making everything, then you can go much more in depth. However, if you have limited assets in order to get those logics, there will come a time where of course, you take favor into a visual interest over logics. So maybe it isn't so logical that there are a lot of barrels around in this scene. However, it adds some additional visual interest, which is quite nice. And that's more like the thought behind it. That we have a foundation of logic on how stuff grows, how stuff gets damaged, how stuff gets dirty and stuff like that. And then we add our own artistic skills to it to basically enhance the general feel and look of our environment. So over here, not too much interest. I just feel like that over in these pieces, like, the concrete was way too clean, especially for something that's like on the top. And the way once again, for logic, the way that you can think of it here is that you have trees growing on the top. And these trees, they will, of course, have like leaves and dirt and all of that stuff that will fall off the trees and also birds and stuff like that. And then it makes sense that there is, like, some leaky stuff coming from the trees, and then it rains and that's how the leaks get created. So you can go actually if you want really in depth with this kind of stuff. Now I'm placing my trees. I'm not so worried about the backside, but what you will notice is that I'm really specifically focused on shadows. That's mostly what these trees are for. They are not really art greenery. They are more here to improve my shadows. And that's what you will see me doing here is like I just very specifically, like, look around my scene and just make sure that it captures some interesting shadows here and there, which will just look nice if I do something like that. And of course, I want to make sure that the trees are not blocking the view that I have created, like the different camera angles. We have rest over here. What you can see is that I'm just, like, trying to play around with my trees. And then I'm just adding, like, some small trees, but they won't really do anything. I'm just adding them just for fun, just to kind of, like, fill up the space. I'm also not going to worry about the ground because you can never even see that ground. So there's no use in me texturing the ground and that kind of stuff. But, yeah, we are slowly getting there. You can see that now our environment is quite a bit darker. I am over here playing a little bit with, like, my exposure just to, like, boost it up a little bit. But don't worry. We will have another lighting pass in real time after this. And in that lighting pass, we can go ahead and we can, like, balance everything out a little bit more. But, yeah, it is starting to look pretty good. We got some ivy. We got some trees, some foliage, some decals, stuff like that. And I guess what we're going to focus on next will, is going to be like our specific assets. Those are the mega scan assets and like all of those assets that we downloaded additionally for our scene. And yeah, those are going to be like the main focus after this. So right now, just save your scene and start going into, for example, mega scans and just have at around. Like, I feel like it's like a big concrete area, so I can go a little bit more heavy almost like a construction type thing. Now, I want to keep going into my camera angles, especially my main angle. You just want to try and create some visual interest. Now, I'm also trying to break up the square shapes, but, of course, I have limited supplies with this. So I'm trying to brak it up with things like palettes and barrels just to, like, they are square, of course, a palette, but I'm just trying to, in general, break up the look of all of the square concrete pieces. But I guess, in this case, this is just a square environment. It just happens to be like that. Even in real life, everything is just like square because square is a really easy thing to create in real life. I quite like this one, because it's like a different color and it really stands out and has a little bit of, like, sunlight on it. And for the rest, don't forget the small props. Those small props actually are really nice details, having, like, a few little lights and stuff like that. They just really make your scene. Now, of course, I'm not doing that many small assets because it's, like, a bare concrete structure. But some lights definitely make sense along with some pipes and stuff like that. That will look quite nice. And for the rest over here, I'm just placing some random assets, just trying to visual interest. Like I felt like that over here, things were a little bit too flat. So I'm just creating some, and it's also about silhouette. So when you look at your scene, if you place a lot of props, but the props do not actually change anything, your scene is still perfectly straight. I still has perfect pillars, then of course, it might not be the best one. But if you have, for example, tap and everything that breaks up your floor and you have barrels and angled pieces on your walls that kind of breaks up the flat look of your wall. That's often quite good to have those kind of things. So here you can see that now, it's almost like things are sticking out. It's almost like a wave. At one point, we have, like, ivy sticking out. At another point, we have some barrels sticking out. At another point, we have some tarps sticking out, and it just breaks up that really straight flat look. So unless, of course, you are going for the straight flat look, but if you're not, then it is great to break up your shape. And here you can see me doing it once again. It's like a willy straight corridor, so I'm once again just playing around and I'm just breaking up that flat shape. And then later on, I'm Oh, wait, not even later on right now. I'm also going to grab some of these pieces once again just to, like, break up the shape. So I'm moving this a bit here in the back because I don't want to show it too much, since it's not really compared to mega scans. It's not really at the quality level that I would want. But once again, here, I can just enhance it with some mega scans, throw in some barrels and stuff like that, although you will barely even be able to see these. But here, see, it just adds some additional visual interests as if there is something there that is not just concrete. And over here also like a classic one, just angle stuff a little bit. And when you angle stuff a little bit, it just instantly adds some additional visual interest. And over here, I decided to give it some ivy, but I decided to make the ivy only strong on the back side because else I felt like I would need to have ivy here. So having it on the backside, it just looks a little bit better. Just by moving it down and stuff like that. So I just like that. And for the rest, it is just me switching between the scenes and just really having a look around. Like over here, I decided to just, like, place a random pipe, just to once again, make the ceiling feel a little bit less flat. And luckily we have created these pipes, so we can just go ahead and drag another one in here and just rotate it so that the spikes are sitting inside of the wall. And then often you won't even notice. So you can basically use this, and I'm like, moving it down over here. And there you go. See? It just once again breaks up the wall. It adds some visual interest, and overall, I'm just like playing around with the position and the colors that I wanted, and I end up just using the position that I already liked beforehand. And now we are getting pretty much soused up. So in the next chapters, what we will do is we will go ahead and we will polish this even further, but it will be in real time, placing some more details and stuff like that, and we will really work on our lighting and on our composition. So let's go ahead and continue with this in our next chapter. 71. 49 Polishing Our Environment: Okay, so this is what we have right now. Things are starting to look really solid if we go to our different camera angles. If you've seen the last chapter, you can see that over here. Like, we got some really interesting looking angles. We got a bunch of foliage in there. We got some props in there, and just in general, for the limited amount of work that we did, but the amount of stuff that we covered, this is actually looking really good. So what we will do now is we'll mostly just be doing some balancing, basically. So first of all, what I want to do is let's have a look, and I just want to most just going back and forth, playing around with stuff, that kind of stuff. Let's go into our exponential height over here. And I just want to go ahead and go to my volumetric for and maybe, like, play around a little bit more with, like, the colors. Here you can see that if we make the colors really strong, you can kind of, like, see what kind of stuff we can get from this. So let's see. Let's go a little bit more like maybe a little bit bluish or yeah, let's go a little bit more blue. Something like that looks quite interesting. Let's have a look around at our directional light. So intensity of five is fine. Only over here, it is a little bit strong. Although now I look at it, it's probably not that bad. I'm also going to set my screen percentage to, like, 120 or something so that I have, like, the highest resolution. This is especially needed because I'm recording this at, like, a lower resolution. So, let's have a look. So overall, our sun yeah, it's like a white sun. It's not that special. Yeah, I kind of want the sun to be a little bit like this, like, slightly, slightly orange, but we already have that over here. Let's try and play around a little bit more. Out to save my scene. There we go. Let's try to play around a little bit more with my temperature, just to see what it does. If we go between white and yellow. If I see this, I would go maybe like 5,100. So 5,100. Yeah, that might be slightly better. Next, what I want to do is I want to see what will happen if we grab one of these slides over here and if we paste them, in this area over here to kind of, like, push the lighting even more from these directions. And what I can do with this light is I can go ahead and I can, play around with my source width and with my source height over here to, like, push this out a bit. And let's have a look around. So I probably want to go ahead and probably, like, rotate it slightly down. And then if I go ahead and go to my camera actor, let's set our radius, which is over here, a little bit bigger. And then I can just press affect world to see. Okay, so it's only as some light over here, which I actually do not like. I don't know if when I set it's like a little bit brighter. Yeah, honestly, I don't like it. So I'm just gonna get rid of it. It's just something I wanted to try, but I actually like having some of this occlusion. Only thing that I don't really understand is why my occlusion is, like, so incredibly dark. In these areas, as you can see, and I wonder why that would be if it's because of some type of shadows. But if I have a look, let's see, my directional light over here, I did not change anything, right? Yeah, the contact shadow length I said a little bit here. So this shadow length, what you can do is you can increase it a bit, the contact shadow length to give your leaves a little bit more shadows. But this stuff over here, it's actually quite curious. I'm not completely sure if I go ahead and, like, turn off the car shadows just to see what happens. Yeah, so it definitely comes from over here. Let's have a look around. So the only thing I could think of is maybe that it was like my shadow buys, but that doesn't seem to do anything. So to be very honest, I am not completely sure what I want to do with that. If I maybe just want to play around with my exposure. We might actually be simply a little bit easier, but yeah, it's a little bit cheating. It is quite strange that it is in these corners. One thing is, yes, the exposure. So this is something that I can already start working on. And if it is not enough, then I'm going to fake something a little bit with lighting. So if we go ahead and go to our exposure and go into our shadows over and our Gamma, I want to go ahead and set my shadow Gamma a little bit up. I don't know if 1.1 is too much. Here, let's see one, 1.1. Let's do 1.05 over here. Now, the thing is that we have our exposure here at the top, but this exposure over here, it does not actually remove this stuff down here. The reason it would not remove this because we already in quite a light looking area. So that's why I'm quite curious about why it is still so pitch black over here. So I don't know if I need to go maybe like zero down here. And maybe like 0.5. Let's see. If I go over here, set this to like 0.1, no, sets to 0.8. Yeah, I cannot push it far enough down. It's a bit difficult to get a good balance between this. So 0.2 by 1.5 or 0.5 Woops. Let's not do that. So let's try 0.3 and 0.5. That's already getting a little bit closer. But then, of course, I want to control a little bit like the brightness of my scene. However, right now, if I would control the brightness using my exposure, what will most likely happen is that once again, I can set my exposure down here, a little bit down, but then it would also become darker again here. So maybe the most I want to set it down is like -0.4. And then if I go ahead and for the rest, I'm just going to carefully balance it out using my global exposure over here, and we have our gamma, and we have a contrast. And we can use these sliders to basically push it down a tiny bit more. Let's do 0.9. And, yeah, we can do this on top of our lute. So here we have 0.9. I don't know if I want to play around with my contrast. I think I'm quite happy with that. And now, just in this case, in order because we are working on, like, a small piece, what I'm going to do is I'm going to place a light over here, and I'm just going to fake some of the lighting errors that we seem to have. And the way that we can easily fake this without a lot of expense. And, of course, if you have a real time environment, you need to balance out everything a lot more, but we are just working on just a small environment. But basically, the way that we can fake this is we can go ahead and turn off our cast shadows on this. And then if we set the value very low to like 0.5. And let's have a look around. So we got this stuff. So 0.5, maybe like one. You see, we can play around. Now, you want to be careful. You do want to kick your pins on darkness because, else, it looks like it's a shading error. So I'm just going to do something like this. There we go. Just to bring out those lights a little bit more. Maybe what I will do is I will, like, rotate it down a bit more to kind of try and avoid and play around my barn door angle. And the reason I'm doing this is because I want to try and avoid lighting too much of my wall that we have over here. But just in general, like, that should work quite well. We don't have the most amazing shadows in this area right now. And you can kind of, like, see if you can press H to height. I would say maybe make this like 0.5, and that's about it. I just want to have this subtle change just for this one shot over here. Now, having this, let's go ahead and save our scene. And with all of our new lighting, we can go ahead and have, one more ty in our lighting angle. So let's turn off our Snap rotate. And see if there's maybe like a lighting angle that looks a little bit more visually interesting. Maybe like going down a little bit might look a bit more interesting right now. Yeah, I definitely want to go from, like, this direction. And also, let's play around with, like, a rotation. Not sure I'm liking the rotation much. Yeah, you know what? I think we were quite close. I think I'm just going to, like, move it down just a little bit to show, a little bit more of the light in here. And another thing that I like to do, which is quite nice to give it a little bit more like that cinematic feel is you can go ahead and you can go to your post process volume. And if you go ahead and scroll down over here, all the way down to your film grain down here. So these are new film grain options in 5.1, and they actually give you like a really nice, realistic looking film grain. So if I go ahead and boost it up here, this already for this scene, this works really well to just, like, boost up this film grain and give it like a little bit. You can go else really intense if you want. But just in general, I can even just like the default settings, I can go for, like, I don't know, maybe like 0.35 Ah. Yeah, that is quite nice. And then we can maybe do like 0.3, and then you can have the film grain intensity in the shadows. You can make that one maybe like a bit stronger, 1.5, which basically means that wherever we have shadows, the film grain will be slightly more intense, maybe 1.2. And then we can also have the film grain in the highlights to be, like, more or less intense. So there's quite a bit of balancing that you can do with this. But that's looking quite nice. So we are getting quite close to something I want. Let's have a look. I'm going to because I'm just, like, looking and jumping back and forth, I'm going to go to my camera actor for this one and set my amperature a little bit lower. So let's set this to, like, or higher, sorry, set it to three. Yeah, let's do let's do 2.8 over here. Okay? So that's interesting. We have our pipes going on over here. That's all, that's all, quite visually interesting. I quite like that. Mm. Do I need to do anything? Let's play around a little bit more with my bloom if we go into our post effects and said, Look, no bloom, more bloom. What was the original? The original was 2.6. I might want to go down to, like, two. Okay, so we got this stuff. Yeah, our concrete. I quite like the color of our concrete. It's in quite a good location right now, and like, it feels a little bit orange, but it is because of, like, the sunlight. So now that I go ahead and just like, let's have a look over here, this view over here, it kind of lost its feeling, to be honest. However, the feeling over here might just be the contrast. Now, something cool that you can do. Let's say that you have a camera and you just want to, like, increase the contrast on one camera to bring out, like, a specific effect. You can actually grab the camera. You can scroll down over here to your post process effects, and in here, you are actually able to once again go to your Global. And for example, click on contrast, and then it will overwrite your contrast. So what I can do is I can click on my contrast over here, set this through like 1.2 to make it a bit more intense. And then I go to my saturation. And because the contrast boost up the saturation, I want to set this down to 0.85, for example. And now you can see that even though we've done it here, the other cameras. They will not have this effect. That's 00.9 in my saturation. Here we go. But this, of course, like, it makes it look quite nice. Then we have this one over here, and this one, I'm not sure. I feel like there is something visually. There's something missing, like some visual interest. Maybe it's because this is like quite a flat wall. Maybe if I do something like this where it's like showing a little bit more of the back. And I feel like that I want to go up here, and I don't like how it is just clipping. So what I'm going to do, I'm just going to move this forward a bit, no one will notice that it's really moved forward. So we got that one. And then we got this angle. So this is like, nice food. And now I'm really just, like, fine tuning everything to get it at a at, like, a place that I like. I'm going to, for example, here, let's add some additional lights. Turn on snap rotate. I'm going to add some additional lights in here. And what I might also do is I might also make these lights a little bit lighter later on. Just want to check how that light looks if that doesn't look strange. No, no, that looks fine. So we got this one. Okay. So we just get some lights, which will just like, add that extra little bit of detail in these areas. Let's have a look around. Yeah, see, just the lights. Let's go into our lights and just set the brightness to like two. There we go to make them like a little bit more visible. Yeah. So it's like nice and sunny out here. That's quite nice. I'm going to have I need to be careful with this one, but I want to play around with my ivy subsurface amount. If I set to 0.2, that looks better here, how does it look? Yeah, here, see, 0.2 looks better than 0.4, definitely. So let's do 0.2 with my subsurface amount. And just like that, you basically go back and forth and you just keep balancing things out until you get something like over here, I feel like there's concrete over here. It feels a little bit too I don't know, it just feels like there's something missing. I end up also not really using the grass. I'm not sure if I want to use it. Sets like ten. Maybe you can, like, use it like here a little bit. Let's have a look. But I feel like because this is like a concrete structure that is higher up, I don't know, it just feels like a little bit strange to use grass because it wouldn't technically grow here. Like, weeds would maybe grow here. Let's try that. Let's go ahead and let's get rid of all of our grass. So right click and just press, oh, sorry, las remove. Yes, I want to remove them. And let's go ahead and save sine. Let's go into bridge. And let's see if we can find some weeds. I know that we can because I've used them before. But let's go tree plants, and then let's go weed. And then over here, we have some curbside weeds. These ones might look a little bit better. Okay, so we want to have something like that, and then I want to have something to make my concrete feel a little bit better. So there's also decals over here inside of substance, which is quite nice. So what we can do is we can have a look in our decal tab and see if there's maybe something like concrete with like a concrete. I would say that these digas, like, they don't often fit really well. But sometimes, sometimes they do. So let's say that I will get a crack decal to see how that looks. So let's add that. And let's see, maybe I can also get a damaged decal. Maybe this one over here, let's try that one out just to see how that looks. But of course, because it's not the same concrete, you often get problems with that because it just doesn't feel the same. Now, the crack one should be pretty fine, I guess. You can go ahead and make it quite a bit smaller. So let's scale this down. Scale is in. It almost feels stretched, to be honest. It feels like I should do this. And if we just have this over here, and let's go ahead and go into our decal and maybe make it brightness to and maybe set the saturation to like 0.8. 0.6, maybe. Yeah, that starts to feel a little bit better. And then I can go in my decal and if I just, have a look around. Yeah, it does add some like a quack and if I go my collar overlay, maybe, like, make it a bit darker, I guess, that sort of works. Yeah, okay. And then this one, this one was just like a long shot where I was just curious what would happen if I throw this on, like, a side over here. But I have a feeling that will not look very good. I know. You never know. Maybe if I scale this and go like, sideways. Oh, no, definitely not sideways. I was just curious if I can maybe, like, make it feel like it fits in here. So let's say we have something like this and I go in my material, and for some reason, even though Mexican is already really dark, they even make the material darker. And what if I set like my saturation to, like, excuse me, 0.8 or something like that. Okay. And let's just have a look at it from this camera angle. Oh, contra H. Honestly. Not too bad, to be fair. Like, I expected it to look worse. So that might actually like that extra bit of visual interest. I wouldn't do it too often, but maybe for, like, this specific one because it is kind of hidden. Yeah, yeah, I can see that. Let's go ahead and go to bridge and see if there's maybe, like, another one, like, a long one that we might be able to use. Let's see. This, like, a large one. Let's do this one because you never know, maybe this will work. So let's add this one also. Over here. Let's open up this and set this to, like, what did I say the previous one? I set this to 0.8. So this one can also be 0.8, open up the material, make the color white because I assume they are roughly the same color balancing. And I was just curious if I can maybe over here. Actually, you know what I'm going to do is I'm going to duplicate this one because it's already kind of scaled. Over here. Yeah, I was just curious if we can maybe use this one. Looks like we need to rotate it and it looks like we need to scale it quite a bit. This one definitely doesn't fit as well. I am going to give it another try. Let's say that I have this and I go look at it from a distance. Let's start with just making the colors a bit duller. Let's do 0.6. Maybe make it a little bit lighter, like two, no 1.5. Let's start with 1.5 because it's easier to throw it to make it lower than the material. 0.6 is about fine. Now let's open up our material. Let's see if in here, I can make it blend a little bit better. But this one is a little bit tricky too. Let's try and use some opacity intensity over here and maybe set to like 0.7. I know that it doesn't make too much sense to use our opacity on this because it's like damage. But from a distance, it does fit a little bit better. Our normal map has the green channel flip, so that's also fine. Yeah. Okay, cool. That adds, like, some visual interest. But anyway, so we had this one. We had this one. We had this one, and over here now we have a little crack, and we were going to do the weeds. That's it. So let's go ahead and go to foliage and they should already be added over here. I'm going to activate them. However, I'm going to set them to be quite small. 0.6 by 0.9. I'm going to deactivate the grass bits because I don't really like those. So that's right click and deactivate them. Oh, because they are deactivated, I cannot actually remove them. So let's just remove. Whenever you deactivate something, you can also not, remove the painting of it. So let's try this. And let's just see if we can get some, here, seeing something small like that. And maybe over here, wherever we have the foliage, we can also go in and, like, Add a little bit of those weeds, have a look around. So let's start with this one over here. I would probably add some in the corner over here. Maybe in the corner over here. See, are they not too small? Maybe select them and set them from 0.7 to one. Okay, so we have a bit in the corner over here. That makes sense. A little bit. Around here. I'm just trying to find logical locations where weeds could have grown, and it's mostly like in, like, the corners and like, dirty areas where concrete comes together. Okay, so we have a little bit of weeds over there. That's nice. I don't know if we maybe want to, like, have some in between here. I can check to see what it looks like. No, I don't like that. I feel like when it's in between here, it just looks a bit buggy. So let's just get rid of that. But I definitely like this corner over here. It's pretty good one. That's good one. Let's go. Oh, it's like a tiny bit more over here. And once again, I'm literally only doing this in, like, the locations where I think I can see it and not any other locations because then it would just take too long for a tutil. Okay, so that's looking quite nice. Let's go ahead and go to the second camera doesn't need anything. Let's go ahead and go to the third camera. Third camera can use some weeds over here. I don't know why this area is so dark. That's interesting. But okay. So we have some here. Uh, I will probably also increase the brightness of them in a bit. So that's fine. Let's go ahead and go to our next camera, number four. Here, we have some weeds sitting over here, and maybe have, also a few down there and maybe also over here. Okay. Maybe a little bit around the pipe and stuff like that. And just in general, around these bits. Yeah, of course, you can keep polishing and polishing and making it better and better. That's all up to you. I won't push it, like, too far because then I would spend hours on something like that. But that's looking pretty good. And then the last one also doesn't need anything. Okay, awesome. So we got those pieces done. Now, if we just go ahead and go to our curbside weeds over here. I want to grab the colors probably on the way actually here, I can push up the colors in our material. I honestly don't understand why they would make the material gray, there we go. Push up the colors in our material. I would then go ahead and I would just open up the base colors, and I'm going to set my saturation a little bit down to 0.8, because I feel like they're a little bit too green for this specific environment. They are not supposed to stand out. They're supposed to be like this extra little detail, but that's quite nice. I like that. So we can go ahead and we can save sin. Now, at this point, I'm not sure if there's anything else that we really need to do. Like, we got our pipes. I don't know if our pipes maybe need to look a little bit brighter. Let's have a look around, but we can just at this point, just go into our textures and our pipes and just like, open up these. So let's have a look around if we have this. Maybe make our blue pipes like one point let's see, 1.5 is Yeah, I quite like it a bit brighter. Let's do 1.4. And let's make our red pipes, 1.5. No, let's do 1.2. And maybe set the saturation of our red pipes to be like 0.8. 0.9. Ah, 0.95. Let's just 0.95, and in our blue ones, let's go for a saturation of like 1.5, 1.1. Maybe the brightness to 1.5. Yeah, I like it. So brightness 1.5, saturation 1.1. And that's looking also pretty good. Awesome. Okay. So we got that stuff also ready to go. So that's quite nice. Now, at this point, we can have once again another now we are already at a high resolution over here. So the only thing that I want to double check, and it's most likely just like a resolution thing. So if I would take a picture, I won't have this. But I want to double check if my focus is creating some problem. So if I set the focus to normal, And undo it again? No, no, my focus is not creating any problems. Okay. Awesome. So, is there anything else that we need to do? Let's have a look around. Maybe make my palette a little bit brighter. Oh, okay. This time, our bedo tint is I, correct? So let's go ahead and just open up the base color and make my palette like 1.5. And then to balance it out, let's set the saturation to 0.8. Okay. Let's have a look over here. Yeah, that's looking pretty good. I don't know if I maybe want to, like, place a palette like somewhere over here. I don't know if that will look good or not. Let's have a look around. Yeah, I quite like that, having like sun. Well, actually, it kind of hides what we did before. So I don't know if this is the right location, maybe over here. And maybe move it a bit forward. Hmm. No, you know what? I'm going to not do that. What I might do, however, is I might grab another one of these palettes and place them a little bit further down over here. Yeah, see here. So now at least we have some visual interest in that area also. Yeah, the barrels and everything they are looking are quite nice. So that's all looking good. I think at this point that my polishing is pretty much done. There might still be some things that I might change later on. But for now, this is looking quite good. So what we're going to do in our next chapter is we are just going to quickly go over collisions, LODs and some debugged modes just so that you can see everything and just anything that we might have missed. And after that, we are going to create some portfolio renders and some portfolio videos. So that is going to be quite cool. So let's go ahead and save our scene and continue with this in our next chapter. 72. 50 Optimizations: Okay. So in this chapter, what I want to do is I want to have a quick talk about collisions, about level of detail, and just in general, some debug modes that we might have. Now, over here, when we would play our game, although I will need to figure out why I can play it, it's looking really good. What will happen is that if we go ahead and go from IT, we have some debug modes, and one of the debug mode is player collision. This player collision basically shows you where the collision is of our mesh. Now, luckily for us, our player collisions are looking pretty good, as you can see over here, because we have mostly square assets. Maybe our pipes are a little bit strange. What I wanted to do is I want because I need to show you how to do something, let's just do the pipe over here. So right now, we have a pipe and what you can do is you can go to show, and in here, you can show our simple collision, which is our player collision. This is automatically generated whenever we import a mesh. If for some reason you are not happy with this, there's a few things you can do. You can go to your collision and you can press remove collision to get rid of it. Now, in here, there's a few things. You can try to basically create simple collisions. I will first of all, do the out generated. For example, what you can do is you can go ahead and press Auto convex collision over here. And what it will do is it will try to generate a collision based upon the shape of your model. So I can press apply, and here you can see that it tried its best. And based on the hull counts, you can make it more or less precise. Now, let's say that you just want to go for, like, a super simple collision. We can go ahead and remove this collision, and let's say that we just want to go for something simple. So let's grab a capsule collision. Now with the capsule collision, you can actually select it over here. And you can go ahead and you can scale it down and you can move it. So this is a collision that you can move. Now, this is like a cylinder. So it is a pretty good one to have like as a capsule. Because technically, with player collisions, we probably don't really need a collision in the center. So I just want to show you that over here and you can do the same with boxes and that kind of stuff. You are able to basically place a collision here, press safe. And now if we go in our hallway and show player collision, you can see that now the collision is looking a lot cleaner. So I just wanted to go ahead and show you that this is how you can generate collisions. Now, you can also go ahead and you can also use boxes or spheres and anything like that. Now, another thing that I wanted to show you is level of detail. So level of detail is basically a feature inside of unreal engine five and four doesn't really matter. Now, there's two ways. So you have Nanite and nanite is like a level of detail on steroids. It's like a brand new system that you can use to improve the level of detail. And you have the LOD settings over here. So these two Nanite actually also affects lighting a little bit. So what I wanted to do is I wanted to show you two things. Now, right now, ivy, for example, foliage, often, I don't know, it does work with Manite nowadays, as far as I can remember, but it did not used to. So what is level of detail? If you look over here in your triangles, right now, we have 22,000 triangles. It's always rendering all those triangles. What you can do is you can go over here to LLD settings and you can set the group and you can use a template, for example, foliage. Then if you press Okay, what it will do, Okay, maybe foliage is not the right one. Let's do props. What it will do is it will generate level of details for us. And what you can see now is that the further my camera goes away, if you look at the triangle account, the less triangles my mesh becomes. Now it's 5,000, and if I go even further away, like over how many do I have? Over here, 2000, see? Now, the reason why we can just lower this is because when you are this far away, you cannot see all that detail. So in reality, even though we go further and closer away, you can barely see any difference. The only difference that you see over here is that the branches over here go away a little bit. So that's a level of detail. It's great to use, but it is an old school technique. However, I find it important that you know what it is, because every other engine still uses this technique. So you could, at this point, like, for example, save your scene. Now, right now, there is another technique and it's called Nanite. If I go ahead and go up here and I go for my nanite visualization and turn on triangles, what you will most likely see is that you see nothing really happening. The reason nothing is happening is because we have nothing in our scene that currently has nanite. So let's say that we grab our pipes and we turn these into nanite. Using nanite is even easier inside of unreal than setting up LLDs because all you have to do is select your pipe and enable Nanite support. And now what you can do is you can simply press Apply changes. Now what it will do is it will enable the Nani support, and as long as your shaders do not have any type of weird masking or effects, it should now work totally fine. Now if I go ahead and go, can I do that here? Also, show? No, I can't. Now if I go ahead and go to my hallway, now, my nanite visualization, if I said this to triangles, you can see that now because we have a nanite mesh, this mesh is the only mesh that is shown to have nanite. The cool thing about that what you can see is that if we go close, we have all of our details. However, the further we go away, the more it automatically starts optimizing. It's a bit difficult to show you. But here, the bigger the triangles become. And Nanite is a very powerful way because you might have already heard from it. You can have millions of polygons using nanite and it would still give you the correct effects. So you could even make your measures way higher detail than this. However, in my case, I wanted to show you more traditional techniques. So because nanite often also slightly affects the lighting because lighting relies on nanite in order to bounce off the shadows, what I like to do is, I like to, for example, turn on Nanite on most of my measures. So let's say that we have our floor. Let's say that we have our pillar. Okay? Unreal is really confused with where to place all of these pieces. But we can just go ahead and press Nanite support, and Nanite should still work with world space. So let's double check. Yeah, that's working. And it should also work with, of course, unique UVs. Now, I have not tested it out a lot yet, but Nanite should be working nowadays also with foliage in Unreal 5.0 0.1. This was not the case in Unreal agent 5.0 0.3, which was the previous one that we had. So what we can do is we can go ahead and test it out. Here, if we go now to our Nanide visualization, see, that's already starting to look a lot better having all of these assets. So let's try foliage, and we will see if it works or not. Right now, this one has LODs which is already optimized. But let's say that we want to go ahead and turn on nanite and I believe that we need to turn on preserve area over here for when it is foliage. So if we go ahead and press Apply changes, we will know soon enough if it is causing an error because it is masked or not. What you can see over here is that it looks like that it is causing an error, which I'm actually quite surprised about. Oh, no, there we go. Okay, so now it is switchback. So now we have Nanite again. So if I go ahead and this is why preserve area is important, if I go ahead and save this, I want to make sure that my mesh yeah, it looks like nothing has changed. Also, I might want to take an angle like this. I think this is like a really cool angle. But let's just go ahead and do that in a bit. So if I go to my Nanide visualization, Okay, that is cool. So this is brand new. So this is also for me, like, only the second time that I'm seeing it. So knowing that, I should be able to just go into my foliage and just grab all of my nanoit and I will just grab the ones that I know that I use because I didn't use all of these. Over here, this one, this one, this one, this one, and this one. Let's just go ahead and apply our nanite to this stuff. And slowly, we can see our entire environment turning into nanite. We can also do it with the mega scan trees. However, they use really complicated shader, so I'm a little bit worried using it on those. You can try it out, but I'm just going to leave it like it. My scene is running quite fast already, so it's not that big of a deal. So what I can do is I can go ahead and press apply, and that's looking pretty good. Now I can also go in, and I can also go to my mega scans, Tweety assets. And let's say that I want to turn all of my assets into Nanite. Of course, I could have used imported Nanite assets, but I did not do that, so I need to do it now. Now, I could go into every single folder, select the asset and change it, or I can go down here to my filter and turn on static mesh. And what that will do is it will show all of the static meshes in my child folders over here. At this point, I can go ahead and I can open up all of the stuff that I want to turn into Nanite, which I used most of these These ones, I did not use this one, this one, and this one, and I can simply go ahead and apply the nanite and that should be about it. Nant, of course, also optimizes your scene because with the optimizations, it just makes your scene run a lot faster. I don't know how much of a difference it is compared to LODs, but I believe that it is a better optimization than LODs right now. So if you are using a real engine, you can just as well turn everything to Nanite even if it is a traditional model. That's also what they recommend. Even traditional models, they recommend to just turn it all into Nanites. So there we go. So now you can see that now scene is actually using a lot more nanite which is looking pretty good. These ones over here, these are like boxes. I can go in here and also quickly apply. And there we go. Awesome. Okay. And, of course, the rest is the sky and trees. Yeah, we have some acids in the back, but honestly, it's not really important. So as you can see, not much has changed. However, we should have a pretty decent if I go back to a normal resolution, which is like 70 and show my FBS. We are running at a nice, like 40 FBS right now. Which is looking pretty good. Oh, that's interesting that I have that error, the texture budget error. The streaming pool arrow, you sometimes get that. I should not get that because I have a 30 90. However, if you ever get this, in my case, I probably just need to restart the engine, and you want to get rid of this arrow over here. What you can do is you can go R streaming pool size over here in the bottom in the console, and you can set it to something really high like 5,000, and that will get rid of the error. Okay, so this is starting to look pretty good. I do feel like I have very little light over here, which I'm not completely happy about. Maybe I can use one of these lights to very quickly. So I copy this over here. And the next thing I want to show you is I want to show you some debug modes. So now we went over collision and stuff. Just give me a second to quickly give it a light to artificially light this one pillar, just because it will look a little bit better if it's not so dark. So let's set this to 0.2. And let's have a look at our let's to 0.4, maybe. 5,100 to make it a little bit orange. Yeah, Okay, that is already a little bit better. I am going to probably cast shadows in this one, just to kind of, like, push it a little bit more. But that's looking good. Okay, so we got those pieces done. By the way, does this look better with shadows? Make a difference. So there are a few more debug modes that you can use in order to see how expensive your scene is. We are running at 40 FPS right now. However, that is still quite low, in my case, for my computer. And the reason why it is quite low is, of course, I'm recording that kind of stuff. So I probably hit the 60 without. But I can double check. If you go to IT, there's a few modes that you can check. I recommend that you just play around with it. There are also some really nice notes like detail lighting and just like the lighting mode over here. However, if you just go ahead and so I play your collision, that one is looking fine. We don't have collision on our foliage, which is good. And then what we have is over here we have our optimization viewpod and we have lighting complexity. So with your lighting complexity, what you can see over here is that everything that is blue is very cheap to light and everything that is white is very bad. Now, we want to go ahead and stay around orange, and right now it looks like that we did a really good job with our lighting. Now the reason why we have some lighting complexity here is because if I turn this one off, see? It's literally this one light over here that is causing are seen to run quite a bit more expensive, and it's because we have multiple lights overlapping. Whenever you have multiple lights overlapping, it makes things a bit slower. Now I can go ahead and I can go to my camera, and I can go in here, and mostly you just want to twin and set the radius lower and see if that works. So if I set the radius lower and I push this a little bit closer over here, it could give me and intensities don't really change much, so I can set the intensity to like 0.7. But now just in general, if I now go back to my lighting complexity, you can see that now it starts to look a little bit better already. Most likely the reason why it's because this light. We have two lights that are overlapping on top of each other. Now, it's not bad. I'm not saying that it's, like, really bad that we are in the red or something like that, because we are not going for, like, a super optimized scene, but we can go ahead and we can play around also with this stoplight. And see how much of a difference. Yeah, I see here, it makes too much of a difference, so I'm not going to change it. So I'm actually happy with what we got. So here you go with, like, lighting, in general, like here. We just have some areas where we have some lights which are increasing everything a little bit. Now, over here, this one, this one, we could argue that it see, this one, yeah, I want the shadows here. Let's have a look and go like our camera. And this one, if I go ahead and just press affect world, see it makes no visual difference. So this one is one where I could just remove it. And when I remove it, of course, the lighting becomes a lot cheaper. So we only have in our main areas, we have expensive lighting, and I guess over here we also have one, but it's still quite cheap. But for the rest, this is looking quite good and most of it is blue. So this is a way that if your scene is running really slow, have a look around at your lights. Maybe you used way too many lights. Turning off shadows also optimizes lights a little bit. So here you can see that if I turn this on, Okay, in this case, I don't have enough lights to show you. But yeah, turning off shadows definitely optimize lights. If you are in the white, yes, then you are starting to get trouble. Let's see. For the rest, you have shader complexity. This is basically complexity of our materials. We are in green because our materials are super easy. You can see that these materials are a lot more complex, and that's why they are red over here. So, honestly, we don't need to do anything there. You have some buffer visualizations. If you only want to see the base color of your environment like this, to make sure that, for example, the colors are looking good. You can do that. You can use buffer visualization to check even, like, the roughness, as you can see over here, and all of these extra pieces, which can be really useful ambitclusion, all of that stuff. Nanite we already went over Lumen I guess you can just check out lumen. And this is lumen. It's like a really low poly version of sin. I don't know why it's sinking down the bottom here. But yeah, in general, there isn't much to see. It just looks really funny. And I would say that, yes, we also have shadow maps over here, which just basically shows you, your shadows that we have used. But once again, those do not really say much to me. Okay, awesome. So, we now have this done. I was going to go ahead and I was going to grab one of my cameras. Duplicated. And I was going to add a camera actor number which is like here at the maybe for this one, I want to go for, like, 25 by 25 millimeter. No, not 25. Maybe 30 by 30. Just because I kind of liked having, like, a side view. Like this. Also, something that's quite cool. It will not work because well, it will work, but because we set our environment to be very specific, you can actually set your sense of height over here, which can allow you to go for, like, a more cinematic fuse. You can even do, like, the Kill Bill type stuff. But yeah, like this, you can go for, like, a much more cinematic now, I'm not going to do that because I know that when I'm rendering my images for station and for the tutorial and stuff like that, it will not make much sense, but you can definitely go in here and you can definitely, set your sensor height. And here, that already gives a much more, like, cinematic feel in case you want to do something like that. Now, in our case, we will stick to 1920 by 1018. Nice and boring, I know. But I like to go for something like quite even, and this is what we made this entire environment for. If I start making this one with like a lower sensor, it still works, but just it's not what I had intended. Okay. Awesome. I would say that the last thing that I will do is I will go ahead and grab maybe, like, one of these pieces and just throw in, like, a little bit of foliage here. This is just for this camera, so I don't care that it's sticking out. It's just that I have, like, a tiny bit of foliage over here. However, if you really wanted to, you could, of course, just pick something better than me. But, yeah, I think that looks pretty good. Yeah. Awesome. Okay, so we have this stuff also done. So in our next video, we will finalize our environment by creating our portfolio screenshots, and I will also show you on how to create some flrous that you can use to create a little bit of, like, cinematic style videos. So let's go ahead and continue with our final chapter in the next video. 73. 51 Creating Portfolio Screenshots And Videos: Okay, so welcome to our very final chapter. Now, before we get this chapter started, I just wanted to let you know that the reason why my character was falling through the ground a while back was because accidentally, our editorsphere, it has a collision. So you just want to open up your editorsphere, go to collision and remove any collision because else unreal gets confused. And as soon as you do that, if you right click and press play from here, you can now actually play your level, see? And it all looks like really nice and high quality. And we can just walk over our foliage because our foliage doesn't have any collision, and we can just explore our level. Of course, this is not the best level for a third person character because of all the pillars and stuff like that. So you would need to maybe work on that, but in general, it's like a great level. So here we can see that everything is just looking exactly the way that we intended it to. And even when we walk around, we have multiple angles that feel like a nice spot for your shot and stuff like that. He over here, we didn't really pay too much attention in this area, but that's no problem. Okay, awesome. So having that done, what we are going to do in this chapter is we are going to go over on how to create some really high resolution screenshots and on how to also create some actual videos. Now, the high resolution screenshots, we kind of already went over that. It is not too difficult. What you want to do is you want to go ahead and go to your camera. At this point, we can also turn off FPS. Now, often there is currently unwel a bug data will become a memory leak as soon as we do this. So you might need to restart wheel after doing this. But make your viewpod quite large. Go down here and set your screen percentage to something quite decent like 150 and then go to your high resolution screenshot. Now, in here, you need to be careful. The higher you set this, the stronger your PC needs to be to render out an image. You can see that as soon as I press three, it will say large multiplies micas the graphic driver to crash. They are not lying about this. It will actually do that. Now, right now, I'm recording this footage in 2560 by 14 40, and I'm doubling my resolution, and this one is around 2000. So I will probably get around like a four K or a five K image out of this. Once you're happy with your views and everything and everything is ready to go, you just want to set your screen multiplier and you want to press capture. Then what you want to do is you want to go ahead and quickly go to the next camera, give it a second to load in the lighting and capture again. And you just want to do this for every single camera to quickly capture some nice images. Number four, Number five. And then for the last one, just to make it easier for us when you capture it, click on the link to open up your folder. And now that that is done, we can go ahead and we can close this. We can set this one back to, like, around 100 or 70. And I don't know. Do I have a memory leak? Okay, it looks like this time, I did not get a memory leak. Definitely do not look up here because I just, like, placed a random piece of foliage. But anyway, now, if we go into this folder, we can see that now we have these really high resolution screenshots. What's also cool here. You can see like before, and now we have after. So we have these screenshots which are currently, yeah around 4,000, 3,700. And you can see that we have these nice screenshots. Now, at this point, when you have these screenshots, it is no shame to go into FEamplePhotoshop. Over here and to just slightly enhance them. Often, what I like to do is, I like to go and throw on like a quick camera raw filter. And because it's no problem to just balance it out a little bit. For example, stuff that I like to do is, I like to go to detail and maybe set on a little bit of sharpening to my image, and maybe go to, basic and set my texture a little bit higher and my clarity, just to bring everything out. I can also go ahead and, for example, tone down my contrast a bit to make it more. I think I'm actually quite happy. Like, you don't have to do many changes often on this stuff. Dehaze, not that we really need it. So often, yeah, you don't need to do many changes because we already did most of the stuff that we wanted to do. You can play around a little bit more with exposure, but I'm actually quite happy where I am right now. So I'm just throwing on some sharpening. Noise reduction would not really work because it would actually get rid of the noise that we tried to capture. So let's set my sharpening to around 25. And then when you are happy with it, yes, you can also do some color mixer. So maybe you want to play around a little bit more like the colors of your foliage by making it greener or less green. Honestly, I'm happy with it. I'm honestly just happy with what we got right now. So when you're okay with it, you can press okay. And now you can see, some slight differences. And normally, if you go to the next one, go to filter, you should be able to press camera and should be able to give you, like, the same settings as that you used before. So you can simply apply this over here, the subtle settings to everything. See, just like Wi subtle, just some sharpening, like we got over here like this. Then because these are like PNGs, which are quite large, what I like to do is I actually just go to file scripts and use an image processor in which I can say, I want to save this as JPAx all the open images, which are all the images that we have in the same location. And if you just press Run, it will go ahead and it will save all these images for us into a nice little folder. And if we open them up, here are our final environment images. You are looking quite cool. Awesome. So we got this stuff done over here. Now, the next thing that I want to show you is I want to show you that you can render out some videos. So if you want to, for example, have a video, what you can do is, let's say that in our scene over here, get rid of this filter. So in our scene, we can, for example, right click and you want to go to animation, and you want to grab a Oh, they changed the look of it. You want to grab a sequence, sir, I guess it's no longer animation cinematics. Okay, I guess they moved it to cinematics. And you want to grab a level sequence over here. And just call this Cam underscore 01. Now when you open this up, it will load in down here. And the way that this is going to work is super easy. We can animate our camera, and then what we can do is we can render out a video also within the sequencer. If we grab, for example, our very first camera actor, which is the beginning one and drag it in here, this is what we will see right now. Now, what I can do is I can hold Control and zoom out. And normally for a slow moving camera, you want to move your red bar to around 330. You also need to move your camera so that it shows all of the footage. Then once that is done, you basically grab your camera, which is this one over here, and you want to go to the transform and you want to add a keyframe by pressing this little button in the center of these two arrows. After that, you just simply move your slider to the end. And then what you can do is you can go ahead and you can move this, and I'm going to not move too far, something like this over here. And once you are happy with your position, you can move another one, and it will smoothly move between these positions. So what will happen is if we go ahead and go to our camera actor and I press G and press play down here, we'll get this nice slowly moving camera that you can see over here. Now, sometimes what will happen is whenever we work on these transforms, the camera might start slow. I might speed up and then it might slow down again. You can go over here to your curves, and this is basically your animation curve where this stuff happens. The way that you can keep your camera like an even length is to select something. And then what you want to do is you want to go ahead and select the first point and just move it straight and select the second point and also move it straight. Like this so that it becomes a straight line, and then we can go ahead and save. And now, it should start and end at an even speed. She can see over here. I feel like I might want to move my camera a little bit further. But this is basically the way that we can do this. And it's better to go slower because you can always speed it up than to go too fast. So let's say that you have this image, although it does feel like it starts off quite quickly. Yeah, it does feel. But the curves seem to Oh, God. I did not mean to do that. The curves seem to be working fine over here. You can click on Location to double check. Yeah. So that's probably just like a weird effect or something like that. Anyway, so when you are happy with it, of course, save your sequencer. But now what you want to do is you want to render out the video. This one is a little bit annoying, so you can go up here and render out the video. And the reason that this one is annoying is because the video that it renders out is always corrupt. I know, it's weird. It's because it's an AVI video. So what I like to do is I like to always render out this quite high to 60 FPS at a four K resolution because even though I'm recording at, like, a smaller resolution, it's better for me to scale it down than having than rendering at a low resolution because you just get better quality like this. You then want to go ahead and you can go down here in the output directory and search for the location you want to save your video. And I'm just going to call this Cam 01, and that will be the file name. Now for the rest, you can keep everything else on. And then when you are happy, you basically want to go ahead and press capture movie and save your scene. While it is capturing this movie, what I recommend is that you go ahead and get a software that is called hand brake. Hand break is a compression software that will not only make our file size smaller, but what is also nice is that it will fix that corruption effect that we get, and we get a clean dt and before file. You can see in real time that it is capturing our footage. I will pass the video until this is done, and then I will show you how that we can fix this kind of stuff. Okay, so that is done. We now have an AVI file. I can show you like most time it is corrupt. Sometimes it works, but if we just go ahead and open it, this is what I mean, see? It doesn't move, it doesn't do anything. That's what I mean with corrupt. It's just not able to play this type of AVI file. However, what we can do is if you go ahead and download handbrake, it's a really easy software great. I'm even using it on my tutorial files to compress them. We can drag in our AVI file in here, and our goal is to simply put out a pfour file. So we want to set the format over here to p four. The dimensions can stay the same. The video in your video tab, we can go ahead and for an average bit rate of 6,000 or something like that, just to make it nice and high. And we don't have any audio or anything like that. So everything can often stay the same. It's just like the video that you want to make sure that the bit rate is nice and high. You then choose where that you want to place this, and I'm just going to place this in the same folder, and then you can simply press start and code. And now what it will do is it will not only compress, but it will also fix all of those problems. Now, fair to say that it might not actually compress anything because we set our quality so high, since I want to go ahead and I want to capture, real world quality. But that's basically how you would render this. So we can go ahead and you can do this for other cameras. I will probably do that in my own time. But in general, things are starting to look really good. If you want to go even higher quality, you can actually set your screen percentage higher while you are rendering this video. But let's just have a look. There we go. So that one is done. So now we have a nice MP four file, and if I open it up, this is what you get. Now, sometimes what I can see over here is I can see there's some little problems over here that we get from, I think it is like alumin or something like that. You'll see it takes a while for it to lighten up and that kind of stuff. And it is a little bit grainy. For those kind of things, what I recommend that you do is I recommend that you for the darkening, you go to your Rando settings. And if you go into thinking over here, it is in advanced. No. I think it's animation and then advanced. You can say over here the warm up frame count, and you can say that you want to wait, for example, for 50 frames before you start recording. When you wait for 50 frames, it will well, wait for 50 frames, and that gives the lighting a little bit of time to kick in. Now, at this point, for the rest of the stuff, what I would say is that specifically for when you're rendering videos, it is often better to avoid that greenness to go into your post effects and temporarily turn off your grain that we have. So over here, it's set to three. If I set this quickly to zero, going into my camera. So now we don't have any of that grain. And then if I go over here to my screen percentage and set it to, I know, like 200. Like set is really, really sharp, like that because we don't really care about frame rate at this point. Then what we can do is, let me just delete the old one and try rendering this out again over here. And also something that sometimes works is when you are compressing, lowering your resolution. So if I go ahead and render this out again, Hmm, 50 frames that did not feel really long, but it looks fine. I don't see any color changes, which is a bit which is good. So I'm just going to go ahead and pass the video again. Okay, so that rendering is done. If we just go ahead and throw it back into handbrake and this time to maybe, improve it a bit, let's go down here and let's set the resolution back to 2560 by 14 40. Over here. Like this. So 2560 by 14 40, that should be it, I believe. Oh, no, sorry. I need to do that here. Oh, God. What was this one? This one was Oh, no, no, wait. I did it good. Yeah, yeah. I just didn't update. But yeah, so don't turn on automatic, leave it like it is. So we got that one done, and our bit rate let's go back to, like, I don't know. Let's go like 8,000, nice and high. Higher bit rate means often, higher quality. And let's go ahead and render this out one more time. So save and start. And also something that would be nice is that, of course, I do not go full screen right away, but I actually make it the resolution size that it's supposed to be. But yeah, in general, not too difficult. And this way, you can run around like a couple really nice looking images. Just going to go ahead and set it back to 100 over here like this. And also, you can also play around with your deep or field and that kind of stuff. If you maybe want to make your image a bit sharper, you can try to remove your deep or field, and you can try to re art those things back into, like, a video editor. I'm going to set my video green back to 0.3 over here to bring it back to normal. And I think it is done. Yeah, it is done. So now if I go ahead and open up and make my size a little bit smaller to like how it is supposed to be viewed over here. You can see that now, okay. I don't know why, but my player is a little bit buggy, which is a bit weird, but it will work. I just don't know why. There we go. Now it works. So, as you can see, over here, we have a nice looking video with our environment playing room. Awesome. So I think we have arrived at the end. Now, I really hope that you enjoyed this journey, and then I hope that you learned a lot from it. This is one of my few beginner courses where I really like try to focus on beginner stuff. Of course, it is not so much beginner as every software, but more beginner as like the concept of vimdart. But we went over a lot of stuff. Just a quick recap, we went over our reference searches and planning. We went over all of our modeling tools in both Maya Max and Blender on how to create blockouts, how to create modular models, how to create unique models, how to do high poly to low poly modeling, how to sculpt inside of C brush. How to bake everything, how to create tilable materials, how to create unique materials. We even did some rendering inside of marmoset. And of course, we did our entire setup inside of UnwelEngine. And as a bonus, we also went ahead and created some foliage, and we went over on where you can find some free resources, and we did some optimizations. Of course, we covered a bunch more stuff, but that's like the main stuff that we have covered. I think we end up with a really nice result for a very technically basic environment. Like the techniques that we used, they are they are very powerful, but they are also, not too complex. So I really like what we end up with. I might need to do, like, a tiny bit of polishing after this course is done, just here and there, but it's nothing that we would not have covered. So I will hope that you enjoyed this toil course. I had a lot of fun making it, and thank you for watching fast tracked oils.