Creating a Guitar in Blender and Substance Painter | Aniket Rawat | Skillshare

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Creating a Guitar in Blender and Substance Painter

teacher avatar Aniket Rawat, 3D Artist

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 to Class

      1:19

    • 2.

      Creating the Base Body

      12:00

    • 3.

      Finishing the Base Body

      13:12

    • 4.

      Adding Details

      15:52

    • 5.

      Detailing the Top Part

      19:03

    • 6.

      Adding the Strings

      8:40

    • 7.

      UV Unwrapping

      11:38

    • 8.

      Texturing the Guitar

      15:27

    • 9.

      Lighting and Rendering

      12:41

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About This Class

Hello everyone and welcome to this new course. In this course, we will go over the entire process of Creating a Guitar using Blender and Substance Painter.

What you will get:

· 9 FHD videos with 2 hours of content

· All the resources files required to complete the course including the Models, Substance Painter Files, Textures, Alphas etc

We will go over the complete pipeline of creating a high-quality realistic prop, starting with modelling the prop in blender, texturing in Substance Painter and finally lighting and rendering a portfolio piece in blender.

This course will help you improve your 3D prop modelling and texturing skills massively as we go through each step together and learn many different techniques. After finishing the course, you would easily be able to create the renders shown in the trailer and create props of your own.

We will start by modelling the prop in Blender, and learn various modelling techniques and also learn a lot about different modifiers. After finishing the modelling, we will apply all the modifiers and UV unwrap our model for export.

We will import our model into Substance Painter to start with the texturing process; we will start by baking the mesh maps for our model. We will learn to create high quality and realistic materials and the key features of Substance Painter like smart materials, masks etc.

At last, we will take our models back to Blender and render them. We will set up the material, lighting, and the camera and learn how to use HDRIs to light our scenes. We will finish the course by taking a portfolio ready render and a little bit of Photoshop editing.

This course is for anyone who has a basic understanding of Blender and Substance Painter and wants to upgrade their skills.

Meet Your Teacher

Teacher Profile Image

Aniket Rawat

3D Artist

Teacher

Hi everyone, My name is Aniket Rawat and I am a 3D artist who likes to create realistic and high quality 3D props and assets. The main 3D programs that I work in are Blender, Substance Painter, Zbrush and Unreal Engine. I am proficient in 3D modelling and texturing.

Thank you for stopping by my profile, I hope my courses are able to help you learn new stuff.

See full profile

Level: All Levels

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Transcripts

1. Introduction to Class: Hello everyone, and welcome to this new course. In this course, we will go over the entire process of creating a guitar using blender and substance painter. We will go over the complete pipe line of creating a high quality, realistic prop. Starting with modeling the prop in blender, texturing and substance painter, and finally, lighting and rendering a portfolio piece in blender. This course will help you improve your three D prop modeling and texturing skills massively as we go through each and every step together and learn many different techniques. After finishing the course, you would easily be able to create the renders shown in the trailer and create props of your own. We will start by modeling the prop blender and learn various modeling techniques and also learn a lot about different modifiers. After finishing the modeling, we will apply all the modifiers and UV and wrap our model for export. We will import our model into substance painter. To start with the texturing process, we'll start by making the mesh maps for our model. We will learn how to create high quality and realistic materials and some of the key features of substance painter like smart materials, masks, et cetera. At last, we will take our model back to blender to render it out. We will set up the material lighting and the camera and learn how to use the HDRIs to light a arsene. We will finish the course by taking a portfolio ready render, and a little bit of Photoshop editing. This course is for anyone who has a basic understanding of blender and substance painter and wants to upgrade their skills. So I hope to see you there. Thank you. 2. Creating the Base Body: Hello and welcome everyone to this new course where we will be creating a guitar in blender and substance painter from start to finish. Before starting, I want to just quickly mention that I've created a new Discord server for all the news and updates related to my new course releases, as well as things like discounts and sale notices. Also, you can ask your doubts and questions over there as well and showcase your creations. Yeah, it would help me a lot if you can join it. So to join it, basically you just have to go to your course files only. And I've shared this Notepad file. You can open it up and copy this link completely, and paste it onto your browser. And then you can join the Discord server easily. All right, next thing is, as this course will be a free course initially. Therefore I have to complete it within like 2 hours. As that is the time limit for free courses on demi things might be a bit faster than my other courses. All right, so with all that out of the way, let's just quickly start with our modeling process. So I'll just quickly press a and press Delete to delete everything we can press to bring out this view. And I will enable my screen cast keys so that you can just see all the shortcuts that I'm performing. As you can see, they're appearing over here. All right, in the course files only you will find reference images of the front site and the back site. Let's just quickly add them. I will press one for the front view and make sure you first press one on a number. Back to enter the front view, press Shift image and add a reference image. I will just quickly head over to my tutorial directory in the reference images at the front reference image. Now basically just press then y and move it backwards like this. Again, press three for the right side view, press Shift and again add a reference image. And this time I accidentally named it Guitar back, but this is actually the side view, guitar side. Yeah, just bring it in now. All right, now press G, then X and move it over here. Now we can easily press one for the front view and three for the right side view of our guitar, and we can now easily start working right away. I will just create this body over here. To do that, what we can do is press Shift over to Mesh and add a single word. If you don't find a single word option over here, quickly go over to Edit Preferences and the add on section, search for extra objects and just enable these both Curve and mesh as well. Then you will find all these extra options. Go over to Mesh and add a single word. Add a single word. All right, now press one in the edit mode to move this vertice around. And press and let's place it right over here. And basically just press to extrude it and start extruding it quickly. To trace out the reference image like this, quick, I will speed up this part as basically what I'm doing is I'm pressing then holding shift to place it exactly where I want to place it and then just following the reference image only. This is like really basic stuff and easy to do. Just quickly do that. All right, now we are almost done. What we basically need to do is extrude it till here. And then select this vertice. Hold shift, and select this vertice also. Then press F to join them together and just make sure they are in line. What you can do is you can snap them together. Go over here, select Vertex, then press then to move it like this. Then hold control and snap them together like this. I think that's pretty good. Now what you need to do is press A to select everything, and then press to fill in the face. Now let's press three for the right side view. You can see everything is fitting properly. If it is, not just adjust your image or the object a little bit so that it fits both of the views perfectly. Press one, and you can see it is fitting. And press three, and that is also fitting. Now press to extrude it here like this. Basically we have got ourselves our guitar body right click and shade smooth this and also enable auto smooth from over here. I will quickly come up over here and enable cavity and shadow. Just to make things look a little bit better. All right, Next we can create this circle over here. This hole like shape that is also very easy to do. What you basically need to do is the shift A go over to mesh and add the circle. This time R, then x to rotate the circle on the x axis by 90 degrees. Scale it down and place it right over here. Again, scale it down. Just try to match it with the reference image. Basically, I think that fits pretty good. Now to create a cut out onto this object, we will use the knife project command. What you basically need to do is first select this main object. Press one to go into the front view. Press tab to go into the edit view. And now hold control. And then click on this object, this circle that we want to use like a cutter. What we basically need to do now is we just need to press three knife project and tender. You will see if you select this circle now and delete it. Select the guitar press tab, and you will see this cutout is created over here. We can just press three now and select this face, press X and delete the faces. We have got ourselves a nice looking base body of the guitar. Go over to the modifiers, and as you can see currently it does not have any thickness. Go over to modifier and let sad solidify modifier. Make sure to select the object press control and apply the scale. Now we can adjust the thickness. You can enable x ray from over here to see if anything is like colliding with each other over here. As you can see, obviously we don't want to make this like so something like 0.00 30.03 is, I think, fine right now. We can adjust that later on, but in my opinion, it looks all right. I will also just select it and add a Bevel modifier to it. Let's adjust the bevel. We just make it a little bit smoother on the edges. Enable harden normals and also enable to smooth. All right, we are good to go, let's just hit control and save our file. Before proceeding, I'll quickly head over to the tutorial directory and in the blender files folder name this two guitar. Let's just hit Save. All right, next we can create this thing over here. I think it is called the Pig Guard, But first I will just select this and reduce the thickness of this guitar. I think that's too much right now. I will say this 20.01 maybe that looks much better. Next, let's work on this shift. Again, add a single word, one for the vertex select, and just drag and drop it somewhere around here like this. Again, basically we need to just press and extrude and just trace out this object in the reference image. All right, again it is done. Basically we need to select these two and press now to join them. If you want to add another vertice between them, you can just press control R and add a vertice like this. Basically, that's pretty good. Press to select everything, then press fill in the face. Let's see, Now we can just press and ext, I will press then Y and move it backwards. Still here, I think that's right. Can shade smooth this again. We will add a Bevel modifier to this. Make sure to apply the scale, reduce the bevel amount. I think this much is pretty good. Enable harden normals and also Galata smooth. Another thing that I want to do is just select press slash. By pressing, you can isolate any object. Like let's say if you just want to work with this object only you can press slash on your number pad. And you can see you can isolate it easily so that none of the objects are obstructing your view. Press again on your number pad to come out of it. All right, so I will just select press Tab to go into the edit mode, basically. Right now as you can see, these vertices are not really connected. I just want to connect them quickly because not connecting them can give us some problems later on, basically press three and select this face, and select this space, press X and delete the faces. Now to basically join all these vertices, press one, select this one, and select this one on one side, press to connect them together. Then select this, then this press. Now press two for Select, select this edge, select this edge, and press, as you can see, a face is created between them To make it a lot easier for us, what you can do is press two for Select, Just select this edge. And now keep on pressing on your keyboard. And you'll see you can easily join them altogether. And just make sure to fill them all like this. At the end, you can see we have a little bit of shading issue going on over here at the bottom, press three for phase, select, select this phase and move it a little bit downwards. And you can see we have fixed that very easily. All right, we are good to go again. I will press tab press one for select and do the same for this side. Also select these two. Press select these two. Press press two for select. And make sure to select these two edges. And press now select this edge. And now keep on pressing to join them altogether and fill them out completely. All right, we cannot really see any shading issues. We are good to go. Last thing, press tab again. Select this edge and press and this edge and press this way we have all quart topology. So it is much better. We are done with this shape Also, let's hit control to save our files. I think this much is pretty good for this lecture. We'll continue from here. In the next one we'll continue modeling all these different parts of the guitar. Thank you for watching. I'll see the next one. 3. Finishing the Base Body: Hello and welcome guys. Now let's continue working on a guitar. I'll press one for the front view. Let's enable x ray. We can start by creating this shape over here. Just press Shift A, and let's add a cube press to scale it down. And just scale it according to the reference image. Press then and scale it down on the z axis like this. Just match it properly with the reference image. To roughly create something like this, you can press Tab, and you can see it is fitting our reference image perfectly, I think. All right, after you have scaled it, you can just press control and apply the scale. Then let's press Tab. I will select this side of the vertices and this side of the words while holding Shift. Also make sure you have enabled x ray. Okay, first what I will do is I will press Tab Press control and add a edge loop in the middle. Hit right click to place it exactly over here. Then select this word, hold, shift this one also. And just press and move it right over here like this. Now to properly create the shape first what I will do is save a x ray press, then Y, and scale it down like this. Now just press tab, press two for edge. Select and select this edge. Press G, then Y, and bring it out over here like this. We have a weird shape like this. But what I will do is I will press Tab and hold Alt and select this complete loop by clicking while holding all. You can see this whole loop is selected if you hold all click over here. Now you can just press Control plus B to bevel it out like this. Just give it a bunch of segments. I'll press one for the front view and let's bevel it out. Yeah, something like this. If you enable x ray, it is not really fitting properly. But what I will do now, just select this side of the vertices, make sure you select them properly. All the vertices that are on the right side of the origin select them like this. Then press X and delete vertices. Then go over to Modifier and add modifier and just add mirror modifier. And you will notice that everything is mirrored on the right side perfectly. Now go back to front view, enable X ray and you can select all these vertices one by one and bring them down according to the reference image. You will see everything would fit perfectly. Sable X ray. As you can see, we have got ourselves our shape right click and shade, smooth this and enable auto smooth. Let's move it backwards a little bit till here. Now to make the shape a little bit better, what I will do is I will hold two. I will press two to go into the Select mode. Hold and select this loop X and remove the edge loop. Just select this loop over here. You can select this top edge over here. Then press then Y and move it downwards like this. To create something of this sort, let's move it a little bit upwards. And now you can again hold all select this loop. Will press control and bevel it completely. Make sure to apply the scale. Now let's level it to create something like this. I think that looks nice. You can press then Y to scale it down on the y axis to make it a little bit thinner. I think this shapes look pretty good. We can hit save press three for the right side view. We can move it a little bit inwards and rest. Everything looks pretty good in my opinion. You can see it is fitting perfectly in our reference image. It has got a nice shape also. All right, let's move further, enable x ray again, we can create these small shapes over here. Let's just press shift A, add a Q and scale this down. Scale it up on the x axis like this. And let's see, First press control, apply the scale. Press tab. And just it, somewhat like this, you can press and move it a little bit inwards. Yeah, I think the shape is. All right. Bring it out over here. Now, just first press control, apply the scale. Press and press two for select hold control Not. And select all four of these edges like this control and Not is a shortcut for this. You can press one once again, enable x ray. Just press control and level it out to create something like this. Again, shade smooth, this enable auto smooth. I think that's pretty good. Next, we can create these cylindrical shapes. I think these look like a sphere, but we can work with a cylinder only, enable x ray. Again, press shift, and let's add a cylinder, scale it down, rotate it on the x axis by 90 degrees and just match it with the reference image once again. Now let's just press to isolate this. Let's shade smooth this enable to smooth and let's see. Okay, first let's press slash again, come out of the isolation mode. Press three for right side view and you can see it from the side view. We can place it somewhere around here so that we know the length of it is somewhere around here. And now I will scale it down a little bit. Now press press tab for the edit mode. Press three for the backside face and press to inside this like this. Now just extrude it like this, let's insert it a bit more, extrude it till here, Create something like this. Next what I will do is I will just press Tab again, press control or add edge loop over here. Before doing anything else, I'll press two for select, hold a, select this edge completely. Again, hold shift, select this edge completely. Then just press control to give it the smooth shape. You can see the bevel is not really working properly. I think we need to apply the scale first control, apply the scale now. Again, try beveling it all. That looks pretty good. I will press three for phase. Select, hold Alt, select this phase, then press Alt plus E to extrude it along the normals like this. I'm pretty happy with this. We can press one for the front view, enable x ray. Now let's just use array modifier. Instead of duplicating it again and again, you can simply use array modifier like this. You can control the count and the distance between them by using factor as it is on the x axis. Only we only need to change the x factor, but if you want to make it on the y axis or even on the z, you can do that. Let's set them back to zero. Now to set them properly, enable extra quickly again and decrease the factor. And make sure to set the count on six and just place it according to the reference image. Can set your factor whatever fits best. I think 1.37 It's pretty good in my opinion. I will just select this and move it a little bit downwards, even though it does not match the reference image. But yeah, I think that way it looks better. All right. I'm pretty happy with how our guitar is coming along. Let's see what we can work on next. We are pretty much done over here on this side. The next thing to create the stop part, let's see, we can press three for the right side view. And we can start by creating this thing. We can press Shift and add a first press one for the front view. We will be starting from somewhere around here to scale it down and place it just above the guitar like this, and make sure the reference image fits perfectly over here. Now press tab able x ray, select all the stop vertices. Move them up over here till here. Then press then x and scale it down on the x axis. Move it a little bit towards the left. I think everything fits perfectly. Again, I will select everything over here. Lex has enabled press to extrude it and scale it outwards like this. Let's try to match the reference image properly. Again, press extrude it till here. And again, scale it up. You can only scale it on the y axis, x axis. We have something like this. Press three for the right side view. Let's just place it backwards over here. This shape is like starting from over here, you can see the partition is created. This is like a completely different thing. We just need to place it till here. Now we need to work on this right side. Let's see, Press tab again. Let's, we can start from over here at the top, select it, and move it back over here like this. And just try to match it with the reference image, just like that. Do it over here also, if you feel like you want to add a couple of more edge loops, you can do that. Just press control R and add a bunch of edge loops. And just move them according to the reference image, we just fit everything properly. I think this is pretty good. Control R again, add edge loop right over here. Select these two and place them like this. Now you can select this, press G, then Y, and hold control to snap it together so that they stay perfectly in line. You can make sure to enable vertex from over here and then do this thing. Now we just need to create this over here. Press control R. Let's add a couple of edge loops. Select this, move it like this. Then you can press G, then Y, and just snap them together. Move them a little bit just to match the reference image because they are not like perfectly straight. Now for this, we can just add a bunch of edge loops over here. Just move them back to make the shape just like in the reference image. Let's add one more over here. And I think that is pretty good. I'm happy with it to zoom out. I think it is matching the reference image. Pretty good. We can just right click on this shade smooth and enable auto smooth from over here. I think we did a pretty good job with this. Let's hit Save. I think this is pretty much it for this lecture. We'll continue from here and next one. Thank you. Watching. I'll see the next one. 4. Adding Details: Hello and welcome guys. Let's continue working on our model, one for the front view. Let's see, one thing that I want to add over here is I will just add a small circle just on the outside of this hole. It is not really added in the reference image, but we can add that on our own. Click over here, select this object. Let's press one for the, select Hold Alt and select this complete loop. Hold Shift Alt and select Completely. Now you can press Shift, Duplicate it like this. Then hit right click to place it exactly over here. You can just hit Cancel any moment. Now press and separate the selection. Now as you can see that these two are like two separate objects, we can just select it first, I will just remove both of the modifiers. Press tab press to select everything press you can extrude it like this, then hit right click to place it again exactly over here. Then press to scale it outwards. Like this. I will scale it just about here. Now just press to select everything, Press and extrude it outwards, just like this. Then again, add a bevel modifier to this. Apply the scale, shade, smooth this and enable auto smooth, reduce the bevel amount and enable harden normals from over here to make the edges smoother. I will also add the Bevel modifier to this object over here. We did not add it. Add a Bevel modifier. As you can see, the bevel is too much. First, press control A, Apply the scale and then reduce the bevel. Something like this. Maybe I will press select all of them and press then y and move them outward just a little bit. Let's set the bevel to something like 0.002 That's pretty good. This also add a Bevel modifier. Apply the scale and reduce the bevel. All right, that's pretty good. Make sure to enable harden normals for both of them. As you can see, the edges are like really hard right now. But if I enable harden normals, they will be smoother. You can enable that next. Let's see we can start working this part over here, Shift, and let's add a cube. Once again, scale it down and place it right over here. Scale it according to the reference image. Now press Tab. Select all these stop words and move them over here at the top. And now again press the next. And scale it down like this, I think it is, till here, only to just bring it down till here. Next, let's first add a Bevel modifier to this, supply the scale. And add a Bevel modifier, reduce the Bevel, enable harder normals and enable to smooth. What I will basically do is first I will press one for the front view and enable x ray, you cannot really see it properly over here. Three, and let's view it from the right side. We need to make it a little bit more thicker, press S then Y, and increase the thickness of this, something like this. Make sure to always apply the scale after you have changed the scale. Now again, just press Tab, and let's see, Press control R and add edge loop in the center. Like this, I want to add two edge loops, so you can press control R and use your scroll wheel and add two edge loops like this. And hit right click to place them at the center. And basically just press then X and scale them up like this. Place them just at the corner of our object like this, so that we can separate them out. Later on, I will show you what I mean by that. Something around here is pretty good, I think. Next I will just press first to isolate this object and I will make it a little bit curve. The press control are in the center and hit right click, Press two for edge, select, select the stop edges, then y and move it out over here like this. Then basically hold out, select this loop completely. Then press control to level it out. Simply, just like that. Right click shade smooth. This now enable to smooth. Now basically I will press Tab and press three for face. Select Hold Alt and select this Hold Shift, and select this phase. Then press P and just separate the selection out to create them two separate objects like this. As you can see, okay, we made one mistake. We did not really select the face over here. Just undo it quickly and make sure to hold Shift and select this face also over here. And this one. Then press and separate out the selection like this. All right, now you can see there is like a weird separation over here. We want to make it a little bit better to do that. We can press slash once again and once again slash to isolate these two pieces. This time press tab now, and press two. And select this edge over here. And just press to fill out this face, select this edge and press to fill out this phase. Now the separation is a bit better. Again, select this piece over here, press we can press Tab, and we can fill out this face like this. And press to fill out this face. All right, now it is much better. As you can see. I definitely want to reduce the bevel amount a little bit to maybe something like 0.0 015 or this also. That looks much, much better, in my opinion. Let's hit Save, and press one for the front view. Let's create this top piece over here again, press Shift A, add a cube, scale it down, and place it right over here. Press then x scale it up Again, make sure to enable x ray and just see if it is fitting properly. Yeah, I think it is. Now press three for the right side and let's move it back. We need to scale it up on the y axis like this. I definitely want to bring it out a little bit more like this. Now, press control, Apply the scale. Let's add the Bible modifier to this. Also, press tab, press two for select. Slide over here at the top and press control and bevel it out like this. Right click and shade smooth, enable harder normals and enable auto smooth. From over here, I will select these three pieces over here. Press then Y and scale them a little bit down and move them back. Just to create something like this, press three and check it from the right side view. Once again, I think it is a little bit outwards, but we can definitely work with it. Yeah, I think I'm pretty happy with how this has turned out. Select this and reduce the scale of it on the z axis a little bit. All right, let's save and keep on moving further. Next we can create these lines over here. These are also pretty easy to do. We basically just need to shift, add a cube, let's scale it down and make it the size of over here, Sable x ray. Bring them out over here. I will just select them and scale them down. Just about in here to fit exactly like this. Now to give them a bit better shape, let's base them correctly that not apply the scales. And I will just select these two edges control and level them out. Something like this, shade smooth, this enable to smooth. Let's see now we can just keep on duplicating this. Make sure to just add a edge loop right in the center, press control R and right click and add edge loop like this. Now let's just duplicate this. Come out of the extreme. I also want to reduce the thickness of this. What we can do is press Y and scale it down like this. We move it backwards. You can see, we cannot really see this anymore. But we will fix that later on. Let's just duplicate it. Quickly select it, enable x ray plus D and bring it down like this Again, D pressed and bring it down and just keep on repeating it. Piled, then set swiftly do it. All right, we are all done. Now, quickly select each one of them and scale them, just about these two lines. For each one of them. Just so that we have like a reference this way, it would be much easier as we can just quickly scale them according to these two lines. It does not have to be like exactly precise or perfect because it won't be that noticeable. But yeah, just roughly scale them according to these two lines. All right, next let's fix their visibility issues. I can do is select all of this and just press to hide them. You can just select any object and press H to hide them altogether. And just quickly select them all like this, make sure to have an active selection first, click over here, then hold Shift and select all of them. Then just press control to join them altogether. Now you can again press Alt plus H to bring everything back. And now I will just select them. Let's press one for front view, enable x ray press Tab and make sure to go into the select mode to press one and just select all the word in the center. As I mentioned earlier, we have to add like a edge loop in the center. Just make sure to select that edge loop for all of them. Enable x ray press Y and bring it out like this. As you can see now, it is perfectly visible over all of them. Now just press control, press to level it out very easily. As you can see, now they look perfect. Apply the scale and let's see next. What we can do is one more thing that I want to do is I want to fix the shape of this press tab and select these two faces. Press three. And select these two faces, press then Y, and move them back a little bit, just like this. Then you can two and select this. Select this pres then, and just bring it out like this just to give it more like curve shape. Now if you want, you can select enable x ray and increase the size of it according to the reference image. Still here I think in the reference image it is scaled out like till here. If you want, you can do that. I think this looks fine. I will reduce the size back to the original only I think this looks much better to me. All right, let's sink. Pretty good for this lecture. Thank you watching. I'll see the next one. 5. Detailing the Top Part: Hello, welcome guys. So in this lecture, let's work on the top part of our guitar so we can create all these pegs over here. All right, so first I will just select this piece, and I will add a Bevel modifier to it. Because we do not add it. Just add a Bevel modifier, Ply the scale and adjust it. All right, let's move further and press one for the front view. We can look at the basic shape of this peg from over here. Only in the reference image, basically. Just add a, scale it down and just try to roughly match it with the reference image. Something like this. And now press three for the right side view. Just try to scale it down on the Y like this. We can rotate them at a later on stage, but for now I think that's all right. Let's see, Press control and apply the scale first. Now again, press on E for the front view. Let's place it over here. Enable x ray. Let's see, Press tab to go into the edit mode. Press control R and add a edge loop right in the middle. Right click like this. Let's select these two vertices and move them up. We can move this one over here like this, then basically just press control and bevel it out like this and just move it all downwards, something like that. And we can select this one also and press control and bevel it out just a little bit that we have something like this. Press S, then Y, and scale it down on the Y axis a little bit. Also, I will just scale it down like this. Also, shade smooth this and enable auto smooth. Next what I will do is I will press and select this edge over here. And select this edge, press S then y and scale it down like this. I think we did not make the bevel like smooth enough. We can maybe select this edge and bevel them out separately. It will give us like a weird topology, but I don't think it matters that much. We can select these two edges over here and scale them down a little bit. Yeah, I think, I'm happy with this. Now what we can do is selected cursor to selected to bring the cursor over here. What this cursor basically does is you can hold your shift and rightly can move it around wherever you place it. A new object would be added exactly over there. To place it exactly at like object, you can select that object, press Shift plus, then cursor to select it. Now when I add like a cylinder, it would be added exactly over here. This way it is like a little bit easier to move around things. Press seven for the top view, let's just press R, then X, R, then Y, and scale it down on the Y axis by 90 degrees. Type in 90 in your number pad. Again, shade smooth, this enable auto smooth. And scale it up on the X like this if you want. Maybe give it a little bit of detailed press controller at two edge loops like this. Place them over here. Alt and extrude faces a long normal, we can select this. Now press control to bevel it out, give it something like this shape. I think that's pretty good. Now we can just quickly place around the tuners, maybe we can select them both. Press control J to join them together. Let's see, they're a little bit smaller than the reference image. If you want to scale them like this, you can just scale it overall. But yeah, I think that's pretty good. Let's move them around over here. Press three for the right side view. For now, let's just set the rotation, go to item and set all the rotations to zero. Now just rotate it on the x y 90 degrees and on the z y 90 degrees like this. So that we can place them perfectly for now and rotate them later on. To press three and just place it like this. Press Shift plus D, place like this. And press Shift plus D. Again, place it like this. Now press one for the front view and bring them in. Now let's just quickly use a mirror modifier to duplicate it on the right side that it is much easier to go to mirror modifier modifier, Select this and add a mirror modifier. You will notice that it is not really working properly because we need to set the mirror object. We want to duplicate this thing over here according to this object over here. Select select the mirror object as this. And you can see it is working perfectly. Now let's quickly do the same thing for all of them. All that's perfect. Now we cannot really like edit them. If you see if you rotate it, both of them would be rotated at once. You can see if you rotate it, move it around. Both of them would move, rotate at the same time. First we need to apply the modifier to change them individually, select it, go over here and apply, do this for all of them like that. And now you can select any one of them and both of them like a single object. Let's just quickly separate them out to enable x ray select this one, press P and separate selection. You can see both of them are separate. Now let's just quickly do this for all of them. All right, now we can just basically rotate them individually, press R, then X, and rotate this one like this, just give them various different angles. Just like that, maybe I will select the cylinders, select them all, and just quick select all of the cylinders to select them all quickly, you can just press L while hovering over them. And you can see you can easily select them. Now, I will just scale it up a little bit. You will notice that when you press and scale them up, they scale like very weirdly. What you want to do is basically go over here and select individual origins. Now they all will basically scale over their individual origin and that is what we want. Scale them up like this. That's pretty good. Yeah, I think they look fine for the backside of these things, we have to create like a little holder over here that holds these like tuners in place. I won't go too much fancy with it, I will just simply create a cube. Base it over here. What we can do is we can enable snapping from over here. Enable face project snapping, select phase project from over here. And select aligned rotation to target. Now what will happen is when you select this object and press to move it around, then hold control. You will see it gets snapped perfectly to that face. Let's place it over here. Now. Basically you can press, then you can press every axis two times to move it along that particular rotation. Only what I basically mean by that is if you press then X right now or then Y, you can see it is moving in this straight line. But if you want to move it along the rotation, press Y once again, or press then you can see you can move it along the rotation like this. If you press Y and Y, you are moving it along this rotation. Or if you press Z and Z once again, this is like really helpful. Select them all and move them a bit further, like this, select these three. Also, press G, then Y, and move them. Just a little bit ahead. Now, basically, I will select this press control, apply the scale, select this face, and move it down again. Press G, then Z, and Z, and you can move this face exactly along the rotation like this. Press control a knot, and select all four of these edges. Press control and level them out just a little bit. Enable to. So again, I will select this and add a mirror modifier. Select the mirror object as this again selected to duplicate it, press Shift D, and this time press and Zed once again. Press then y and Y once again. And then you can move it below here. Move it a little bit out again. Select press Y and Y once again. Let's just select these two and move them a little bit inwards. All right. Yeah, I'm pretty happy with this. Now let's move further. Now one for the front view, again enable x ray. Let's create these things over here. These are also pretty easy to do. Let's press Shift and add a cylinder again. We will use that snapping on the face, scale it down a little bit and and then hold control. And you can see you can easily snap it onto the face like this. This one once again enable x ray. You can press and hold control once again and snap it just right about here. Now again, if you press then Z and Z once again, you can move it outwards just along the rotation. Shade smooth, this enable auto smooth and basically selected press tab to go into the edit mode. First, let's apply the scale. When press tab presa, select select this phase and press to insert this like this. Now just extrude it outwards, just like that. Just once again to insert and this time insert this inwards. Basically, that's it. Let's select it and add a bevel modifier to it, reduce the bevel and enable harder normals. We will select the circle in the middle. You can also make a selection by pressing and just selecting all the words like this. There are different ways to select. I will just scale it down a little bit. Now again, let's add a mirror modifier to this. First, we can add the cylinder that is at the center of this. Again, shift plus, select this, press Shift plus cause to select it. Add a cylinder, Scale it down. It gets added exactly over here. Then you can press and hold control. Snap it like this. Shade smooth and enable to smooth. Let's see. Okay, before I think snapping it, let's just properly created, set this to zero. Press three for the right side view, it is something like this. Let's see, I will press press control R to add a edge loop in the middle. And scale it down from the middle like this. Then press control and devel it out. Let's select the top loop. So hold out and select this top loop. Put outwards. Press three for face, select. Select the top face, Press right click and faces that you can select this word over here. And move it out like this. Yeah, that's pretty good. Now, press and hold control. And snap it over here. Obviously we need to move it inwards and also scale it up a little bit. Now press then z and z, and push it down till here. Maybe scale it up a bit more, make sure it is not working from the back side. So you can press Tab and select them all. All right, I think that's pretty good. Now we can just join them both. Let's use the mirror modifier now. Make sure to set the mirror object as this. Yeah, it is mirroring perfectly. Let's enable x ray selectins. Place it over here again, press Sift plus D, and we need to set a little bit. Yeah, select this one first, will then z and Z. And move it down here. Again, select this and do the same thing. All right, we can maybe increase the, say, scale of them a little bit. Select them all, make sure, sorry, individual origin is selected from here and scale them up. I think this middle cylinder is just too big for me, so I will select it quickly. Again, select them by pressing L while hovering over them and scale it down. Also, just push it back a little bit. I think now it is pretty good. We can definitely make little adjustments later on. Also, you can make them according to you. If you're feeling like something is looking too big or too small, you can definitely adjust it on your own. But yeah, No, I think I'm pretty happy with this. The last thing to do is just to strings onto our guitar. Okay, Before that, let's see, I will quickly create this little n over here. Let's just simply add a cylinder. Bring it down over here, scale it down. This one is really easy to do. The stab, select this thing and scale it outwards. Like this control, I apply the scales three for the right side view and move it over here. We can right click, shade, smooth, enable auto smooth this face. And press and press once again and extrude it like this. Yeah, that's pretty good. Let's save and yeah, we are pretty much done with our guitar, so thank you for watching. In the next video we'll create the strings and finish with the modeling. Thank you. 6. Adding the Strings : All right guys, in this lecture, let's add the strings to our guitar. First what I want to do is I want to add two edge loops over here on the guitar body. If you do not really see your geometry of the guitar, you can see it. It is towards the inside of the guitar, but it is not visible towards the outside. What you basically can do is just select the guitar, stab, press A to select everything, then you can just press Shift plus N. And you can see this will fix the normal, basically the normals for flip, that's why it was appearing inside out. Now I will just press controller at two edge loops like this. Right click to place them at the center, then press the Y and scale them out. You will notice that when you press S then Y, nothing really happens because we are currently in individual origins. So we need to change this back to maybe bounding box center or median point. Now if you press S, then Y, you can see now it scales properly, something around here. The reason I'm creating these edge loops is because it is easier to add a texture in substance painted directly to these two strips because we will be making them like a different color. That's why I'm doing it. Let's select them both. Once again, I will decrease the thickness a little bit. That's pretty good, I think. Now we can proceed for the strings. Basically press shift and this time go into curve and add a path. This is a path then type in 90 to rotate it by 90 degrees on your number back. Let's bring it out over here. All right, let's start by giving it a little bit of thickness to go into geometry in the bevel section, increase the depth, and you will see it will give this cylinder. When you increase the depth, you can see it will give this cylindrical shape. But the thing about this is it is really easy to change the shape of this curve. That's why I chose this. Instead of a normal cylinder, let's just set the thickness to something like 0.03 maybe 0.03 20.003 etc. A speaking correctly, the thickness of all the guitar springs are different. We can maybe make this one the thickest and then we can decrease the thickness overall. Maybe I will increase this 20.0 035 press control. I apply the scale. Let's start press Tab, and I will enable x ray. And just delete all these vertices over here. Press X and delete them. Make sure just two words are there. Let's place one over here like this and another one over here at the top. Just about somewhere around here. Now, quickly press three to move to the right side view. Again, select both of them. And move them over here like this. Yeah, that's good. Select it and place this like this over here. Now, basically, I will press to extrude it once, and then press once again. You need to like extrude it a couple of times, then it works correctly. Yeah, we need to extrude it like three times. Now we can move it around. Don't really like move it ahead. Just place it till here. Only now I will just duplicate it. Press press then X, and move it over here. Then again, just press Tab and align it according to the new string. And place it just like this, still here. I will decrease the thickness to 0.003 Maybe again, let's duplicate this. Press X and place this one like this press tab. Just align them all according to the reference image. We will properly fix them later on, but for now just place them like this. We can keep the thickness for these two the same. Let's again select this, press Shift D, and place this one over here. Let's decrease the thickness even more to 0.0 025. Again, press tab. Place this one over here again, duplicate this. Let's just quickly duplicate it two more times. For these two, we can finally set the thickness to 0.002 for both of them. Press tab, enable x ray again, Let quickly place them both. All right, we are good to go now. So quickly, just press three and check from the right side. Yeah, everything is looking fine. Now select this. Okay, before we actually make any changes, just select all these pieces over here and move them roughly in that position. Just like that. Now let's select the first string and place it directly over here like this. If you want, you can press three and move it like this. Press once again to extrude it and move it inwards. Select this one, enable x ray and just move it directly over here. Press three for the right side, press G, then Y, and move it back. Extrude it a little bit just to make it seem like it is going inside this. Select this one. Now stab enable x ray and this one goes directly over here. Make sure to like check if there are any kind of shading issues. Make sure there are none. That's pretty good. Select this one again and this one goes right over here like this. Let's see. All right, that's pretty good. Press tab, enable X ray and this one we can place it over here. And the last one goes directly like this. Yeah, perfect thing is sitting pretty good. You can check over here also. Yeah, the strings are looking really nice. Let's just say safe. I think in my opinion, we are pretty much done with the modeling of our guitar. In the next lecture, we will apply all the modifiers and just quickly export it to substance painter. First we will and wrap it and then export it to substance painter to start with the text string. Thank you guys. Watching I'll see in the next one. 7. UV Unwrapping : Hello and welcome guys. So let's continue. What I will do in this lecture is let's just select both of the reference images first, press M and move them to a new collection. And name this as reference images. Okay, and we can just turn this collection off now from over here. Now select all of the guitar again, press M and move to a new collection and rename it to Guitar. Basically what we will be doing is we will be applying all the modifiers. When we apply all the modifiers, we cannot really make any changes to those modifiers. Like, for example, right now we can change the things like the bevel, amount of any of the modifiers that we have added or anything that we want to do. But if we apply this modifier, you will notice we cannot really change the bevel amount now as it is permanent. Make sure you are happy with your modifiers and everything. What I want to do is I just want to create a duplicate of this guitar that if things go wrong in the future, we always have a non applied modifier version of our model. What I will basically do now is just press A to select everything, then press Shift plus D to duplicate it. Then hit right click to place it exactly over here. Now again, press M and move this to a new collection. And rename this to Guitar in brackets, right? Applied. Okay, Basically, now we have two different guitar models. One will be the Not Applied version. We can rename this to Applied. That means the modifiers are not applied for this and the other one is the applied version. Let's enable the applied one and we will apply all the modifiers now. All right, before applying them, one thing that I want you guys to check is go over here and enable face orientation and make sure everything is like this, dark blue color and nothing really is red color. If you see something like this, let's just create a new object. And I will quickly show you. If you see any of the objects with this red color, make sure to fix this. Because this means that the normals are flipped and if you export it like this, only to substance painter, everything would look inside out. If any of your objects, let's say I'll just quickly do one of them. This object is appearing like this. It can be any object, but I'm just showing by example. What you basically need to do is just selected press tab, press A to select everything, then just press Shift plus N. As soon as you do that, the normal would be recalculated and it would be fine just quickly do that for any of the objects, if there are any. All right, let's disable this for applying the modifiers. We don't really have to go in like each and every single object and just select Apply from over here, because that would be too long. We can just press a to select everything, then type in three and search for the command convert to mesh from here. Basically, if you select any object now you will see now all the modifiers are applied and we cannot really make any changes to our model. Now it's time to add the material to this. Go over here, select any of the object, come down to this tab over here, and add a new material to rename this to Guitar. Now to copy this material to all the objects, what you basically need to do is just select this piece, this object which has the material added. Then press A, make sure this is the active selection, then press control L and link materials. You can see 30 is written over here. That means this material is being used by 30 different objects. Now, yeah, it is copied successfully. Another thing that I will do is I will press Tab. If you remember we created these little strips. Hold Alt and select them both. Shift and Alt. Select them both, then press P and separate the selection like this, just so they are like a different object. This way it would be easier for us to add the material in substance Painter. All right. Now move on to UV editing. It's pretty simple and straightforward. We will directly use smart UV project. What you basically need to do is first press A to select everything, then make sure to press control and apply the scale, because applying the scale is important with UV's. Now press Tab, press again to select everything. And then just press U and hit Smart Project from over here. You'll see as soon as you hit okay, over here, the UVs are here. You can enable this and enable display stretch from over here. You can just things like the margin and the angle limit from over here. I accidentally undo this. Yeah, you can just the margin and the angle limit. If you decrease the angle limit, the UVs would be like much smaller. Let's set this back to 66 only because right now the UVs are not done. I just quickly want to show you another thing for these things over here. For all these cables, these ones, I want to manually unwrap them and not use smart project. Because when I was testing things, they were really causing problems with the smart project. I will quickly show you how we can UV unwrap them manually. Just select them all these cables. Then press control J to join them together. Press to go into the isolation mode. Basically what you need to do is just press Tab and press two for select and one edge like this, Hold Shift Alt, and keep on selecting one edge from each one of the cables like this. And then select one edge vertically, one edge horizontally, and another one vertically, like this. Then write, click and select Mark. And then just press a press U, and instead of smart project, this time it unwrap. You will notice now the UVs are much better as they're straight, so they won't give us that many issues. You can adjust the margin. All right, let's press to come out of the edit mode now. Basically what we want to do is I will hide this press to select everything except the cables. Then press Tab again. Press press U and hit Smart Project this time. All right, now we have two different UV islands. You will notice one is this one and the other one is these cables, as these are like two different UV maps and we want to combine them into single. If you press A to select everything, then press Tab. You can see these are like overlapping over here. How we can do that, it is really easy just select them both. Then press Tab and press to select everything. Then you can go to the UV menu over here and select Average Island Scale first. And then select Pack Islands from over here. As soon as you do that, you can see they are now packed perfectly. Open up this window and give it a little bit of margin, something like 0.006 And now the UVs are perfect. You can manually unwrap a couple of objects and automatically unwrap some of them. Now you've learned like how you can just manually unwrap one object and automatically unwrap rest of them. And then you can combine those two maps into a single UV map only by using these two commands over average Island and Pac Islands. All right, the UV unwrapping is done. Now I will come back to lay out it, Save now to export this substance. Painter, just a select everything. Go over to file Export and hit Bx. Now in this folder over here in the export folder, Let's name it as Guitar On. Make sure to limit to selected objects. This way on the selected objects will get exported. So make sure you select everything before exporting. Just press to select everything and then export. And also make sure to select mesh from over here. None of the extra objects like the cameras or the lights, anything won't get exported. Only the meshes would get exported. Export and it is done. Now you can quickly open up substance painter again. All right, now in substance painter, let's close this. Go to file and create a new project. Now in the file section, click Select. And let's come back to our export folder and select this guitar file. Everything can remain just like this, only because all these settings we can change later on so you don't have to worry about them right now just okay, your import is done now. You can quickly look through your guitar for any kind of issues like shading issues or import issues because most of the times we have issues. Things look a little bit weird in substance painter. One thing that is not really a shading or anything issue but we have like a little bit of space over here. We can let's, let's just select this and move it downwards like this, but make sure none of the other things are messed up because of this. I think everything is pretty good only so we can press a again. Go over to File Export, and quickly export this Once again, get export. Let's quickly go to File, Create a new project. Select and select this. Okay, Hit this card. Yeah, now it's fine. The very first thing when we do, whenever we export something or import something into substance painter, we have to bake the mesh maps because baking the mesh maps is necessary as it will help us in using smart smart materials. Everything go to texture set settings. Bake mesh maps, it is like a completely new window for bake mesh maps. You can have a different window if you have older versions of substance painter. But don't worry, it is pretty much the same. You just change the output size from over here. Set this to four. You can set this two K. Also if you have a lower end PC and I'll just go four K, enable applied diffusion, use low polymers, high polymers and just set the anti easing to something like 16 or four. Yeah, basically the rest of the settings are good as default only, just disable ID maps from over here as we are not really using ID maps and a rest, everything is fine. Now, Quickly just hit Bake selected Textures and wait for it to finish. I will just resume the video when everything is done. All right guys, The baking is done. Now just return to painting mode. You can see our model already looks much better as the bake is done. Now we can see all the nice ammineusion, everything quickly. Look for your model. Uh, check it out if there are any bake issues, but I don't think there are any. I will also go over here in the display settings and make sure to enable temporal inter leasing. As you can see, all these jagged edges, if you enable this, many of them would be reduced and the model looks much better now. All right, let's just before proceeding to save on our substance painter file and save it over here in this folder. Screening this to Guitar. Let's just say, I think this is pretty much it for this video. In the next video, we'll start texturing our guitar model. Thank you for watching. I'll see the next. 8. Texturing the Guitar: Hello and welcome guys. So in this lecture, let's start with the texturing of our guitar. So I'll quickly just select this layer and delete it from over here. And also, one more thing. If you do not see any of the tabs that are appearing on my screen, you can go over to Newport, sorry, go over to Window and you can enable them from over here. All these tabs, assets, layers, properties, everything. You can arrange them accordingly. All right, so let's start. The texturing process would be pretty straightforward. I will be using smart materials to texture this guitar. Just go to smart materials section and search for black latex. This one latex, black dragon. Drop it onto your guitar and this will be the basic body of our guitar. We will like edit it out a little bit. We'll customize it on our own. You can see this folder is appearing over here. Just open it up for the bass color. What I basically want to do is I just want to change it to something like a little bit lighter. Just set both of these to zero and value to 0.1 make it a little bit lighter. Also, I will increase the roughness because right now it is too shiny. Maybe something to 0.35. Yeah, that's better. If you want, you can turn on and off all these layers and see what are adding all these things. Yeah, this layer is adding this thing. What we can do is we can select this and increase the roughness of this a little bit to maybe something like 0.25 just to make it a little less apparent. This way looks much better. Now obviously we don't want this material over all our pieces. We can use masking to just make it appear over the body. Only you can click over here. This is like a new feature. This is the geometry mask. Click over here, right click and exclude all. Now it is disappeared from everywhere. You can now just click on the objects that you want to add this material to. I think just this single one on the main body of our guitar. Now let's just select this material and press control C. Then we duplicate it. You can again, right click and include all and it is covering this entirely again, but don't worry, we'll just fix that. I will select the base and this time change the color to something yellowish for our secondary color. For this the Hex code I've decided is CBC 699. You can just go with this color only. Let's decrease the roughness 2.3 maybe now basically I will right click again and exclude all. And this time select this piece over here, these two strips. Let's see, we can add it over these things, these two pieces. Let's add this also perfect. You can see how well this geometry mask works with adding all these things to different objects. Also, you can go over here in the texture set settings and increase the size to something like four K. You won't see all those issues that were appearing over here. That's pretty good. Fine. Now let's again select this latex back and duplicate it. Right click, Exclude all. I will just select the base this time I just want to keep it back to default. So just select it and delete this one. And dragon drop it once again from over here. Now, right click Exclude All and just select this piece, because these things tend to be shiny. Looks nice. If you want, you can maybe tone down the base color a little bit, can make it a little bit lighter. But yeah, except that I think it looks fine. All right, another thing, let's duplicate it once again, Right click. Let's include all first. For now, the bass color. I will set something to brownish 2118 will basically be our color for these things over here. This right click exclude all, and select this and select this, this one also. We will select this black material. Only obviously, I think our guitar is looking pretty fine. Lastly, for these cables and all these pieces, I will simply use steel material in the smart material section, search for steel, you will find the steel bright layered. Just drag and drop it onto here. We can edit it out a little bit. Let's see. First I want to remove these scratches. Next, as you can see, we have this layering thing going on over here with the edges. Instead of removing it completely, just select the layer and set the height back to zero, that way it looks much better. I think again, click over here, Exclude all, select this. This Please. Okay. One thing that I want to do is I want to make this piece iron material and these bottom cylinders of this yellow colored material, only just to give it a little bit more detail. But now the problem is we cannot really do that because all of this is like a single object only. I will show you two different ways that we can separate them out. One of them is we can totally give up on using a geometric mask altogether. Right click and include all that way we are not really using geometry mask now, we will just basically use a normal black mask. Go over here, add a black mask. Select this tool over here. And select the mesh fill mold. Make sure the color is set to white completely. Now when you select all of these objects, you can see you can fill them one by one, just like the geometry mask only. But this time there is like a slight difference. It will only fill the meshes and not all the objects that are together. What I mean by that is when you click over here, now you will see only this middle cylinder is being filled. That is what we want. This these parts were excluded out. We want it. And now we can add the yellow material to these parts. But again, for this one, also as we were using the geometry mask, again we need to use the black mask over here. Also what we can do is instead of like editing this out, we can duplicate this once again. Place it at the top right click, Include all, add a black mask. Just select all of them, like this, one by one, a perfect. You can see we easily made them separate materials even though they were like a single object. Only if this method is like too confusing for you, you can just quickly undo everything and come back to where we were earlier. I will show you I think a much simpler way where we just go back to blender and edit the object out completely. All right, I've unload everything and we are back to having this steel, bright layered material over everything. What you can do is quickly open a blender. Instead of like making all these changes. You can go back in blender and make these two a separate object. That way it would be much easier for us. Let's select all six of them. First, let's press control J to join them all together. Now press Tab and hover over all these cylinders like this, one by one and select them. Then you can just press and separate the selection out like this. Now you can see both of them are like completely different objects. Come back out here by pressing, now you can press A. Also, I will just make these two a little bit longer. Select them both. Make sure to select individual origin. And press And Y. Yeah, it's safe press to select everything. Go to file, Export, and export It Once again, enable selected objects and mesh in the exports folder again. Export tires, guitar. Now in substance painter, what you want to do is obviously we won't be creating a new project once again because we have all this progress over here. First let's hit same, and I will show you how we can import updated model into our project. Go over to Edit Project Configuration. Select the file over here again, and make sure everything over here is remaining the same. And just hit okay. Just wait for it to finish. Once it will compute everything. Now you can see everything remains the same, pretty much, but our model has been updated. Click over here, now right click, just exclude. All you can see these two are now completely separate objects. You can easily select them out like this, and you don't have to use all those masks and everything like black mask and everything. We can directly use a geometry mask on a. Select the piece we want, the iron material, select the yellow latex black, and select, you can see how easy it was. So you can directly make the change over in blender also. That will also work. This piece we forgot about. Select this one and make it again yellow. All right, let's save and we are pretty much done with the texturing of our guitar. It was really quick, but as I would like a time constraint, that's why I didn't go much in detail. What I will do now is I will quickly rename them to their respective materials so that it is a little less confusing. This last one will just rename it to Black Shine. All right guys, let's save. What we want to do now is let's export all these textures into blender and see how they work, how they look in blender. To do that, to do that just hit control shift ten key in your substance painter and you will be welcomed with this window. This is the export window. It is really easy. There's not much things to do. We just need to edit the settings over here. The first thing to do is click over the output directory. This is basically where you want to save all your textures. Create a completely new folder over here in the oil directory and I will name it as textures. Open it up and make sure to hit folder, Then only this path will be selected. Over here you can make sure the path is selected because sometimes the texture gets exported to completely different area. Next is the Output template. Here you can decide which software you want to export your textures for. Like as you can see, we have an engine, Unity everything. We also have a blender preset already made for us, Blender principle SDF. Just this one. We can select the file type as PNG maybe, let's say 16 bits and size can be four. And yeah, these are all the settings that you need to do. You do not need to touch anything else if we have multiple different texture sets, as we have only a single material only, so we have only one texture set. But if we have multiple different texture sets, then we can enable and disable them from over here or change their particular settings for particular texture sets. But right now as we just have one, we can only do it in the global settings on. All right, now everything is done. Just hit Export and wait for the export to finish. All right, now the export is done. So if you open up the folder over here, the texture folder, you can see all the textures are appearing over here. Base color displacement, metallic. And now we can easily go back to blender and plug them into our like material. And the material will appear over here. Go over to the shading tab and I will quickly show you how we can add the material or add the textures to our material. Just select the principle BS, DF and then hit Control Shift. This is like a shortcut, but if this shortcut does not work for you, you can go into edit references and the add on section search for Node Wrangler. Make sure to enable Node Wrangler, then only this shortcut would work. Again, when a Node Wrangler is enabled, select the principal SDF control shift, come back to your textures folder, fold, select everything, and then hit principal texture set up. Wait for it to complete. And as soon as it would be done, you will see all the textures appear over here, wait for them to load. And yeah, you can see they're looking same as they were looking in substance painter. Our guitar is looking pretty good. I think our textures came out really nice. One thing that I want to mention is there are a couple of things that you can change up over here. A couple of things. Just some things that you have to check. One thing, that the base color should always be in the color space S, RGB and rest. All of the maps would be non color. Make sure they are in the non color space. The last map, displacement map, you can set the scale of this to 0.1 I don't think we have any displacement or height values in our model, but if you have any, make sure to just tone this back down to 0.1 or to a low value. Because in Blender it gets like really weird when the scale is set as one. Yeah, everything is pretty good. All right, let's just hit Save. I think this is pretty much it for this lecture. In the next video, we will add like a little bit of lighting DRIs to set a power guitar and take a few portfolio renders. And then we'll finish up with this course. Thank you watching. I'll see the next one. 9. Lighting and Rendering: Hello and welcome guys. In this lecture, let's just set up arena little bit. We can add a camera, some lights and take a portfolio ready render. Yeah, then we will end up with this course. Let's just start. I will go back to the layout tab. We can come into the viewpoint shady. Currently it is set to EV, so we can change to cycles because we want to use the rate racing engine. Set this to GPU. If you have a P, you can also enable noise from over here. All right, I'll come back to layout now because it can get a little bit laggy. Press Shift and let's add a simple plane. Press seven for top view. Let's press one for the front view. Place it over here. Scale it up like this. Then just press press to select. Select this edge, press E, and then press to extrude it upwards. Like this. Press control, apply the scale, Then press to select. Let me enable Screencast. Okay, they are enabled. Select this one. This edge, the press control and level it out like this, that we have some studio lighting set up. This looks in my opinion. Let's just press Shift and add a camera now. Now to set up a camera, it is very easy if you press zero right now on the number pad, you can view through the camera. This is what the camera will see. Whatever is inside your camera that would be rendered. Yeah, let's just set up it now. It is very easy. You can first just move your scene around. You want to place the camera over that scene? Just move around. Normally in Blender, let's say I want to place my camera just like this. Now you can press control all 100. As soon as you do that, you can see the camera is now automatically set up Over here. You can just go back to View View Tab. You can press to bring this toolbar View Tab, enable camera to view. Now you can easily zoom it out and place it however you want. These are really handy shortcuts. Now make sure to disable this. If you don't disable, it will go out of focus as soon as you disable it. Now it won't go out of focus. If you press zero, you can view back your camera and this is your normal blender view. As soon as you press zero, you can view the camera. You can view the scene through this camera. When you press let's say 12 to render, you can go to render and render image shortcut for that is 12. If you press F 12, you will notice that this scene will start to get render as, but right now there are not really any lights, that's why it is so dark. Let's just close this for now. We don't want it to render it. I'll come back to Layout and let's see, let's go back to the shading tab over here. You can select any of the material and you will see that the material is appearing over here. Let's just select this thing. Also add a new material to this. We will change it later on. Right now, let's just keep it dimly. What I was talking about is whenever you select any objects from over here, the material will appear right underneath us. But if you go from object to the world settings over here, you can change the world settings of the, you can add lights and things like that. Let's go over to the rendered view over here so that we can view all the lights. Press zero for the camera, now we'll basically just add HDRI, press Shift, and search for environment texture. If you will look in your course files, I've added a simple HDRI for you guys to use if you want. Definitely, you can use anyone that you might have. You can download it from the Internet. There are a bunch of different HDRIs that you can find on line. Pretty good ones. Let's just hit open and I will add this one for now. Let's quickly over here in the third directory. Just open it up and now we just need to connect it over here. As soon as you do that, you can see light is being poured into our scene. Now, it looks better than before. Now select this HDRI node over here, the environment texture node, and risk control. As soon as you do that, you will see this mapping node appear and you can change the rotation to maybe something in trusting. Let's put this 2250. Then I'll select this thing. Go back to object. Let's change the color of this a little bit. We can make it a little bit darker. Now, shift and add a light of your own so that we can create some of our own lighting. Let's increase the power to 100, maybe. Let's set this to 250. Increase the area of this, the size of this to 3 meters, maybe. Just select this light and place it over here. Press three for the right side view. On rotated and rotated like this, just so it is pointing towards a guitar like this. Press zero to view your camera and press seven for the top you. Let's see, currently it is straight ahead, so let's just place it at an angle like this. Let's say increase the power of this to 500. Yeah, I think this looks all right. Something like this. What I will do now, let's check this. And what I will do is you can change the resolution from over here, but let's just quickly render it out. Once I will decrease the samples from 4,000 to maybe something like 500 for now. And quickly hit 12 on your keyboard and you can just wait for the render to finish. It might take a little while, depending on your system, and I'll just come back when it's finished. All right guys, now the render is done. You can zoom in on it, and as you can see all those details that we added in the textures, you can really see them over here. If you feel like those details are not that much, you can go back to substance painter and edit them out a little bit according to you. But yeah, let's just go back and I will show you a couple more things and then we'll just finish with the course. I will also once, take my renders into Photoshop to show you one or two tricks that I used to make my renders pop a little bit more. Let's go back to render view And I will move the lights a little bit lower. Now I'll show you we can change the resolution of this. Right now it is like in 1920 by 1080, Normal full age resolution. But there is lots of empty space for our guitar. We can also make a render in like a vertical shape. Just change the resolution from over here. Let's, I will say this to something like 2000 and we can increase this to something like 2,500 You can see it is a lot more like vertical. No enable camera to view and just zoom in on your guitar like this. Maybe we can even increase it to 3,000 Yeah, disable it back this way. You can create like various different types of renders using different types of camera. I will definitely suggest you guys to experiment with this a little bit. Add different types of light, you can add them at different angles. You can change the color of the lights to whatever you like just to add more detail to your scene and more variation. You can select this backdrop and maybe give it a completely We type of color. There are definitely lots and lots of possibilities with this. You can play around with it. Even giving it some color like this does not look that bad. It looks all right. I will also go over here and enable render region. This will only show us this part that is going to be rendered. This is like a lot easier to focus as I was saying, you can definitely experiment with this, can change the HDRI. Also find different types of HDRI online and you can use them. They can give you like differences with different types of lighting change the backdrop, add different lights. That would be my suggestion for this backdrop. I think I will go with something like grayish but also has like a little bit of yellow tint to it. Yeah, this looks really good. Now, come back over here and increase the samples to maybe something like 1,500 and then just hit 12 and wait for the render to finish. I'll continue back when it's done. All right guys, the render is finished. Now you can now save it by just going over here to image save. Let's just save it outside only. I'll save it as a Jpeg, Increase the quality to 100% and let's set this to one and save as image. Yeah, basically that was it this way, you can render it out and save it as images to upload them anywhere or take them anywhere you want. Let's close it and yeah, now I'll just quickly open Photoshop. Let's just hit open and I will open up the file that we just exported from Render. Honestly, I don't really know that much about Photo editing or Photoshop. Basically, the commands I use are very basic, decreasing or increasing, things like the brightness contrast. You can also play around with things like the color balance to give it different tints of different colors. Obviously, there are all these basic stuff. You can also just auto tone from over here and auto color. These can sometimes fix your color and make them pop a little bit more as you can see. But one command that I most often always uses the sharpen more command. If you go to filter sharpen and just select sharp and more, you will see as soon as you do that, all of your edges that were looking like a little bit fuzzy and not that clear. As soon as you use sharpen, the edges will now appear like much more clearer and sharp, and this makes the image look a lot better. I just suggest you guys to always use sharp and more on your renders, not only just this one, any kind of three D renders that you do. Make sure to always use Sharp and more. As you can see, if I do this, everything is like a little bit fuzzy. But if I just enable it, Yeah, that makes it look much, much better. Yeah, this is what I wanted to share with you guys. Obviously, it is not that much, but as I said, I don't really know that much about photo shop. Yeah. Now, as I said, you can play around with different things with your renders. Take out like 2345 different renders of your guitar from different angles, with different colors, lights, everything. Yeah, this is it for the course guys. That's it from my side. Make sure to join my Discord server. Thank you. Watching, I'll see in the next one.